Vampire

Source: Harker's Guide to Vampire Hunting
A lone figure shrouded in a dark cloak perches on a forlorn balcony, surveilling their kingdom and determining where next to feed.
Deep in the darkest recesses of a sprawling dungeon, arcane light casts a striking silhouette as a vampire arcanist practices her spells.
Under the safety of thick smoke that blots out the sun, a vampire general in black and gold armor paints a crimson stroke across the battlefield, gorging himself on blood as he cuts his path.
Creatures of the night, the dark masters of shadow and mist and decay and blood, vampires lord over their domains with crimson passion.
Three Types of Vampirism
In Ancerra during the events of Veil of the Eternal Night, there are three types of Vampirism. They are briefly explained here, but note that there are certain secrets mysteries surrounding these vampiric bloodlines that vampires themselves may not know. These secrets may be unearthed over the course of Soliloquy of Annihilation and Daughter of the Shadows.
Universal Vampiric Traits
Regardless of their origins, all vampires share certain universal characteristics.
- All vampires burn when exposed to sunlight, so many are nocturnal, subterranean, or only travel in covered carriages or under canvases propped up by enthralled servants.
- All vampires have certain innate magical qualities, primarily the ability to enthrall other creatures. Their thralls, or “familiars,” can often get around legalistic loopholes that some vampires can’t; a familiar might walk into a residence and then invite the vampire in, for example.
- Given the longevity of vampires, many will learn additional magic, ranging from things that vampires are innately good at such as manipulating darkness or summoning wolves to magical abilities that are more unconventional for vampires, such as pyromancy or alchemy.
- Because Tovare, the head of the celestial pantheon, blessed the Tree of Life and the River of Life, all vampires are particularly susceptible to stakes and holy water.
- When a vampire dies, it is unlikely to truly be permanently dead. Most vampires turn into mist and drift back to their ancestral soil or coffin, whereupon they reform and become reanimated the next night. Staking a vampire before it reanimates, or decapitating and burning it, results in a vampire’s permanent death.
- Finally, most vampires have great egos. Given their long lifespan and their natural propensity to develop magical abilities, they often treat other humanoids as their playthings. Their ability to enthrall other creatures only feeds into their sense of pride and grandeur.
Ancerran Vampirism
The oldest form of Vampirism is simply known as Ancerran Vampirism. Vampires from this bloodline gradually degenerate over the course of hundreds of years. Drinking blood can sustain them for quite a long time, but this does not mean that they are immortal. Most live to be about five hundred before no amount of blood can sustain them, and they eventually decay into dust.
Ancerran vampires are especially susceptible to running water. They also tend to naturally develop more instinctive tendencies, like a cat or a bird of prey, rather than the deliberate cunning of other vampires. Ancerran vampires are linked to ancestral soil, to which they return when they have been killed and need to regenerate. Ancerran vampires are not restricted to remain outside of domiciles unless invited, making them dangerously unpredictable.
Croftian Vampirism
Hailing from the plane of Shadowcroft, Croftian vampires are descendants from the line of Lilith, the first vampire in Shadowcroft. Lilith herself is immortal; she can be killed, but not by natural causes. Vampires of her bloodline tend to live a thousand or more years, but do still die of old age eventually. Lilith herself is both a vampire and one of Shadowcroft’s archdevils, and this fiendish bloodline remains strong in all of her heirs. Croftian vampires are not as vulnerable to running water as Ancerran vampires, but Croftian vampires are vulnerable to silver due to their fiendish heritage. Croftian vampires are also linked to specific coffins, rather than ancestral soil.
Draculean Vampirism
The strongest of the three strains of Vampirism, Draculean Vampirism is a scientifically synthesized form of Vampirism that keeps the strengths of Ancerran and Croftian Vampirism while mitigating their weaknesses. Dracula was the first to become such a vampire, and he considers turning someone else into a Draculean vampire a sign of tremendous benevolence.
Draculean vampires are unharmed by running water, though holy water still injures them. They are also not magically vulnerable to silver. Draculean vampires are truly immortal; they can be killed, but they will not eventually decay as Ancerran vampires do. Dracula himself is utterly pragmatic, and so while he is not magically forbidden from entering any domicile uninvited, he has forbidden all of his bloodline from entering a residence without invitation. He has done this not out of any misplaced sense of kindness or honor, but out of pure economical considerations: the humanoid population must be able to reproduce for him to feed upon indefinitely if he is to live forever.
| Lore and Game Balance
Dracula’s line is the most powerful vampiric bloodline in Ancerra, and this is reflected in the Heritage Discoveries mechanic in this class. However, the true strength of Dracula’s bloodline is not readily apparent until high- level play. Furthermore, note that creatures of Dracula’s bloodline cannot harm him unless he releases them from his sire, so if you want to go toe to toe with Dracula more effectively, consider playing an Ancerran or Croftian vampire. Additionally, note that for the purpose of game balance, you do gain the ability to regenerate by returning to your coffin or ancestral soil, but you do not gain this ability until level seven. |
Vampire Tracks
Courtier. Through wit and cunning you have charmed your way to the top of the local political scene. Your way with people makes you a natural diplomat, negotiator, or interrogator.
Crimson. You embrace the more bestial side of your vampiric nature, reveling in bloody feasts. Nothing energizes you so much as a little carnage.
Dark Lord. You command the night as a servant and its denizens as your personal army. As a dark lord, you cloak yourself in shadow and demand the fealty of all that seek the night’s dark embrace.
Heritage. Your unique properties as an Ancerran, Croftian, or Draculean vampire grow more pronounced. Each respective heritage offers its own benefits and innate magical abilities.
Spirit Feast. Feeding on creatures does more for you than for a typical vampire. Beyond rejuvenating you, feeding on someone else gives you access to their skills, their expertise, and even their memories.
Subclass Tracks
Vampire Entry Talent
After gaining the Vampire Entry talent, you can take talents from any of the Vampire tracks. When you take this class, it symbolizes your hero’s transformation into a vampire. While you can stay entirely within this class, it is designed with multiclassing in mind. For example, if you intend to play a warlord or a wizard archetype as a vampire, simply multiclass into warrior or mage.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Vampire Entry | Character Level 2
Incompatible: Dhampir Lineage, Undead Lineage |
When you take this entry talent, gain the following abilities.
|
Class Entry, Vampire |

Courtier Track
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Unholy Charm II | Vampire Entry | Regain +1 use of your Unholy Charm ability when you Recoup. | Vampire, Courtier |
| Cunning Courtier | Unholy Charm II | Gain +6 Skill Points that you can spend on any skills with the observation, influence, or subterfuge tag. | Vampire, Courtier, Repeatable |
| Courtier's Cadre | Cunning Courtier | After spending at least 24 hours in an urban environment, you may recruit one humanoid into your cadre of personal attendants. This humanoid will not accompany you outside of the urban area and will not put itself in physical danger, but will otherwise follow your lawful or unlawful commands to the best of its ability.
You may have a number of members in your cadre up to 1⁄2 your CHA. If you would take on a member in excess of this limit, choose a previous member to release from your cadre; the released member is no longer obligated to you in any way. Members of your cadre have the stats of any creature with the humanoid tag of ML 2 or less. |
Vampire, Courtier |
| Mislead | Courtier's Cadre | When you would use Unholy Charm, you may attempt to mislead your target. If you hit, rather than affecting your target normally, you may instead convince the target of a simple lie, such as “These are not the golems you’re looking for.” Such a lie must be attributable to a simple mistake, such as confusing a person for someone else or the target thinking that they forgot their keys. The target operates under this assumption for 10 minutes, whereupon the effects end. | Vampire, Courtier |
| Unholy Charm III | Mislead | Creatures Charmed by your Unholy Charm ability are instead Enthralled. | Vampire, Courtier |
| Familiar | Unholy Charm III | If you have used Unholy Charm to successfully Enthrall a creature that is also a member of your cadre, you may turn that creature into your familiar. Your familiar is permanently Enthralled to you, will act on your behalf, and instinctively knows what your best interests are in any given situation. Your familiar is willing to travel with you outside of its original environment, will fight for you (taking its turn immediately before you in Initiative), and will risk its bodily health for you. You may only have 1 familiar at a time. If you take on a new familiar, your previous familiar is released from any obligation to you. | Vampire, Courtier |
| Courtier's Cadre II | Unholy Charm III | Members of your cadre may have the stats of any creature with the humanoid tag of ML 3 or less.
It only takes you 8 hours in an urban environment to recruit a new member of your cadre. |
Vampire, Courtier |
| Cunning Courtier II | Courtier's Cadre II | Gain the Influential ability.
|
Vampire, Courtier |
| Undead Panache | Cunning Courtier II | Gain +2 TA against creatures that you have Charmed or Enthralled within the past hour. | Vampire, Courtier |
| Courtier's Cadre III | Undead Panache | Members of your cadre may have the stats of any creature with the humanoid tag of ML 4 or less.
You may have a number of members in your cadre equal to your CHA. |
Vampire, Courtier |
| Vampire Spawn | Courtier's Cadre III | You may kill your familiar, turning them into a lesser vampire. They gain the stats of a Vampire Spawn with the following modifications:
You cannot create another familiar unless your Vampire Spawn dies. |
Vampire, Courtier |
| Unholy Charm IV | Vampire Spawn | When you hit a creature with your Unholy Charm attack, it is Enthralled for 10 minutes. When you miss, it is instead Enthralled for 1 round and then Charmed for 1 minute. | Vampire, Courtier |
| Cunning Courtier III | Unholy Charm IV | Gain +4 Skill Points that you can spend on any skills with the observation, influence, or subterfuge tag.
Your Influential ability becomes 3/Recoup. |
Vampire, Courtier |
| Vampire Spawn II | Cunning Courtier III | If your familiar is a Vampire Spawn, it now retains its Frighten ability and its Regen. | Vampire, Courtier |
| Sire | Vampire Spawn II | You are no longer limited to one familiar or Vampire Spawn. Rather, you may have a total number of familiars and Vampire Spawn equal to 1⁄2 your CHA, but you may only take one new familiar per month.
You may release Vampire Spawn from being Enthralled to you. Doing so renders them fully autonomous and allows you to take on additional familiars or Vampire Spawn.
|
Vampire, Courtier, Capstone |

Crimson Thirst Track
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Undead Grasp | Vampire Entry | Gain +2 TA on checks to Grapple any creature that has been Charmed or Enthralled by you within the past 10 minutes. | Vampire, Crimson Thirst |
| Blood Rejuvenation | Undead Grasp | When you use Crimson Drink, you also gain +1 AP when you start your next turn. | Vampire, Crimson Thirst |
| Captivating | Blood Rejuvenation | When you use Crimson Drink, you may cause the target creature to become Engaged by you until the end of your next turn. | Vampire, Crimson Thirst |
| Crimson Rage | Blood Rejuvenation | When you use Crimson Drink, you may deal +2 damage against the target creature on all further attacks until the end of your next turn. | Vampire, Crimson Thirst |
| Hungering Instinct | Blood Rejuvenation | When you use Crimson Drink, gain +5 ft speed and +1 TA until the end of your next turn. | Vampire, Crimson Thirst |
| Sanguine Resilience | Crimson Thirst 3 | When you use your Bite attack from Crimson Consumption and regain HP as a result, you become Rallied and Protected until the end of your next turn. | Vampire, Crimson Thirst |
| Crimson Resistance | Crimson Thirst 3 | Gain Resist Physical +2, Resist Necrotic +3, and Resist Toxic +3, but you also gain Vulnerable Divine +1 and Vulnerable Silvered Weapons +1. | Vampire, Crimson Thirst |
| Claws | Crimson Thirst 3 | Gain a Claws attack.
|
Vampire, Crimson Thirst |
| Undead Grasp II | Crimson Thirst 4 | Gain +2 TA on attacks against creatures that you have Grappled. | Vampire, Crimson Thirst |
| Crimson Drink II | Undead Grasp II | Crimson Consumption’s damage die increases by one die size (max 1d12).
Crimson Drink becomes 1⁄2 CHA/Rest (min 2). |
Vampire, Crimson Thirst |
| Vicelike Grip | Crimson Drink II | When Grappling a creature, you are considered one Size larger when determining movement.
Gain +4 Skill Points that you can spend on any skills with the athleticism or survival tag. |
Vampire, Crimson Thirst |
| Blood Thirst | Vicelike Grip | Your Bite attack does +3 damage against a Bloodied creature. | Vampire, Crimson Thirst |
| Crimson Rage II | Vicelike Grip, Crimson Rage | When you are Bloodied, deal +3 damage the first time you hit on each of your turns. | Vampire, Crimson Thirst |
| Hooked Claws | Vicelike Grip, Claws | Your Wall Walk ability lasts for 10 minutes.
The damage die for your Claws increases by one die size (e.g. 1d6 to 1d8, max 1d12). |
Vampire, Crimson Thirst |
| Sanguine Luck | Crimson Thirst 8
Incompatible: Sanguine Stamina, Sanguine Resolve |
When you use Crimson Drink, you gain one Luck point that you lose if unused at the end of your next turn. | Vampire, Crimson Thirst |
| Sanguine Stamina | Crimson Thirst 8
Incompatible: Sanguine Luck, Sanguine Resolve |
When you use Crimson Drink, gain +3 to your physical defenses until the end of your next turn. | Vampire, Crimson Thirst |
| Sanguine Resolve | Crimson Thirst 8
Incompatible: Sanguine Luck, Sanguine Stamina |
When you use Crimson Drink, gain +3 to your mental defenses until the end of your next turn. | Vampire, Crimson Thirst |
| Crimson Drink III | Sanguine Luck, Sanguine Stamina, or Sanguine Resolve | If a creature has Resist Sharp or Immune Sharp, you may choose for your Crimson Consumption to do necrotic damage instead.
Gain +4 Skill Points that you may spend on any skills with the observation, subterfuge, and survival tag. |
Vampire, Crimson Thirst |
| Puncturing Bite | Crimson Drink III
Incompatible: Revitalizing Bite |
When you crit with your Bite attack, a creature gains Bleeding 1d4. The INT/Medicine check required to stop this Bleeding is 10 + your STR or DEX. | Vampire, Crimson Thirst |
| Revitalizing Bite | Crimson Drink III
Incompatible: Puncturing Bite |
Gain the Revitalizing Bite ability.
|
Vampire, Crimson Thirst |
| Crimson Drink IV | Puncturing Bite or Revitalizing Bite | Gain +4 Skill Points that you can spend on any skills with the observation, subterfuge, and survival tag.
Crimson Drink becomes CHA/Rest. |
Vampire, Crimson Thirst |
| Sanguine Spirit | Crimson Drink IV, Sanguine Luck | When you use Crimson Drink, gain +1 LUCK, COR, or SAN until you use this ability again or Take a Rest. This can exceed your attribute cap, but does not increase your rechargeable abilities (e.g., LUCK/Rest). | Vampire, Crimson Thirst |
| Sanguine Physique | Crimson Drink IV, Sanguine Stamina | When you use Crimson Drink, gain +1 STR, DEX, or END until you use this ability again or Take a Rest. This can exceed your attribute cap, but does not increase your rechargeable abilities (e.g., STR/Rest). | Vampire, Crimson Thirst |
| Sanguine Mentality | Crimson Drink IV, Sanguine Resolve | When you use Crimson Drink, gain +1 AWR, INT, or CHA until you use this ability again or Take a Rest. This can exceed your attribute cap, but does not increase your rechargeable abilities (e.g., AWR/Rest). | Vampire, Crimson Thirst |
| Crimson Drink V | Sanguine Spirit, Sanguine Physique, or Sanguine Mentality | Crimson Consumption’s damage die increases by one die size (e.g. 1d6 to 1d8, max 1d12).
Regain +1 use of your Crimson Drink when you Recoup. |
Vampire, Crimson Thirst |
| Incsrutable | Crimson Drink V | When you use Crimson Drink, you may remove 1 of your Death Points.
Your Sanguine Spirit, Physique, or Mentality bonus becomes +2 for the duration.
|
Vampire, Crimson Thirst, Capstone |

Dark Lord Track
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Wall Runner | Vampire Entry | You gain a climb speed equal to your walking speed. Activating Wall Walker allows you to walk across overhanging surfaces such as ceilings. | Vampire, Dark Lord |
| Shapeshift | Wall Runner | Gain the Shapeshift ability.
You retain your own mental and metaphysical attributes but otherwise gain the statistics of a Wolf or spider. A spider is Fine size, has 2 HP, Darkvision 30 ft, and a walking and climb speed of 20 ft. It can climb on vertical surfaces and across ceilings unimpeded. It has no attacks. Once you take enough damage to lose your form, you revert to your normal form and take any excess damage. You may now take the Mist Form and Bat Swarm Form talents from the Heritage Track, ignoring their prerequisites. |
Vampire, Dark Lord |
| Children of the Night | Shapeshift | Cats, Dogs, Horses, and other domesticated animals always treat you with hostility and fear. However, you are never willingly attacked by bats, rats, and wolves.
Gain the Children of the Night ability.
|
Vampire, Dark Lord |
| Shadow Step | Wall Runner | You gain the Warp Step occult spell. You may cast this spell without spending SP by losing HP equal to the SP you would spend. You cannot upcharge it. You must both start and end your movement within dim light or darkness to do so. | Vampire, Dark Lord |
| Lurk | Shadow Step | You ignore TD that would be imposed by attacking a creature with the Concealed condition.
When you start your turn in dim light, if you had at least 1 AP that you carried over from your previous turn, gain +2 to all of your defenses until the start of your next turn. When you start your turn in darkness and had at least 1 AP that you carried over from your previous turn, gain +1 Sneak Attack die (1d6 if you previously had none). You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had TA against the target and no TD. You may do this once per turn. |
Vampire, Dark Lord |
| Innate Magic | Children of the Night or Lurk | You gain access to a curated set of magical abilities as a vampire. Choose a number of cantrips, chants, or spells equal to your END (min 1) from the following list. You initially know a number of magical abilities equal to your END (min 1), so if your END changes, you learn or forget one accordingly. You can cast cantrips and chants that you know from this list any number of times, and their Power Level is 1.
Gain Innate Casting.
Arcane Cantrips: Frostbite, Grave Whisper, Signature Occult Chants: Cultic Revenge, Eldritch Orb, Forked Tongue, Mesmerize, Nick, Shadow Knife, Sickening Gaze, Sonorous Voice, Withering Grasp Primal Chants: Catclaw, Charm Creature, Fleetfoot, Foreboding Menace, Mist Arcane Spells: Decay, Flay, Frost Beam, Minor Illusion, Seal/Unseal, Sense Magic Occult Spells: Darkness, Hex of Hemophilia Primal Spells: Cornered Frenzy, Creeping Fear, Hunter's Quarry, Nighteye Psionic Spells: Jump, Minor Telepathy, Morph Features |
Vampire, Dark Lord |
| Innate Magic II | Innate Magic | Repeatable. Learn 2 cantrips or chants from the Innate Magic list. | Vampire, Dark Lord, Repeatable |
| Ancestral Soil | Innate Magic II | You have collected an urn of soil from your ancestral homeland. While within 30 ft of your ancestral soil, if you are at 0 HP, you may spend 1 AP to avoid gaining a Death Point at the end of your turn. The urn has 10 HP and an AR of 10. If it is destroyed, you must spend at least 1 hour recovering the soil and storing it in another container before you can benefit from this ability again. Any vessel containing your ancestral soil has the same stats, and reducing it to 0 HP represents the vessel either breaking or overturning. | Vampire, Dark Lord |
| Shapeshift II | Ancestral Soil, Shapeshift | Shapeshift becomes 2 AP and you may also shapeshift into a Dire Wolf. | Vampire, Dark Lord |
| Children of the Night II | Shapeshift II | When you summon creatures, you may choose more powerful monsters, choosing from the original options or from:
Children of the Night becomes 3/Rest, but only one use of it can be active at once. |
Vampire, Dark Lord |
| Nurture | Children of the Night II | You may spend 1 AP and touch a creature that you have summoned. Lose 1d10 HP. The creature gains Shield HP equal to double the HP you lost. | Vampire, Dark Lord |
| Lurk II | Ancestral Soil, Lurk | Your Darkvision increases +30 ft.
When you start your turn in dim light, if you had at least 1 AP that you carried over from your previous turn, gain +5 ft speed, or +10 ft if you started your turn in darkness. |
Vampire, Dark Lord |
| Shadow Step II | Lurk II | Shadow Step becomes HP equal to 1⁄2 the SP you would spend if you both start and end your movement within darkness. | Vampire, Dark Lord |
| Lurk III | Shadow Step II | When you start your turn in darkness, if you had at least 1 AP that you carried over from your previous turn, you are considered Unseen to creatures relying on Darkvision while you remain in darkness. You lose the Unseen condition against such creatures only if you deal damage to them. | Vampire, Dark Lord |
| Innate Magic III | Nurture or Lurk III | The number of Innate Magic magical abilities you know becomes END+1.
Add the following spells to the list of magical abilities you can learn using Innate Magic. Each of these spells expend 2 uses of your Innate Casting when used. Arcane Spells: Fly, Locate Magic, Raise Skeleton Occult Spells: Grasp of Bones, Silence Primal Spells: Feast for Crows, Mist of the Everwilds, Wall of Briars Psionic Spells: Blur, Far Sense |
Vampire, Dark Lord |
| Feast | Innate Magic III, Nurture | You may spend 1 AP and touch a creature that you have summoned. It loses 1d10 HP (ignoring its Shield HP if it has any). You gain Shield HP equal to double the HP it lost. | Vampire, Dark Lord |
| Shapeshift III | Feast | Shapeshift becomes 1 AP and you may also shapeshift into a Alpha Wolf or Dire Spider. | Vampire, Dark Lord |
| Feast II | Shapeshift III | If you kill your summoned creature using Feast, you gain normal HP instead of Shield HP. | Vampire, Dark Lord |
| Lurk IV | Innate Magic III, Lurk III | When you start your turn in dim light, if you had at least 1 AP that you carried over from your previous turn, gain +1 Sneak Attack die, or +2 Sneak Attack dice if you started your turn in darkness. | Vampire, Dark Lord |
| Shadow Step III | Lurk IV | The first time you cast Warp Step after rolling Initiative, it costs you no HP. | Vampire, Dark Lord |
| Lurk V | Shadow Step III | When you start your turn in dim light or darkness, if you had at least 1 AP that you carried over from your previous turn, your crit range for natural weapons increases by +1 until the end of your current turn. | Vampire, Dark Lord |
| Innate Magic IV | Feast II or Lurk V | The number of Innate Magic magical abilities you know is now your END+2.
Add the following spells to the list of magical abilities you can learn using Innate Magic. Each of these spells expend 3 uses of your Innate Casting when used. Arcane Spells: Ice Fan, Mask, Minor Teleportation, Raise Death Soldier Occult Spells: Borrowed Strength Primal Spells: Carnage, Polymorph, Terror Psionic Spells: Hasten |
Vampire, Dark Lord |
| Lord of Darkness | Innate Magic IV | When you start your turn in dim light or darkness, gain +1 AP. Hostile creatures within 30 ft of you are Demoralized.
|
Vampire, Dark Lord, Capstone |

Heritage Track
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Powerful Bloodline | Vampire Entry | Gain +4 Skill Points that you can spend on any skills with the STR, END, or CHA tags.
When you start your turn in running water, you only take 1d10 radiant damage. |
Vampire, Heritage |
| Ancerran Vampirism | Powerful Bloodline
Incompatible: Croftian Vampirism, Draculean Vampirism |
Gain the following benefits.
|
Vampire, Heritage |
| Vigilant | Ancerran Vampirism | You do not suffer any penalties to your AWR while Unconscious. | Vampire, Heritage |
| Otherworldly Instinct | Ancerran Vampirism | Choose a primal spell that you know with an SPC of 10 or less. That spell becomes an Instinctive Spell for you. You may cast an Instinctive Spell without expending SP, but may not upcharge it. You may cast each individual Instinctive Spell without expending SP 1/Recoup. | Vampire, Heritage, Repeatable |
| Ambush Predator | Ancerran Vampirism | Gain +2 Skill Points that you can spend on any DEX skill.
When you make a weapon attack against a creature that has not yet had a turn in Initiative, add your AWR to the attack and damage rolls. |
Vampire, Heritage |
| Mist Form | Ancerran Vampirism | Gain the Mist Form ability.
|
Vampire, Heritage |
| Croftian Vampirism | Powerful Bloodline
Incompatible: Ancerran Vampirism, Draculean Vampirism |
Gain the following benefits.
|
Vampire, Heritage |
| Steel Minded | Croftian Vampirism | Gain the Steel Minded ability.
|
Vampire, Heritage |
| Pact Maker | Croftian Vampirism | Gain +2 Skill Points that you can spend on any CHA skill.
Gain the Pact Maker ability.
|
Vampire, Heritage |
| Otherwordly Darkness | Croftian Vampirism | Choose an occult spell that you know with an SPC of 10 or less. That spell becomes an Instinctive Spell for you. You may cast an Instinctive Spell without expending SP, but may not upcharge it. You may cast each individual Instinctive Spell without expending SP 1/Recoup. | Vampire, Heritage, Repeatable |
| Shadow Form | Croftian Vampirism | Gain the Shadow Form ability.
|
Vampire, Heritage |
| Draculean Vampirism | Powerful Bloodline
Incompatible: Ancerran Vampirism, Croftian Vampirism |
Gain the following benefits.
|
Vampire, Heritage |
| Otherwordly Knowledge | Draculean Vampirism | Choose an arcane spell that you know with an SPC of 10or less. That spell becomes an Instinctive Spell for you. You may cast an Instinctive Spell without expending SP, but may not upcharge it. You may cast each individual Instinctive Spell without expending SP 1/Recoup. | Vampire, Heritage, Repeatable |
| Iron Willed | Draculean Vampirism | Gain the Iron Willed ability.
|
Vampire, Heritage |
| Many Mysteries to Ponder | Draculean Vampirism | Gain +2 Skill Points that you can spend on any INT skill.
Gain the Many Mysteries ability.
|
Vampire, Heritage |
| Bat Swarm Form | Draculean Vampirism | Gain the Bat Swarm ability.
|
Vampire, Heritage |
| Curse Resistant | Heritage 3 | Gain +4 Skill Points that you can spend on any skills with the STR, END, or CHA tags.
When you start your turn in direct sunlight, you only take 3d10 radiant damage. |
Vampire, Heritage |
| Careful Analysis | Curse Resistant | Gain +5 SP.
You may spend 2 AP to learn whether a creature’s REF is higher than another secondary defense of your choice. |
Vampire, Heritage |
| Ancerran Vampirism II | Careful Analysis, Ancerran Vampirism | Gain +5 SP.
Learn two primal chants or spells. They need not have the intrinsic tag. You may also choose to target a creature’s FORT with your Bite attack. |
Vampire, Heritage |
| Primordial Inheritance | Ancerran Vampirism II | Repeatable. Gain +5 SP.
Learn one primal invocation. Learn one primal chant or primal spell. Primal magic gained in this way need not have the intrinsic tag. |
Vampire, Heritage, Repeatable |
| Instinctive | Ancerran Vampirism II | Repeatable. Gain +1 REF and +1 ANT.
You can take this talent up to 3 times. |
Vampire, Heritage, Repeatable |
| Croftian Vampirism II | Careful Analysis, Croftian Vamprisim | Gain +5 SP.
Learn one occult chant, one occult ritual, and one occult spell. You may also choose to target a creature’s WILL with your Bite attack. |
Vampire, Heritage |
| Duplicitous | Croftian Vampirism II | Repeatable. Gain +1 ANT and +1 LOG.
You can take this talent up to 3 times. |
Vampire, Heritage, Repeatable |
| Occult Inheritance | Croftian Vampirism II | Repeatable. Gain +5 SP.
Learn one occult ritual. Learn one occult chant or occult spell. |
Vampire, Heritage, Repeatable |
| Draculean Vampirism II | Careful Analysis, Draculean Vampirism | Gain +5 SP.
Learn one occult or divine spell with an SPC of 10 or fewer. It counts as an arcane spell for you. You may also choose to target a creature’s FORT with your Bite attack. |
Vampire, Heritage |
| Unbreakable | Draculean Vampirism II | Repeatable. Gain +1 FORT and +1 WILL.
You can take this talent up to 3 times. |
Vampire, Heritage, Repeatable |
| Many Mysteries to Ponder II | Draculean Vampirism II | While using Many Mysteries, you may attempt to enter the dream of another sleeping creature once when you Take a Rest. In order to do so, the target creature must also be asleep and familiar to you. To make contact, make a CHA/ Empathy check. If you roll above their WILL, then you successfully enter their dreams. If you have not met the creature (spent one minute or more within 5 ft of them engaging in conversation or the like), they gain +5 to their WILL in defense of this feature. Once you have established contact with the target, you and the target may have a brief conversation. The other creature must make a LUCK check upon awakening. If the target rolls below a 7, then they do not remember the conversation. If they roll below a 14, they retain vague impressions and emotional timbre of the conversation but do not recall specifics. If they roll a 14 or higher, then they recall the conversation in its entirety. | Vampire, Heritage |
| Curse Resistant II | Careful Analysis, Heritage 9 | If you are poisoned by garlic, the Sickened condition only lasts for 5 minutes.
The damage you take when you start your turn in direct sunlight becomes 2d10 radiant damage. |
Vampire, Heritage |
| Ancerran Vampirism III | Ancerran Vampirism II, Curse Resistant II | Gain +1 TA when making your Bite attack.
Gain +5 SP. Gain one primal chant. It need not have the intrinsic tag. |
Vampire, Heritage |
| Otherwordly Instinct II | Ancerran Vampirism III | Choose a primal spell that you know with an SPC of 16 or less. That spell becomes an Instinctive Spell for you. | Vampire, Heritage |
| Croftian Vampirism III | Croftian Vampirism II, Curse Resistant II | Gain +1 TA when making your Unholy Charm attack.
Gain +5 SP. Gain one occult ritual. |
Vampire, Heritage |
| Otherwordly Darkness II | Croftian Vampirism III | Choose an occult spell that you know with an SPC of 20 or less. That spell becomes an Instinctive Spell for you. | Vampire, Heritage |
| Draculean Vampirism III | Draculean Vampirism II, Curse Resistant II | Gain +1 TA when making Grapple checks.
Gain +5 SP. Gain one divine or occult spell with an SPC of 15 or fewer. It counts as an arcane spell for you. |
Vampire, Heritage |
| Otherworldly Knowledge II | Draculean Vampirism III | Choose an arcane spell that you know with an SPC of 20 or less. That spell becomes an Instinctive Spell for you. | Vampire, Heritage |
| Curse Resistant III | Heritage 13 | Gain +4 Skill Points that you can spend on any skills with= the STR, END, or CHA tag.
The damage you take when you start your turn in direct sunlight becomes 1d10 radiant damage. You also suffer no penalty to visibility due to sunlight. |
Vampire, Heritage |
| Apex Devourer | Curse Resistant III, Ancerran Vampirism III | You no longer take damage from starting your turn in running water.
Your speed increases by +5 ft. Your crit range for your natural weapons increases by +1.
|
Vampire, Heritage, Capstone |
| Shadowcroft Legend | Curse Resistant III, Croftian Vampirism III | You generate a 10 ft radius aura of shadows, turning dim light into darkness and bright light into dim light. Thus, daylight no longer affects you.
|
Vampire, Heritage, Capstone |
| Overlord of Vampirism | Curse Resistant III, Draculean Vampirism III | Ignore Draculean Vampirism’s Incompatibilities, allowing you to take the Ancerran Vampirism and Croftian Vampirism talents. If you take either talent, ignore the Fallible Strain portion of the Ancerran Vampirism talent and the Demon-Blooded portion of the Croftian Vampirism talent.
Choose one arcane spell that you know with an SPC of 28 or less. That spell becomes an Instinctive Spell.
|
Vampire, Heritage, Capstone |

Spirit Feast Track
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Lifedrink | Vampire Entry | For 24 hours after you use Crimson Drink, whenever you must make an END check to avoid becoming diseased or poisoned, roll 2d20 and take the higher. | Vampire, Spirit Feast |
| Dark Remembrance | Lifedrink | When you use Crimson Drink, you become aware of the surface level memories that the creature has gained over the past week. This does not reveal specifics about locations that they have visited or other creatures that they have seen, but offers general information, such as “I attended a secretive meeting in a forest” or “The food at the cozy tavern was wonderful.” | Vampire, Spirit Feast |
| Lifeblood | Dark Remembrance
Incompatible: Sadistic Revel |
When you use Crimson Drink, remove 1 Death Point. | Vampire, Spirit Feast |
| Lifeblood II | Lifeblood | When you use Crimson Drink, remove +1 Death Point if you are currently Bloodied. | Vampire, Spirit Feast |
| Sadistic Revel | Dark Remembrance
Incompatible: Lifeblood |
When you use Crimson Drink, deal additional damage equal to the total number of Death Points allies within 30 ft of you have. | Vampire, Spirit Feast |
| Sadistic Revel II | Sadistic Revel | When you attack with any natural weapon, gain +1 TA for every 3 Death Points your allies within 30 ft of you have. | Vampire, Spirit Feast |
| Lifedrink II | Spirit Feast 4 | Lifedrink becomes: For 1 week after you use Crimson Drink, whenever you must make an END check to avoid becoming diseased or poisoned, roll 2d20 and take the higher. For the first 24 hours after you use Crimson Drink, you are Immune to disease and poisons. | Vampire, Spirit Feast |
| Dark Remembrance II | Lifedrink II | Dark Remembrance becomes: When you use Crimson Drink, you become aware of more substantial memories that the creature has gained over the past week. This reveals specifics about locations that they have visited or other creatures that they have seen, but does not allow you to learn specific conversations that transpired. | Vampire, Spirit Feast |
| Sanguine Expertise | Dark Remembrance II
Incompatible: Sanguine Psyche |
Gain the Sanguine Expertise ability.
|
Vampire, Spirit Feast |
| Sanguine Expertise II | Sanguine Expertise | You may use Sanguine Expertise on two skills, rather than one. | Vampire, Spirit Feast |
| Sanguine Psyche | Dark Remembrance II
Incompatible: Sanguine Expertise |
Gain the Sanguine Psyche ability.
|
Vampire, Spirit Feast |
| Sanguine Psyche II | Sanguine Psyche | Sanguine Psyche becomes 1/Rest, but you can only use this ability on an individual creature 1/Week. | Vampire, Spirit Feast |
| Lifedrink III | Spirit Feast 8 | Lifedrink becomes: For 1 week after you use Crimson Drink, you are Immune to disease and poisons. | Vampire, Spirit Feast |
| Lifeblood III | Lifedrink III, Lifeblood II | When you use Crimson Drink, if you are Bloodied, double the amount of HP you regain. | Vampire, Spirit Feast |
| Lifeblood IV | Lifeblood III | When you use Crimson Drink, if you have 0 HP, deal additional damage equal to the number of Death Points you have. | Vampire, Spirit Feast |
| Sadistic Revel III | Lifedrink III, Sadistic Revel II | When you Recoup, you may choose a number of allies equal to your CHA. They do not remove 1 Death Point from this Recoup. | Vampire, Spirit Feast |
| Sadistic Revel IV | Sadistic Revel III | When you attack with any natural weapon, deal +2 damage for each Psyche talent possessed by your allies within 30 ft of you who currently have at least 1 Death Point. | Vampire, Spirit Feast |
| Sanguine Expertise III | Sanguine Expertise II, Spirit Feast 11 | When you use Sanguine Expertise, rather than gaining up to +4 Skill Points in one or both skills you choose, you may instead temporarily gain the skill’s associated specialization talent from the Skill Stack. (e.g. taking the Athlete specialization talent instead of +4 in Athletics). | Vampire, Spirit Feast |
| Sanguine Expertise IV | Sanguine Expertise III | Sanguine Expertise becomes 1/Rest. | Vampire, Spirit Feast |
| Sanguine Psyche III | Sanguine Psyche II, Spirit Feast 11 | When you use Sanguine Psyche, remove 2 Fear. | Vampire, Spirit Feast |
| Sanguine Psyche IV | Sanguine Psyche III | Sanguine Psyche becomes 1/Rest. | Vampire, Spirit Feast |
| Dark Remembrance III | Spirit Feast 13 | Dark Remembrance becomes: When you use Crimson Drink, you become aware of more substantial memories that the creature has gained over the past week. This reveals specifics about locations that they have visited or other creatures that they have seen, and allows you very basic knowledge of conversations that transpired during this time. | Vampire, Spirit Feast |
| Memento Mori | Dark Remembrance III | You are permanently Immune to disease and poisons. You no longer suffer the negative effects of going for a prolonged amount of time without using Crimson Drink.
When you use Dark Remembrance, you learn the details of a creature’s past month of life, rather than their past week. When posing as that person or interacting with other creatures from that creature’s memories, gain +4 to CHA checks.
|
Vampire, Spirit Feast, Capstone |