The Age Of Terror Is Upon Us: A Vampire Hunter$, Inc. Campaign
Vampiric Husk Class Features
Disruptive Influence: You have +1 to all defenses against attacks made by creatures you have marked.
Undead Creature: You do not eat, sleep, age, or breathe. You are immune to Targeting powers that are reliant on a living physiology. You have resistance to Homeostatic, Toxic, Void, and Temporal damage equal to 5 + one-half your level.
Creature Of Darkness: You gain Resistance to Shadow and Vulnerable to Solar equal to 5 + one-half your level. In addition, if you end your turn in direct sunlight and lack any covering (such as very heavy clothing), you take ongoing 5 Solar damage and you are weakened (save ends). If you drop below one hit point from Solar damage, you die rather than going into negative hit points. The ongoing damage you take increases to 10 at 11th level, and to 15 at 21st level. If you drop below one hit point from Solar damage, you die rather than going into negative hit points.
Mythic Weaknesses: Effects based on or associated with Garlic, Silver, or Ashwood ignore any resistances you may possess (but not Insubstantial), and saving throws provoked by such effects ignore any saving throw bonuses you may possess. You also grant combat advantage against attacks that are based on or associated with Garlic, Silver, or Ashwood. This drawback does not apply to resistances or bonuses granted by allies.
Psychic Spirit: You gain Resistance to Mental and Vulnerable to Metaphysical equal to 5 + 1/2 your level.
Resistant To Influence: You gain Resistance to your choice of Fascination, Morale, or Stability equal to 5 + 1/2 your level.
Psychic Drain: Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. If you end a short rest with more healing surges than your usual number of healing surges per adventure, you lose any healing surges beyond that number but regain all of your lost hit points.
Enduring Soul: While you are bloodied, you gain regeneration equal to your Charisma modifier. If you take Solar damage, or are affected by a Garlic, Silver, or Ashwood based effect, your regeneration does not function until the end of your next turn.