From Path of the Vampire Wiki
Every vampire must choose a path when they return from the dead. The choice is usually one made subconsciously, most often (but not always) determined by their personality, interests, or aspirations.
This page will describe the gaming aspects of Paths in detail (for Role Play aspects, read the Paths (RP) page). Here you will find the strengths and weaknesses of each Path, their starting stats, resting areas, and power listings.
The Starting Stats are the Attributes every vampire from that Path will start with. As you level up, you will add points to them (more on that in the article on EXP). The only stat not represented is Arcane, which depends on a vampire’s generation rather than their Path. As for Skills, every path starts with 1 point only in each skill.
Each of the paths has its own unique strengths, weaknesses, powers and starting statistics. Each path is also geared to a certain type of character type or personality, with each having a basic role in any group. However, these traditional path roles can be changed, depending on your character's build as you level them up. Although each path has a set list of powers they can gain, it is possible to cross over into the other power paths, with some work, by using path "bridges" which cross between neighboring paths.
Path of Shadows
Shadows can become fearsome assassins, invaluable spies, or just stay alive longer by not being seen. The major drawback to walking the path of shadows is that your physical body is able to take less damage than most other vampires.
Strengths: Shadows can, as their name suggests, use (or become) the essence of darkness to sneak and strike from the shadows. Their powers mainly deal with avoiding harm by remaining unseen, and entering areas that most vampires cannot, but a skilled shadow can become a fearsome assassin or spy. Many see shadows as the true and original path for vampires.
Weaknesses: Although shadows are hard to hit, when they are hit they heal much more slowly than other vampires. All wounds receive an extra 1 day of healing time.
Neighboring Paths: Shadows can cross over to the path of the Necromancer by way of the Fadewalker's bridge, or to the path of the Mystic by way of the Summoner's bridge.
Path of the Mystic
Vampires traveling this path will find themselves gaining many supernatural talents. Summon gusts of great wind, inflict illnesses on your enemies, and more! This path, however, makes it difficult to escape the Shadow Realm, should death find you.
Strengths: Mystics are the magic class in Path of the Vampire. They use their balance between mind and spirit to control the elements and cast spells ranging from the tactical to the awesomely destructive. They are useful as support characters and ritualists, but could also be used as 'giant killers' due to their crippling tactical powers which even the oldest vampires find hard to resist.
Weaknesses: When a mystic dies, he or she will find it harder to return to life due to spirits generally having more power over them. Mystics also have a harder time resisting the power of the shadow realm, and exert more energy when moving within it.
Neighboring Paths: Mystics can cross over to the path of shadows by way of the summoner's bridge, or to the path of the telepath by way of the seekers' bridge.
Path of the Telepath
Speak over great distances and control your enemies’ minds with various powerful talents. A skilled telepath can even connect to the net without a computer! Telepaths, unfortunately, come with a mental burden with results in low stamina levels.
Strengths: Telepaths are vampires that use purely mental abilities to perform psychic feats such as telecommunication, telekinesis, techno kinesis, and various influential mind tricks. They can be used as battle characters just as easily as diplomatic characters.
Weaknesses: Telepaths have the lowest total stats, due to a stamina penalty, but do not receive any further weaknesses.
Neighboring Paths: Telepaths can cross over to the path of the mystic by way of the seeker's bridge, or to the path of the allurist by way of the illusionist's bridge.
Path of the Allurist
This path is for the vampire seeking to manipulate, to seduce, and to charm their way to the top. A great path for would-be leaders and the vain. Beware though, they attract more attention than perhaps they might want.
Strengths: Allurists are the charming, leader-like vampires. Their powers give them the ability to manipulate, control, charm, inspire, and dominate the minds of others by a mixture of limited mind control and their ability to alter their body chemistry (and eventually their appearance). They are closest to humanity compared to the other paths, and can even consume human food, though they receive no benefit from doing so.
Weaknesses: The curse of an allurist is the attention they attract, making it harder for them to keep their true nature a secret from mortals. Therefore, they are twice as likely to be seen feeding than other paths.
Neighboring Paths: Allurists can eventually cross over to the path of the Killer by way of the Shifter's bridge, or to the path of Telepathy by way of the Illusionist's bridge.
Path of the Killer
Picking the killer’s path will give you increasingly powerful talents which will make you faster, stronger and more resistant to damage. The only drawback for this powerful path is that you will learn skills at a slower rate.
Strengths: Killers are the true warriors of vampire-kind, able to use their dark powers to strengthen and sometimes alter their own bodies. Their powers mainly consist of things related to violence, but can also be used for athletic purposes, such as jumping rivers or moving quickly to new areas with the power of celerity. They retain the greatest link to the Physical out of all the paths.
Weaknesses: Killers are more likely to bring the attention of cops (and similar) when their notoriety is up, due possibly to their natural aura that puts the police at unease.
Neighboring Paths: Killers can eventually cross over to the path of the allurist by way of the shapeshifter's bridge, or to the path of the necromancer by way of the immortal's bridge.
Path of the Necromancer
Those seeking the powers of death itself will eventually discover the abilities to raise the dead, heal faster, cross over to the Shadow Realm and drain the life from enemies. This path comes with increased statistic penalties resulting from your death.
Strengths: A necromancer can become either a healer or a murderer; a support character or a leader of armies. Their control over death gives them the ability to raise ghosts and zombies, to curse, poison, or to heal the undead.
Weaknesses: Necromancers suffer the greatest penalty from dying, and lose an additional stat point. 3 for the first death, 4 for the second, 5 for the third and so on.
Neighboring Paths: Necromancers can eventually cross over to the path of the killer by way of the immortal's bridge, or to the path of shadows by way of the fadewalker's bridge.