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我之前的猜测完全正确,新IC是老王

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半吸血鬼显然不可能是神术职业FVS或者德鲁伊,技师和炼金又是艾伯伦世界观的职业,既然如此,就只剩下老王了


IP属地:江苏1楼2025-06-03 00:13回复
    Hello, everyone! We're here with your first look at the Dhampir player race.
    For those unfamiliar, Dhampir are characters with innate connections to death and undeath. Many are half-Vampires one way or another, and have a life-draining bite. So without further ado, let's take a look at DDO's Dhampir!
    Starting Features:
    +2 Strength
    Do not need to breathe while underwater
    Feat: Vampiric Bite
    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 10 + (Heroic Character Level x Constitution Modifier) number of Hit Points from Positive energy. You may use this twice per Rest. (6 second cooldown).
    Dhampir Racial Enhancement Tree
    Cores
    Vampirism: +1 use of Vampiric Bite per rest.
    +1 STR/CON/CHA
    Vampirism: +1 use of Vampiric Bite per rest.
    +1 STR/CON/CHA
    Vampirism: +1 use of Vampiric Bite per rest.
    Tier 1
    Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
    Skills: +1/2/3 to Hide, Move Silently, and Jump
    Energy (Multiselector):
    Drink in Life: +20 Positive Amplification
    Drink in Death: +20 Negative Amplification
    Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 Hit Points. Rank 3: You automatically stabilize when Unconscious (like Warforged do).
    Innate Protection: +1/2/3 to Saves vs Spells
    Tier 2
    Lifeblood: When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1/2/3 to all Ability Scores for 60 seconds.
    Dominate Animal SLA: As per the spell. SP cost: 0, 30 second cooldown, DC (15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)
    Embrace Death: 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 Vampire Form for the purpose of Pale Master.
    Rush of Bats: Turn into a swarm of bats and rush to target foe's position. [36/24/12] second cooldown. (This shares a cooldown with similar rushes, such as Vanguard's Shield Rush).
    Cloak of Undeath: +2/+4/+6 MRR. Rank 3: +6 MRR Cap.
    Tier 3
    Fearsome Countenance: Target enemy in Melee range must save or be Cowered (Will save vs. DC 10 + Highest of STR/CON/CHA Mod + Stunning bonuses + Enchantment DC Bonuses ) for 6 seconds. This is considered a Fear effect. On Save: -10% Movement and Attack Speed for 6 seconds. 12 second cooldown.
    Stunning Visage: +2/3/4 to Stun DCs.
    Deathly Bite: 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: Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds.
    Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
    Tier 4
    Ascendant Bite: 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/CHA Mod + Stunning Bonuses + Enchantment Bonuses) or die.
    Vampiric Persuasion: +1/2/3 Enchantment DCs
    Dominate Person SLA: As per the spell. SP cost: 0, 30 second cooldown, DC (15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)
    Biting Swarm: 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 1d6 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.
    (Intentionally Blank)
    Racial Past Life: Dhampir:
    1st: +1 Hide
    2nd: +1 Strength
    3rd: +1 Racial Action Point
    ------------
    Frequently Asked Questions:
    Why are Dhampir a Strength race (instead of DEX, CON, INT, or CHA)?
    There's a lot of ways to interpret what a Dhampir is (and Vampires in general) - Relative to a Human, they're stronger and faster, but also possibly smarter, more charismatic, and better with magic. We decided to keep some of the magical leanings for the Iconic - more on that later - and make the base race a little more well-rounded instead. Dexterity was a consideration, but in the last few years, we've added Shifters (+2 Dex), Tabaxi (+2 Dex), and Eladrin (you guessed it, +2 Dex), so we decided not to go that route. There's been a lot of demand for more Strength-based races, and D&D has relatively few of those overall, so we decided to lean into Vampiric Strength, not diminish any of the other ability scores, and give some flexibility within the ability scores and DCs.
    Do DDO's Dhampir experience recurring hunger, like Dhampir in pen and paper?
    By lore, yes. We explored doing something like this mechanically, where you HAD to land Vampiric Bites on living creatures regularly to satisfy hunger, but in the end it just felt like homework. We didn't want to end up hamstringing you with hunger debuffs whenever you're in a dungeon that's all constructs or earth elementals, so we kept it to "the bite doesn't heal you on those creature types", as we feel it leads to a less punishing and more fun game experience.
    Do I HAVE to be undead?
    No. By default, Dhampir aren't. You can decide to skip Embrace Death entirely, and still benefit from almost everything Dhampir have to offer.
    Why aren't the Bite and Rush of Bats melee attacks?
    We wanted to make sure players using Dhampir as ranged-weapon-users could still bite and rush. And that casters didn't need to worry about melee stats to land their bites and rushes. With the setup here, you should be able to to benefit from these regardless of build.
    What about the Iconic?
    It's called the Dark Bargainer.
    It starts with one level of Warlock.
    Instead of +2 Strength, it gets +1 Intelligence and +1 Charisma.
    It's currently targeted for next Preview, more info will be coming then!
    ---------
    Preview 1 Known Issues:
    Paths in Chargen aren't consistently working yet, and may throw errors if you attempt to use them. Choosing "Custom" should work fine.
    Fearsome Countenance isn't enforcing its range properly in this build.
    Vampiric Bite is meant to start with 2 charges, but is only granting 1 in this build.


    IP属地:江苏2楼2025-06-03 00:13
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      2025-08-20 09:13:34
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      又能继续转转转了


      IP属地:四川来自Android客户端3楼2025-06-03 09:34
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        感觉挺适合和尚的


        IP属地:四川来自Android客户端4楼2025-06-03 09:36
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          Hey, all! Here's your first look at an upcoming Iconic, the Dhampir Dark Bargainer.
          Dark Bargainers are Dhampir who have made bargains with the Dark Powers. They have connections to the Mists (regardless of their origins) and can manipulate them to their advantage. Base stats and enhancements that are different from base Dhampir are marked in Orange.
          Starts with one level of Warlock
          +1 Intelligence, +1 Charisma
          Can breathe underwater
          Feat: Vampiric Bite
          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 + (Total Character Level x Constitution Modifier) number of Hit Points from Positive energy. (15 second cooldown).
          Dark Gift Feat: Dark Bargainers are planned to have a Feat Slot at level 1 to take one Dark Gift Feat. This isn't working in the current Preview, though you can take one with a general feat slot in this Preview.
          Cores
          Dark Past: +1 Attack when performing Sneak Attacks.
          +1 CON/INT/CHA
          Dark Present: +2 Attack when performing Sneak Attacks, +1 Sneak Attack Die, and +20 Negative Amplification.
          +1 CON/INT/CHA
          Dark Future: +3 Attack when performing Sneak Attacks, +2 Sneak Attack Dice, and +20 Negative Amplification.
          Tier 1
          Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
          Manipulate the Mists: +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.
          Energy (Multiselector):
          Drink in Life: +20 Positive Amplification
          Drink in Death: +20 Negative Amplification
          Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 hitpoints. Rank 3: You automatically stabilize when Unconscious (like Warforged do).
          SLA: Dread Mist. 4 Spell Points. 12 second cooldown. (See below, in the Pact.)
          Tier 2
          Lifeblood: When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1/2/3 to all Ability Scores for 60 seconds.
          SLA: Prey on Fear: 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. 4 Spell Points. (Lv. 1 Necromancy). 6sec cooldown.
          Embrace Death: 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: Turn into a swarm of bats and rush to target foe's position. [36/24/12] second cooldown. (This shares a cooldown with similar rushes, such as Vanguard's Shield Rush).
          Cloak of Undeath: +2/+4/+6 MRR. Rank 3: +6 MRR Cap.
          Tier 3
          Fearsome Countenance: Target enemy must save or be Cowered (Will save vs. DC 10 + Highest of STR/CON/CHA Mod + Stunning bonuses + Enchantment DC Bonuses ) for 6 seconds. This is considered a Fear effect. On Save: -10% Movement and Attack Speed for 6 seconds. 12 second cooldown.
          Vampiric Blast: Eldritch Essence Stance: +1 Eldritch Blast Die, +1 Pact Die. While using Focused Blast shape, your Eldritch Blasts heal you for 1d3 Hit Points in Positive Energy. If you have Deathly Bite, this is instead Negative Energy.
          Deathly Bite: 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: Enemies affected by your Rush of Bats have -5% Dodge and -5 Attack for 12 seconds.
          Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
          Tier 4
          Dark Ascendant Bite: Your Vampiric Bite now applies 5 stacks of Vulnerability. If the target of your Vampiric Bite is Cowered, they take double the piercing damage and if the target is living and corporeal they must make a Fortitude Saving Throw (DC 16 + Highest of CON/INT/CHA Mod + Stunning Bonuses + Necromancy Bonuses) or die.
          SLA: Crushing Dread: 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. (Lv. 4 Necromancy). 8 Spell Points, 15sec cooldown.
          Form of the Lord Vampire: 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: Living, corporeal enemies affected by your Rush of Bats are bitten by the bats, causing them to bleed, taking 1d12 damage every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.
          (Intentionally Blank)
          ------------------
          Additionally, Dark Bargainer Dhampir have access to an exclusive Pact: The Dark Powers. It is not a mandatory take, you may still select another Pact. (If you LR into an Acolyte of the Skin, you cannot take The Dark Powers as Acolyte requires a specific Pact).
          Variable Acquired at Level Dark Powers
          Alignment Restriction (character creation) None
          Eldritch BlastPact Damage(default color) +1d6 every even level(= total 10d6 at Lvl 20) Evil(Teal)
          Pact Damage Save* - Will
          Pact Save Bonus +1 at 4, 8, 12, 16 and 20(= total +5 at Lvl 20) Will("Bargainer's Force of Will")
          1st-level Spell Level 2 NEW: Dread Mist: 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.(Necromancy spell, 5sec cooldown, MCL 20. 10 SP) Casts fast.
          2nd-level Spell Level 5 Lesser Death Aura
          First Special Ability Level 6 Mist Favored: Your Dread Mists' damage changes to 1d3 per Caster Level. This increases to 1d4 at Character Level 12.
          3rd-level Spell Level 9 Negative Energy Burst
          4th-level Spell Level 14 Death Aura
          Second Special Ability Level 15 Call on the Mists:Enemies in a small area who are currently affected by Dread Mist must make a saving throw (DC 15 + highest of INT or CHA mod + Necromancy Bonuses) or die, being consumed by the mists. 20 Spell Points, 25 second cooldown.
          5th-level Spell Level 17 NEW: Dust to Dust: (This is Disintegrate. But Necromancy-schooled.)
          6th-level Spell Level 19 Greater Death Aura
          -----------------
          FAQ
          The Iconic's tree is very Eldritch Blast focused, to the point where I can't use chunks of it if I multiclass out of Warlock. What gives?
          We wanted to create an Iconic that really heavily encouraged Eldritch Blast use, but this is still an outstanding point. We'd like to add other ways to generate Growing Dread that don't necessarily rely on Eldritch Blast, but also aren't just better than using Eldritch Blast. (For instance, "on melee hit" would generate Growing Dread far faster, so why use Eldritch Blast at that point?). We're open to ideas on this one.
          Why base this around a fog spell, fog spells are slow, and they obscure vision?
          This one casts faster than most other Fog spells, and if you have both the Pact Spell and the SLA you can get a few out at a time. The FX is low to the ground, should not interfere with visibility at all. And the effects of Dread Mist only hit enemies. We'd encourage you to try it on Lamannia for yourself before giving feedback on it.
          With the Dark Gift Pact and Utterdark Blast, can I have both my base blast and pact damage be Evil?
          Yes.
          What does the healing in Vampiric Blast scale with?
          Positive/Negative Healing Amp, primarily. It doesn't scale with Spell Power, as that'd be a colossally larger number - It's meant to be closer to weapons' Vampirism.
          If I have multiple Dark Bargainers in my party, do our stacks of Growing Dread stack together?
          Yes.


          IP属地:江苏5楼2025-06-04 08:16
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            我要老王


            IP属地:江苏来自Android客户端6楼2025-06-05 08:04
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              新IC加一个新种族,还有重置的鸭煲


              IP属地:四川来自Android客户端7楼2025-06-06 09:51
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