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Dark Bargainer

Dark Bargainer Iconic

Dark Bargainers are Dhampir who have been given a Dark Gift by the Dark Powers at some point in their past. As a result, they have a deep connection to the Mists of Ravenloft, and start with one level of Warlock.

Dhampir Dark Bargainers have bolstered Intelligence and Charisma. They can heal themselves by using their Vampiric Bite on living beings. They excel most at using their powers for spellcasting and Eldritch Blasting.

Stat Notes:

Dhampir Dark Bargainers start with higher intelligence, and charisma.

Strengths: Their Vampiric Bite allows them to heal themselves and eventually kill foes outright.

Weaknesses: If fully embracing Undeath, they become vulnerable to Light damage and take less Positive healing.

Str 0
Dex 0
Con 0
Int +1
Wis 0
Cha +1

Automatic Feats 4

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • You do not need to breathe underwater.
  • You are a Dhampir Dark Bargainer
  • Single Target Action: You bite target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power (though is not a weapon attack and cannot crit). If that creature is a living and corporeal creature, you heal for 20 + (Character Level x Constitution Modifier) number of Hit Points from Positive energy. This damage does not have a saving throw, though upgrades to this ability may have one.
  • Dismiss Charm
    Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.

Selectable Feats 15

Available only to this race, and taken with a feat slot like any other — being the right race makes them available, it does not grant them.

  • Echoing Soul
    Your soul is fractured, shifted, or connected to another in some way. Gain +3 to all Skills plus an additional +1 for every 2 Character Levels. Gain +1 to all Saving Throws plus an additional +1 every 3 Character Levels.

    When you get hit with Melee or Ranged attacks, there is a very small chance your Echoing Soul will cause you to become Afraid, Blinded, or Immobilized for six seconds with no save. The souls within you will scream for several seconds before this occurs. Immunities to these conditions do not apply to this effect.
  • Enhanced Echoing Soul
    You have learned to handle the outbursts of your echoes better. When afflicted by Echoing Souls the duration only lasts 3 seconds instead of 6.
  • Enhanced Form of Pain
    You passively gain another 10 Physical and Magical Resistance Rating.
  • Enhanced Living Shadow
    When Your living shadow darkgift now procs deep shadows instead of shadow exerts, which causes your damage and all incoming damage to be reduced by 15% for 6 seconds. This can only occur once every 30 seconds.
  • Enhanced Minion of the Eldritch
    Your eldritch lords punishment now only lasts 12 seconds. Passive: You gain 5 universal spell power.
  • Enhanced Mist Walker
    Your Mist Walker ability's buff duration is increased from 2 seconds to 6, assuming the mists don't catch you.
  • Enhanced Touch of Death
    You benefit from death block in addition to touch of deaths other effects.
  • Enhanced Web-Touched Wretch
    You gain Web Immunity though your own webs can still bind you, but only for 4 seconds now instead of 6.
  • Form of Pain
    Your body is cursed to be prone to all manner of damage, but with the ability to withstand it. Passively grants +5 PRR/MRR.

    When you take damage, your body changes and you gain the Form of Pain effect which grants +2 PRR/MRR but also reduces movement speed and increases spell costs by 1% as the pain distracts you. This can stack 10 times, with one stack being removed every 3 seconds.
  • Living Shadow
    Your Shadow extends your reach, acting out your dark impulse, nearly doubling your range with melee weapon attacks in the front arc.

    Yet, there is a small change when you critical hit a target that the shadow drains you briefly, reducing your damage by 15% for 6 seconds. This can only occur once every 30 seconds.
  • Minion of the Eldritch
    Your soul has touched something beyond the planes, and a connection has formed there. Activate: You gain +5 Spell Power per Character Level, and +1% Spell Critical Damage for every 2 Character Levels you have for 12 seconds. 2 minute cooldown.

    When you use this ability, there is a chance the Eldritch Being you reach out to will grow tired of your petitions and decide to punish you instead. This chance increases each time you use this ability between rests.
  • Mist Walker
    You have learned how to navigate the Mists with time and a little luck. Trigger this ability to leap forward, and briefly gain a +5 bonus to Reflex Saves and a stacking 20% bonus to Incorporeality defense. This feat shares a cooldown with Abundant Step.

    When using this ability there is a small chance the mists will nearly catch up and you will become Exhausted for 6 seconds, -50% penaly to movement speed, -6 to strength and dexterity, cannot tumble. Normal immunites or remedies to exhaustion will not protect against this.
  • Pact: The Dark Powers
    Your patron is among the Dark Powers of Ravenloft, calling to you from the Mists. If you can remain within their favor, they will allow you to manipulate the Mists, bringing power and death.

    Toggle on: Your Eldritch Blast deals +1 Evil damage, plus 1d6 per bonus Pact Dice. This damage is halved on a successful Will saving throw vs. DC(19 + Charisma Mod + Evocation Bonuses)
  • Touch of Death
    Every touch causes life to wilt, but you can use this power if you know the way...

    Gain +3 Negative Spell power and Negative Healing Amplification per Character Level.

    Lose 5 Positive Spell Power and Healing Amplfication per Character Level.
  • Web-Touched Wretch
    You've become entwined with a great cosmic web, which occasionally becomes coterminous with reality. Your offensive spells, melee and ranged attacks attacks occasionally cause strange spectral webs coat your enemies either slowing them or entangling them for up to six seconds with no save.

    When you get hit with Melee or Ranged attacks, there is a small chance the webs turn on you, applying a slow effect which lasts 6 seconds. Spells/Immunities like Freedom of Movement do not prevent this.

Enhancements Full tree →

The Dhampir Dark Bargainer tree. Hover a cell for what it does; the full page has every rank and description.

Draining Bite 0/1
Draining Bite
Ranks: 1 Cost: 1 AP Requires: 1 AP
Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
Manipulate the Mists 0/1
Manipulate the Mists
Ranks: 1 Cost: 1 AP Requires: 1 AP
+1 Pact Die. When you hit a target who is inside a Dread Mist zone with Eldritch Blast, it gains one stack of Growing Dread. This effect does nothing on its own, can apply to each creature once per second, and can stack up to 30 times. If a creature is outside of Dread Mists for 10 seconds, it loses all stacks of Growing Dread.
Drink In 0/1
Drink In
Ranks: 1 Cost: 1 AP Requires: 1 AP
Choose between Drinking in Life or Death
Tenuous Relationship With Death 0/3
Tenuous Relationship With Death
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your range of unconsciousness extends by 5 Hit Points.
Dread Mist 0/1
Dread Mist
Ranks: 1 Cost: 1 AP Requires: 1 AP
Spell-Like Ability: Create a small area of Mist that lasts for 20 seconds. Enemies inside the mist have their movement slowed by 20%, -2 to Will Saving Throws, and take 1d2 Evil Damage per Caster Level every 2 seconds.
Lifeblood 0/3
Lifeblood
Ranks: 3 Cost: 1 AP Requires: 5 AP
When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1 to all Ability Scores for 60 seconds.
Prey on Fear 0/1
Prey on Fear
Ranks: 1 Cost: 1 AP Requires: 5 AP
Spell-Like Ability: Target enemy at touch range takes 1d6+2 Evil Damage per Caster Level. Additionally, if the target is inside a Dread Mist zone it deals 1d4 Evil Damage for each stack of Growing Dread that creature has. Will save for half damage on each effect.
Embrace Death 0/1
Embrace Death
Ranks: 1 Cost: 1 AP Requires: 5 AP
Toggle: While Embrace Death is active, you gain 100% critical hit resistance and are able to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. (This replaces your natural vulnerability to Light). You are considered Undead rather than your original type for the purposes of most effects. You gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Character level (max 20). This is a Major Form, and counts as a Shroud for the purpose of Pale Master.
Rush of Bats 0/3
Rush of Bats
Ranks: 3 Cost: 1 AP Requires: 5 AP
Turn into a swarm of bats and rush to target foe's position.
Cloak of Undeath 0/3
Cloak of Undeath
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 Magical Resistance Rating
Fearsome Countenance 0/1
Fearsome Countenance
Ranks: 1 Cost: 1 AP Requires: 10 AP
Target enemy must make a Will Saving Throw (10 + Highest of STR/CON/CHA Mod + Stunning bonuses + Enchantment DC Bonuses) or be Cowered for 6 seconds. This is considered a Fear effect. On Save: -10% Movement and Attack Speed for 6 seconds.
Vampiric Blast 0/1
Vampiric Blast
Ranks: 1 Cost: 1 AP Requires: 10 AP
Eldritch Essence Stance: +1 Eldritch Blast Die, +1 Pact Die. While using Focused or Enervating Shadow Blast shapes, your Eldritch Blasts heal you for 1d3 Hit Points in Positive Energy. If you have Deathly Bite, this is instead Negative Energy.
Deathly Bite 0/1
Deathly Bite
Ranks: 1 Cost: 1 AP Requires: 10 AP
When you are considered Undead (via Embrace Death or any other source), your Vampiric Bite heals you for Negative energy instead of Positive.
Harrying Swarm 0/1
Harrying Swarm
Ranks: 1 Cost: 1 AP Requires: 10 AP
Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds. Additionally, when you finish Rush of Bats, you gain 5% Incorporeality and +2 Stunning DCs for 6 seconds.
Improved Dodge 0/3
Improved Dodge
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1% Dodge when wearing Light or no Armor
Dark Ascendant Bite 0/1
Dark Ascendant Bite
Ranks: 1 Cost: 1 AP Requires: 15 AP
Your Vampiric Bite now applies 5 stacks of Vulnerability and deals double the piercing damage. If the target of your Vampiric Bite is Cowered, living, and corporeal they must make a Fortitude Saving Throw (DC 16 + Highest of STR/CON/INT/CHA Mod + Stunning Bonuses + Enchantment Bonuses) or die.
Crushing Dread 0/1
Crushing Dread
Ranks: 1 Cost: 1 AP Requires: 15 AP
Target enemy at touch range takes 1d6+8 Evil Damage per Caster Level. Additionally, if the target is inside a Dread Mist zone it deals 1d20 Evil Damage for each stack of Growing Dread that creature has. Will save for half damage on each effect.
Form of the Lord Vampire 0/1
Form of the Lord Vampire
Ranks: 1 Cost: 1 AP Requires: 15 AP
While you have Embrace Death toggled, you gain +1 Enchantment and Necromancy DC, +10 Negative and Force Spell Power, and +10 Spell Penetration.
Biting Swarm 0/1
Biting Swarm
Ranks: 1 Cost: 1 AP Requires: 15 AP
Living, corporeal enemies in a small area around where you finish your Rush of Bats are bitten by the bats, causing them to bleed, taking 1d12 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.
Core Enhancements
Dark Origins 0/1
Dark Origins
Ranks: 1 Cost: 1 AP
+1 to Attack while performing Sneak Attacks.
Dark Bargainer's Ability 0/1
Dark Bargainer's Ability
Ranks: 1 Cost: 2 AP
Choose between Constitution, Intelligence, and Charisma
Dark Present 0/1
Dark Present
Ranks: 1 Cost: 1 AP
+2 to Attack while performing Sneak Attacks, +1 Sneak Attack Die, +20 Negative Amplification
Dark Bargainer's Ability 0/1
Dark Bargainer's Ability
Ranks: 1 Cost: 2 AP
Choose between Constitution, Intelligence, and Charisma
Dark Future 0/1
Dark Future
Ranks: 1 Cost: 1 AP
+3 to Attack while performing Sneak Attacks, +2 Sneak Attack Dice, +20 Negative Amplification

Iconic Past Life

What a completed life as this iconic leaves behind. It stacks up to three times.

  • Iconic Past Life Stance: +1 to Necromancy DCs and +5 Negative Spell Power per stack of this Past Life.

    Passive Bonus: +1 Saving Throw vs. Enchantments per stack of this Past Life. This feat can be stacked up to three times.