The Age Of Terror Is Upon Us: A Vampire Hunter$, Inc. Campaign
Kheldian Class Features
Energy Being: You have Vulnerability to Void and Electromagnetic equal to 5 + 1/2 your level. You also take a -5 penalty on saving throws against Void or Electromagnetic effects.
Short Natural Lifespan: You have Vulnerability to Temporal equal to 5 + 1/2 your level. You also take a -5 penalty on saving throws against Temporal effects.
Outgrown Such Silly Superstitions: You have Vulnerability to Hex and Metaphysical equal to 5 + 1/2 your level. You also take a -5 penalty on saving throws against Hex or Metaphysical effects.
Previous Existence: You gain training in any one skill of your choice.
Human/Kheldian Balance: You cannot Power Swap any Stunt powers. You may only Power Swap a maximum of half of your total Utility powers. You may only Power Swap a maximum of one At-Will power and one Scene power. You have no restrictions on Power Swapping Core powers or features.
Human Half: You do not receive Secondary Features by default. See Kheldian Secondary Features.
Beam Cohesion: When using an Area or Ranged class power, you do not have a long range. The maximum range of the power is what is listed on the power itself.
Cosmic Balance: Your metamorphic nature allows you to shore up for your comrades’ deficits. At the end of each extended rest, count how many of each class role (Striker, Defender, Leader, Controller) there are in the party, including yourself. Count characters with explicit hybrid roles (such as a character listed as a Striker/Defender) as 0.5 of each. You gain two powers based on which role there is the fewest of. If there is a tie for the fewest, you may choose between the options.
Standard Action ♦ Melee or Ranged 1 or 5
Free Action ♦ Melee 1
Standard Action ♦ Melee 1
Minor Action ♦ Close Burst 5
Standard Action ♦ Melee 1
Free Action ♦ Personal
Standard Action ♦ Area Burst 1 within 10 squares
Free Action ♦ Ranged 10
Energy Forms: You morph into an energy construct version of a previous host body of your Kheldian. You have two forms; Nova (Mefnanim) and Dwarf (Kurukt). You gain access to certain features in each form. When in Nova form, you can only use powers with the Nova keyword and you cannot use these powers outside of Nova form. When in Dwarf form, you can only use powers with the Dwarf keyword and you cannot use these powers outside of Dwarf form. Powers with both the Nova and Dwarf keywords can be used in either form, but not outside either Nova or Dwarf form. If a power has both the Nova and Dwarf keywords and is listed as ‘Melee or Ranged’, it is Melee in Dwarf form and Ranged in Nova form. You can revert from one of your forms to your Human form as a free action on your turn.
No Action ♦ Personal
Nova Damage: While in Nova form, you deal an extra 1d8 damage with all attacks. This extra damage increases to 2d8 at 11th level, and to 3d8 at 21st level.
Minor Action ♦ Personal
Opportunity Action ♦ Personal