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[[File:Vampire2.png|thumb]]
''Source: Harker's Guide to Vampire Hunting''
''Source: Harker's Guide to Vampire Hunting''


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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''.
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''' ====
'''Universal Vampiric Traits'''
 
Regardless of their origins, all vampires share certain universal characteristics.
Regardless of their origins, all vampires share certain universal characteristics.


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* 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.
* 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'''


==== '''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.
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.
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''' ====
'''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.
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''' ====
'''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.
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.
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.
{| class="wikitable"
{| class="wikitable"
|
|'''Lore and Game Balance'''
==== '''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.
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.


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'''<u><big>Vampire Tracks</big></u>'''
'''<u><big>Vampire Tracks</big></u>'''


'''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.
'''[[Vampire#Courtier Track|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.
'''[[Vampire#Crimson Track|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.
'''[[Vampire#Dark Lord Track|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.
'''[[Vampire#Heritage Track|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.
'''[[Vampire#Spirit Feast Track|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 ==
== Subclass Tracks ==
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* '''Crimson Consumption.''' You gain a Bite attack and Crimson Drink.
* '''Crimson Consumption.''' You gain a Bite attack and Crimson Drink.
 
** '''''Bite:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +STR or DEX vs REF. '''Hit:''' 1d4+STR or DEX sharp damage. This automatically hits a creature that you have Charmed or Enthralled.
'''''Bite:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +STR or DEX vs REF. '''Hit:''' 1d4+STR or DEX sharp damage. This automatically hits a creature that you have Charmed or Enthralled.
** '''Crimson Drink (2/Rest).''' When you hit a creature with this Bite attack, you may regain HP equal to the damage you dealt. If you do not use Crimson Drink in a 7 day period, you begin desiccating. Your END temporarily decreases by 1 per day after this period. If your END reaches -4 in this way, you become completely incapacitated until another creature feeds you fresh blood, whereupon your END becomes -3.
 
*** '''(1/Rest)''' When you use Crimson Drink and your END is lower than its normal value, regain 1 END.
* '''Crimson Drink (2/Rest).''' When you hit a creature with this Bite attack, you may regain HP equal to the damage you dealt. If you do not use Crimson Drink in a 7 day period, you begin desiccating. Your END temporarily decreases by 1 per day after this period. If your END reaches -4 in this way, you become completely incapacitated until another creature feeds you fresh blood, whereupon your END becomes -3.
** '''(1/Rest)''' When you use Crimson Drink and your END is lower than its normal value, regain 1 END.


* '''Darkvision.''' Gain +30 ft Darkvision.
* '''Darkvision.''' Gain +30 ft Darkvision.
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|''Class Entry, Vampire''
|''Class Entry, Vampire''
|}
|}
[[File:Courtier.png|thumb]]


== Courtier Track ==
=== Courtier Track ===
{| class="wikitable"
{| class="wikitable"
|+
|+
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|Cunning Courtier
|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.
|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 ½ 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.
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.
Members of your cadre have the stats of any creature with the humanoid tag of ML 2 or less.
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|'''Mislead'''
|'''Mislead'''
|Courtier's Cadre
|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.
|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''
|''Vampire, Courtier''
|-
|-
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|'''Cunning Courtier II'''
|'''Cunning Courtier II'''
|Courtier's Cadre II
|Courtier's Cadre II
|Gain the Influential ability.  
|Gain the Influential ability.
'''Influential.''' When you fail a check using a skill with the influence tag, you may reroll the check and take the second result. (1/Recoup)
 
* '''Influential (1/Recoup).''' When you fail a check using a skill with the influence tag, you may reroll the check and take the second result.
|''Vampire, Courtier''
|''Vampire, Courtier''
|-
|-
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|You may kill your familiar, turning them into a lesser vampire. They gain the stats of a [[Vampire Spawn]] with the following modifications:
|You may kill your familiar, turning them into a lesser vampire. They gain the stats of a [[Vampire Spawn]] with the following modifications:


* 55 maximum HP.
* 55 max HP.
* It only has Tier 1 actions. On each of its turns, it may take two Tier 1 actions.
* It only has Tier 1 actions. On each of its turns, it may take two Tier 1 actions.
* It does not have the Frighten ability.
* It does not have the Frighten ability.
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|Unholy Charm IV
|Unholy Charm IV
|Gain +4 Skill Points that you can spend on any skills with the observation, influence, or subterfuge tag.
|Gain +4 Skill Points that you can spend on any skills with the observation, influence, or subterfuge tag.
Cunning Courtier becomes 3/Recoup.
Your Influential ability becomes 3/Recoup.
|''Vampire, Courtier''
|''Vampire, Courtier''
|-
|-
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|'''Sire'''
|'''Sire'''
|Vampire Spawn II
|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 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.
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.


'''''Level 30:''''' Vampire Spawn that you create and release from being Enthralled become full [[Vampire|Vampires]] after 1d4 years.
* '''''Level 30:''''' Vampire Spawn that you create and release from being Enthralled become full [[Vampire (Creature)|Vampires]] after 1d4 years.
|''Vampire, Courtier, '''Capstone'''''
|''Vampire, Courtier, '''Capstone'''''
|}
|}
[[File:CrimsonThirst.png|thumb|497x497px]]


== Crimson Thirst Track ==
=== Crimson Thirst Track ===
{| class="wikitable"
{| class="wikitable"
|+
|+
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|''Vampire, Crimson Thirst''
|''Vampire, Crimson Thirst''
|-
|-
|'''Crimson [[Resistance]]'''
|'''Crimson Resistance'''
|Crimson Thirst 3
|Crimson Thirst 3
|Gain Resist Physical 2 and Resist Necrotic 3 and Resist Toxic 3, but you also gain Vulnerable Divine 1 and Vulnerable Silvered Weapons 1.
|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''
|''Vampire, Crimson Thirst''
|-
|-
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|Crimson Thirst 3
|Crimson Thirst 3
|Gain a Claws attack.
|Gain a Claws attack.
'''''Claws:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +STR or DEX vs AR. '''Hit:''' 1d4+STR or DEX sharp and 1d4 necrotic damage.  
 
* '''''Claws:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +STR or DEX vs AR. '''Hit:''' 1d4+STR or DEX sharp and 1d4 necrotic damage.  
|''Vampire, Crimson Thirst''
|''Vampire, Crimson Thirst''
|-
|-
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|'''Crimson Drink II'''
|'''Crimson Drink II'''
|Undead Grasp II
|Undead Grasp II
|Crimson Consumption's damage die increases by one die size, max 1d12.
|Crimson Consumption’s damage die increases by one die size (max 1d12).
Crimson Drink becomes 1/2 CHA/Rest (min 2).
Crimson Drink becomes 1⁄2 CHA/Rest (min 2).
|''Vampire, Crimson Thirst''
|''Vampire, Crimson Thirst''
|-
|-
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|'''Crimson Drink III'''
|'''Crimson Drink III'''
|Sanguine Luck, Sanguine Stamina, or Sanguine Resolve
|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.  
|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.
Gain +4 Skill Points that you may spend on any skills with the observation, subterfuge, and survival tag.
|''Vampire, Crimson Thirst''
|''Vampire, Crimson Thirst''
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|Crimson Drink III
|Crimson Drink III
Incompatible: Puncturing Bite
Incompatible: Puncturing Bite
|When you use Crimson Drink, you regain 1d4 HP at the start of your next 6 turns, in addition to the initial HP you gained. (1/Rest)
|Gain the Revitalizing Bite ability.
 
* '''Revitalizing Bite (1/Rest).''' When you use Crimson Drink, you regain 1d4 HP at the start of your next 6 turns, in addition to the initial HP you gained.)
|''Vampire, Crimson Thirst''
|''Vampire, Crimson Thirst''
|-
|-
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|'''Sanguine Physique'''
|'''Sanguine Physique'''
|Crimson Drink IV, Sanguine Stamina
|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 cause you to recalculate the number of expendable abilities based on these attributes.
|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''
|''Vampire, Crimson Thirst''
|-
|-
|'''Sanguine Mentality'''
|'''Sanguine Mentality'''
|Crimson Drink IV, Sanguine Resolve
|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 cause you to recalculate the number of expendable abilities based on these attributes.
|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''
|''Vampire, Crimson Thirst''
|-
|-
|'''Crimson Drink V'''
|'''Crimson Drink V'''
|Sanguine Spirit, Sanguine Physique, or Sanguine Mentality
|Sanguine Spirit, Sanguine Physique, or Sanguine Mentality
|Crimson Consumption's damage die increases by one die size (e.g. 1d6 to 1d8, max 1d12).
|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.
Regain +1 use of your Crimson Drink when you Recoup.
|''Vampire, Crimson Thirst''
|''Vampire, Crimson Thirst''
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Your Sanguine Spirit, Physique, or Mentality bonus becomes +2 for the duration.
Your Sanguine Spirit, Physique, or Mentality bonus becomes +2 for the duration.


'''''Level 30:''''' When you use Crimson Drink, you may also remove the Fatigued condition.
* '''''Level 30:''''' When you use Crimson Drink, you may also remove the Fatigued condition.
|''Vampire, Crimson Thirst, '''Capstone'''''
|''Vampire, Crimson Thirst, '''Capstone'''''
|}
|}
[[File:DarkLord.png|thumb|633x633px]]


== Dark Lord Track ==
=== Dark Lord Track ===
{| class="wikitable"
{| class="wikitable"
|+
|+
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|Wall Runner
|Wall Runner
|Gain the Shapeshift ability.
|Gain the Shapeshift ability.
'''Shapeshift.''' Spend 3 AP to shapeshift into a wolf or a spider. (END/Rest)
 
* '''Shapeshift (END/Rest).''' Spend 3 AP to shapeshift into a wolf or a spider.  


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.
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.
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.
You may now take the Mist Form and Bat Swarm Form talents from the Heritage Track, ignoring their prerequisites.
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|'''Children of the Night'''
|'''Children of the Night'''
|Shapeshift
|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.  
|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.  
Gain the Children of the Night ability.
 
'''Children of the Night.''' Provided that such creatures naturally live in the area, you may summon one creature from the following choices by spending 2 AP to an unoccupied space within 30 ft of you. The creature takes its turn after you in Initiative.
 
1 [[Swarm of Bats]]
 
1 [[Swarm of Rats]]


1 [[Wolf]]
* '''Children of the Night (1/Rest).''' Provided that such creatures naturally live in the area, you may summon one creature from the following choices by spending 2 AP to an unoccupied space within 30 ft of you. The creature takes its turn after you in Initiative. That monster is friendly towards you and your allies for one hour. At the end of this time, the monster wanders away
** 1 [[Swarm of Bats]]
** 1 [[Swarm of Rats]]
** 1 [[Wolf]]


That monster is friendly towards you and your allies for one hour. At the end of this time, the monster wanders away. (1/Rest)
|''Vampire, Dark Lord''
|''Vampire, Dark Lord''
|-
|-
|'''[[Shadow]] Step'''
|'''Shadow Step'''
|Wall Runner
|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 must both start and end your movement within dim light or darkness to do so.  
|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''
|''Vampire, Dark Lord''
|-
|-
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|Shadow Step
|Shadow Step
|You ignore TD that would be imposed by attacking a creature with the Concealed condition.
|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.
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''
|''Vampire, Dark Lord''
|-
|-
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|Children of the Night or Lurk
|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.
|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.  
Gain Innate Casting.


'''Innate Casting.''' You can cast any spells you know from this list without spending SP, but cannot upcharge them. (CHA/Rest)
* '''Innate Casting (CHA/Rest).''' You can cast any spells you know from this list without spending SP, but cannot upcharge them. Any magical abilities you learn in this way are considered occult.


Any magical abilities you learn in this way are considered occult.
'''''Arcane Cantrips:''''' Frostbite, Grave Whisper, Signature


'''Arcane Cantrips:''' Frostbite, Grave Whisper, Signature
'''''Occult Chants:''''' Cultic Revenge, Eldritch Orb, Forked Tongue, Mesmerize, Nick, Shadow Knife, Sickening Gaze, Sonorous Voice, Withering Grasp


'''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


'''Primal Chants:''' Catclaw, Charm Creature, Fleetfoot, Foreboding Menace, Mist
'''''Arcane Spells:''''' Decay, Flay, Frost Beam, Minor Illusion, Seal/Unseal, Sense Magic


'''Arcane Spells:''' Decay, Flay, Frost Beam, Minor Illusion, Seal/Unseal, Sense Magic
'''''Occult Spells:''''' Darkness, Hex of Hemophilia


'''Occult Spells:''' Darkness, Hex of Hemophilia
'''''Primal Spells:''''' Cornered Frenzy, Creeping Fear, Hunter's Quarry, Nighteye


'''Primal Spells:''' Cornered Frenzy, Creeping Fear, Hunter's Quarry, Nighteye
'''''Psionic Spells:''''' Jump, Minor Telepathy, Morph Features
 
'''Psionic Spells:''' Jump, Minor Telepathy, Morph Features
|''Vampire, Dark Lord''
|''Vampire, Dark Lord''
|-
|-
Line 450: Line 457:
|Shapeshift II
|Shapeshift II
|When you summon creatures, you may choose more powerful monsters, choosing from the original options or from:
|When you summon creatures, you may choose more powerful monsters, choosing from the original options or from:
1 [[Dire Wolf]]


1 Dire Bat (Stats of [[Screech Owl]])
* 1 [[Dire Wolf]]
* 1 Dire Bat (Stats of [[Screech Owl]])


Children of the Night becomes 3/Rest, but only one use of it can be active at once.
Children of the Night becomes 3/Rest, but only one use of it can be active at once.
Line 470: Line 477:
|'''Shadow Step II'''
|'''Shadow Step II'''
|Lurk 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.
|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''
|''Vampire, Dark Lord''
|-
|-
Line 483: Line 490:
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.
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
'''''Arcane Spells:''''' Fly, Locate Magic, Raise Skeleton


'''Occult Spells:''' Grasp of Bones, Silence
'''''Occult Spells:''''' Grasp of Bones, Silence


'''Primal Spells:''' Feast for Crows, Mist of the Everwilds, Wall of Briars
'''''Primal Spells:''''' Feast for Crows, Mist of the Everwilds, Wall of Briars


'''Psionic Spells:''' Blur, Far Sense
'''''Psionic Spells:''''' Blur, Far Sense
|''Vampire, Dark Lord''
|''Vampire, Dark Lord''
|-
|-
Line 529: Line 536:
Each of these spells expend 3 uses of your Innate Casting when used.
Each of these spells expend 3 uses of your Innate Casting when used.


'''Arcane Spells:''' Ice Fan, Mask, Minor Teleportation, Raise Death Soldier
'''''Arcane Spells:''''' Ice Fan, Mask, Minor Teleportation, Raise Death Soldier


'''Occult Spells:''' Borrowed Strength
'''''Occult Spells:''''' Borrowed Strength


'''Primal Spells:''' Carnage, Polymorph, Terror
'''''Primal Spells:''''' Carnage, Polymorph, Terror


'''Psionic Spells:''' Hasten
'''''Psionic Spells:''''' Hasten
|''Vampire, Dark Lord''
|''Vampire, Dark Lord''
|-
|-
Line 541: Line 548:
|Innate Magic IV
|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.
|When you start your turn in dim light or darkness, gain +1 AP. Hostile creatures within 30 ft of you are Demoralized.
When you use your Crimson Drink on a creature that has SP or can innately cast spells, you regain +2 expended Innate Casts. (1/Recoup)


'''''Level 30:''''' When you start your turn in dim light or darkness with at least 1 AP that you carried over from your previous turn, gain Iron Will, Steel Mind, and Regen 5.
* '''(1/Recoup)''' When you use your Crimson Drink on a creature that has SP or can innately cast spells, you regain +2 expended Innate Casts.)
 
* '''''Level 30:''''' When you start your turn in dim light or darkness with at least 1 AP that you carried over from your previous turn, gain Iron Will, Steel Mind, and Regen 5.
|''Vampire, Dark Lord, '''Capstone'''''
|''Vampire, Dark Lord, '''Capstone'''''
|}
|}
[[File:Heritage.png|thumb|250x250px]]


== Heritage Track ==
=== Heritage Track ===
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 564: Line 573:
|Powerful Bloodline
|Powerful Bloodline
Incompatible: Croftian Vampirism, Draculean Vampirism
Incompatible: Croftian Vampirism, Draculean Vampirism
|Gain the following abilities.
|Gain the following benefits.
'''Fallible Strain.''' Gain Vulnerable Corrosive 1.
 
* '''Fallible Strain.''' Gain Vulnerable Corrosive +1.


'''Primal Hunger.''' Gain the Warden of the Primal talent if you did not already have it. If you already have it, gain +5 SP and +1 Primal Power instead. All future talents in the Heritage track give you +1 Primal Power. CHA is your magic attribute. Unless you have a Heritage talent that says otherwise or gain a talent that would also allow you to gain Warden of the Primal, you can only learn Intrinsic primal magic.
* '''Primal Hunger.''' Gain the Warden of the Primal talent if you did not already have it. If you already have it, gain +5 SP and +1 Primal Power instead. All future talents in the Heritage track give you +1 Primal Power. CHA is your magic attribute. Unless you have a Heritage talent that says otherwise or gain a talent that would also allow you to gain Warden of the Primal, you can only learn Intrinsic primal magic.


'''Ambush.''' You may target a creature's REF or ANT with your Bite attack.
* '''Ambush.''' You may target a creature's REF or ANT with your Bite attack.


'''Instinctive.''' Gain +1 REF and +1 ANT.
* '''Instinctive.''' Gain +1 REF and +1 ANT.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
Line 592: Line 602:
|'''Mist Form'''
|'''Mist Form'''
|Ancerran Vampirism
|Ancerran Vampirism
|When you start your turn with 0 HP, if you are not in direct sunlight, you may turn into mist. You have a speed of 10 ft, have Immune Physical, and may fit through any opening at least 1 inch wide. You may not attack or use any abilities while in this form. You remain in this form until you Catch your Breath. (1/Rest)
|Gain the Mist Form ability.
 
* '''Mist Form (1/Rest).''' When you start your turn with 0 HP, if you are not in direct sunlight, you may turn into mist. You have a speed of 10 ft, have Immune Physical, and may fit through any opening at least 1 inch wide. You may not attack or use any abilities while in this form. You remain in this form until you Catch your Breath.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
Line 598: Line 610:
|Powerful Bloodline
|Powerful Bloodline
Incompatible: Ancerran Vampirism, Draculean Vampirism
Incompatible: Ancerran Vampirism, Draculean Vampirism
|Gain the following abilities.
|Gain the following benefits.
'''Demon-Blooded.''' Gain Vulnerable Silvered Weapons 1.
 
* '''Demon-Blooded.''' Gain Vulnerable Silvered Weapons +1.


'''Occultist.''' Gain the Initiate of the Occult talent if you did not already have it. If you already have it, gain +5 SP and +1 Occult Power instead. All future talents in the Heritage track give you +1 Occult Power. CHA is your magic attribute''.''
* '''Occultist.''' Gain the Initiate of the Occult talent if you did not already have it. If you already have it, gain +5 SP and +1 Occult Power instead. All future talents in the Heritage track give you +1 Occult Power. CHA is your magic attribute''.''


'''Confounding.''' You may target a creature's REF or LOG with your Bite attack.
* '''Confounding.''' You may target a creature's REF or LOG with your Bite attack.


'''Duplicitous.''' Gain +1 ANT and +1 LOG
* '''Duplicitous.''' Gain +1 ANT and +1 LOG
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
Line 611: Line 624:
|Croftian Vampirism
|Croftian Vampirism
|Gain the Steel Minded ability.
|Gain the Steel Minded ability.
'''Steel Minded.''' When you roll Initiative, you cannot be Charmed or Enthralled for 1 minute. (2/Rest)
 
* '''Steel Minded (2/Rest).''' When you roll Initiative, you cannot be Charmed or Enthralled for 1 minute.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
Line 619: Line 633:
Gain the Pact Maker ability.
Gain the Pact Maker ability.


'''Pact Maker.''' You have the ability to make binding deals with other intelligent creatures. If such a creature makes a willing bargain and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact) and suffer severe consequences should they be broken. If a creature breaks the terms of its agreement, you may immediately attack their WILL with your CHA, provided that you are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours and the pact ends. You can make a number of binding pacts equal to your CHA (min 1). You may end a pact in order to make a new one; if you do, the creature with whom you made a pact previously is released immediately. When a pact is ended for any reason, both participants of the pact are aware.
* '''Pact Maker.''' You have the ability to make binding deals with other intelligent creatures. If such a creature makes a willing bargain and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact) and suffer severe consequences should they be broken. If a creature breaks the terms of its agreement, you may immediately attack their WILL with your CHA, provided that you are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours and the pact ends. You can make a number of binding pacts equal to your CHA (min 1). You may end a pact in order to make a new one; if you do, the creature with whom you made a pact previously is released immediately. When a pact is ended for any reason, both participants of the pact are aware.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
Line 629: Line 643:
|'''Shadow Form'''
|'''Shadow Form'''
|Croftian Vampirism
|Croftian Vampirism
|When you start your turn with 0 HP, if you are not in direct sunlight, you may turn into shadows. You have a walking speed and climb speed of 30 ft, have Immune Physical, and may fit through any opening at least 1 inch wide. You may not attack or use any abilities while in this form. You remain in this form until you Catch your Breath. If you are exposed to dim light at any point during this time, you gain 1 Death Point; if you are exposed to bright light, you gain 2 Death Points. (1/Rest)
|Gain the Shadow Form ability.
 
* '''Shadow Form (1/Rest).''' When you start your turn with 0 HP, if you are not in direct sunlight, you may turn into shadows. You have a walking speed and climb speed of 30 ft, have Immune Physical, and may fit through any opening at least 1 inch wide. You may not attack or use any abilities while in this form. You remain in this form until you Catch your Breath. If you are exposed to dim light at any point during this time, you gain + Death Point; if you are exposed to bright light, you gain +2 Death Points.  
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
Line 635: Line 651:
|Powerful Bloodline
|Powerful Bloodline
Incompatible: Ancerran Vampirism, Croftian Vampirism
Incompatible: Ancerran Vampirism, Croftian Vampirism
|Gain the following abilities.
|Gain the following benefits.
'''Forbiddance.''' You cannot enter another humanoid's domicile without explicit verbal or written invitation.


'''Arcanist.''' Gain the Student of the Arcane talent if you did not already have it. If you already have it, gain +5 SP and +1 Arcane Power. All future talents in the Heritage track give you +1 Arcane Power. CHA is your magic attribute (''CRB Ch.4 “Arcane Source”).''
* '''Forbiddance.''' You cannot enter another humanoid's domicile without explicit verbal or written invitation.


'''Undeniable.''' You may target a creature's REF or WILL with your Bite attack.
* '''Arcanist.''' Gain the Student of the Arcane talent if you did not already have it. If you already have it, gain +5 SP and +1 Arcane Power. All future talents in the Heritage track give you +1 Arcane Power. CHA is your magic attribute.


'''Unbreakable.''' Gain +1 FORT and +1 WILL.
* '''Undeniable.''' You may target a creature's REF or WILL with your Bite attack.
 
* '''Unbreakable.''' Gain +1 FORT and +1 WILL.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
|'''Otherwordly Knowledge'''
|'''Otherwordly Knowledge'''
|Draculean Vampirism
|Draculean Vampirism
|Choose an arcane 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.  
|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''
|''Vampire, Heritage, Repeatable''
|-
|-
|'''Iron Willed'''
|'''Iron Willed'''
|Draculean Vampirism
|Draculean Vampirism
|Gain the Iron Willed ability.  
|Gain the Iron Willed ability.
'''Iron Willed.''' When you roll Initiative, you cannot be Frightened or Shaken for 1 minute. (2/Rest)
 
* '''Iron Willed (2/Rest).''' When you roll Initiative, you cannot be Frightened or Shaken for 1 minute.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
Line 661: Line 679:
Gain the Many Mysteries ability.
Gain the Many Mysteries ability.


'''Many Mysteries.''' While you sleep, you can choose to dream lucidly, contemplating philosophical questions or the events of the previous day. During this time, you can make up to three INT checks of your choice using skills that have the knowledge tag. If you have failed a skill check with the knowledge tag on a topic in the last 24 hours, then you may roll 2d20 and use the higher of the two when making a new check on that topic.
* '''Many Mysteries.''' While you sleep, you can choose todream lucidly, contemplating philosophical questions or the events of the previous day. During this time, you can make up to three INT checks of your choice using skills that have the knowledge tag. If you have failed a skill check with the knowledge tag on a topic in the last 24 hours, then you may roll 2d20 and use the higher of the two when making a new check on that topic.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
|'''Bat Swarm Form'''
|'''Bat Swarm Form'''
|Draculean Vampirism
|Draculean Vampirism
|Gain the Bat Swarm ability.  
|Gain the Bat Swarm ability.
'''Bat Swarm.''' When you become Bloodied, if you are not in direct sunlight, you may spend 0 Reactive AP to turn into a [[Swarm of Bats]]. You lose all of your abilities and features besides your mental and metaphysical attributes. You otherwise gain the stats of a Swarm of Bats, including their HP. Once reduced to 0 HP in this form, you revert to your normal form at your previous HP, taking any excess damage that caused you to revert. (1/Rest)
 
* '''Bat Swarm (1/Rest).''' When you become Bloodied, if you are not in direct sunlight, you may spend 0 Reactive AP to turn into a [[Swarm of Bats]]. You lose all of your abilities and features besides your mental and metaphysical attributes. You otherwise gain the stats of a Swarm of Bats, including their HP. Once reduced to 0 HP in this form, you revert to your normal form at your previous HP, taking any excess damage that caused you to revert.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
Line 679: Line 698:
|Curse Resistant
|Curse Resistant
|Gain +5 SP.
|Gain +5 SP.
You may spend 2 AP to learn whether a creature's REF is higher than another secondary defense of your choice.
You may spend 2 AP to learn whether a creature’s REF is higher than another secondary defense of your choice.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
Line 687: Line 706:
Learn two primal chants or spells. They need not have the intrinsic tag.
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.
You may also choose to target a creature’s FORT with your Bite attack.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
|'''Primordial Inheritance'''
|'''Primordial Inheritance'''
|Ancerran Vampirism II
|Ancerran Vampirism II
|Gain +5 SP.
|''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.
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''
|''Vampire, Heritage, Repeatable''
Line 698: Line 717:
|'''Instinctive'''
|'''Instinctive'''
|Ancerran Vampirism II
|Ancerran Vampirism II
|Gain +1 REF and +1 ANT.
|''Repeatable.'' Gain +1 REF and +1 ANT.
You can take this talent up to 3 times.
You can take this talent up to 3 times.
|''Vampire, Heritage, Repeatable''
|''Vampire, Heritage, Repeatable''
Line 707: Line 726:
Learn one occult chant, one occult ritual, and one occult spell.
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.
You may also choose to target a creature’s WILL with your Bite attack.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
|'''Duplicitous'''
|'''Duplicitous'''
|Croftian Vampirism II
|Croftian Vampirism II
|Gain +1 ANT and +1 LOG.
|''Repeatable.'' Gain +1 ANT and +1 LOG.
You can take this talent up to 3 times.
You can take this talent up to 3 times.
|''Vampire, Heritage, Repeatable''
|''Vampire, Heritage, Repeatable''
Line 718: Line 737:
|'''Occult Inheritance'''
|'''Occult Inheritance'''
|Croftian Vampirism II
|Croftian Vampirism II
|Gain +5 SP.
|''Repeatable.'' Gain +5 SP.
Learn one occult ritual. Learn one occult chant or occult spell.
Learn one occult ritual. Learn one occult chant or occult spell.
|''Vampire, Heritage, Repeatable''
|''Vampire, Heritage, Repeatable''
Line 727: Line 746:
Learn one occult or divine spell with an SPC of 10 or fewer. It counts as an arcane spell for you.
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.
You may also choose to target a creature’s FORT with your Bite attack.
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
|'''Unbreakable'''
|'''Unbreakable'''
|Draculean Vampirism II
|Draculean Vampirism II
|Gain +1 FORT and +1 WILL.
|''Repeatable.'' Gain +1 FORT and +1 WILL.
You can take this talent up to 3 times.
You can take this talent up to 3 times.
|''Vampire, Heritage, Repeatable''
|''Vampire, Heritage, Repeatable''
Line 738: Line 757:
|'''Many Mysteries to Ponder II'''
|'''Many Mysteries to Ponder II'''
|Draculean Vampirism 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.  
|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''
|''Vampire, Heritage''
|-
|-
Line 788: Line 807:
|'''Curse Resistant III'''
|'''Curse Resistant III'''
|Heritage 13
|Heritage 13
|Gain +4 Skill Points that you can spend on any skills with the STR, END, or CHA tag.
|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.
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''
|''Vampire, Heritage''
Line 799: Line 818:
Your crit range for your natural weapons increases by +1.
Your crit range for your natural weapons increases by +1.


'''''Level 30:''''' Your speed increases by +5 ft. If you are not Partially Surprised when rolling Initiative, you may take one turn before Initiative begins.
* '''''Level 30:''''' Your speed increases by +5 ft. If you are not Partially Surprised when rolling Initiative, you may take one turn before Initiative begins.
|''Vampire, Heritage, '''Capstone'''''
|''Vampire, Heritage, '''Capstone'''''
|-
|-
Line 805: Line 824:
|Curse Resistant III, Croftian Vampirism III
|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.
|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.
You may reselect which occult chants, rituals, and spells you know. (1/Week)


'''''Level 30:''''' When you roll Initiative, you may choose one creature with ML of 10 or lower. That creature is Enthralled by you for 1 minute.
* '''(1/Week).''' You may reselect which occult chants, rituals, and spells you know.
 
* '''''Level 30:''''' When you roll Initiative, you may choose one creature with ML of 10 or lower. That creature is Enthralled by you for 1 minute.
|''Vampire, Heritage, '''Capstone'''''
|''Vampire, Heritage, '''Capstone'''''
|-
|-
|'''Overlord of Vampirism'''
|'''Overlord of Vampirism'''
|Curse Resistant III, Draculean Vampirism III
|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.
|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.
Choose one arcane spell that you know with an SPC of 28 or less. That spell becomes an Instinctive Spell.


'''''Level 30:''''' Choose one arcane spell that you know with an SPC of 36 or less. That spell becomes an Instinctive Spell.
* '''''Level 30:''''' Choose one arcane spell that you know with an SPC of 36 or less. That spell becomes an Instinctive Spell.
|''Vampire, Heritage, '''Capstone'''''
|''Vampire, Heritage, '''Capstone'''''
|}
|}
[[File:SpiritFeast.png|thumb|538x538px]]


== Spirit Feast Track ==
=== Spirit Feast Track ===
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 834: Line 855:
|'''Dark Remembrance'''
|'''Dark Remembrance'''
|Lifedrink
|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."
|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''
|''Vampire, Spirit Feast''
|-
|-
Line 861: Line 882:
|'''Lifedrink II'''
|'''Lifedrink II'''
|Spirit Feast 4
|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.  
|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''
|''Vampire, Spirit Feast''
|-
|-
Line 873: Line 894:
Incompatible: Sanguine Psyche
Incompatible: Sanguine Psyche
|Gain the Sanguine Expertise ability.
|Gain the Sanguine Expertise ability.
'''Sanguine Expertise.''' When you use Crimson Drink, you may make a secondary INT attack targeting their WILL. On a hit, you gain up to +4 in one skill that the creature knows. If the creature's skill bonus is less than +4, your bonus equals theirs. The bonus remains until you use this ability again. (1/Week)
 
* '''Sanguine Expertise (1/Week).''' When you use Crimson Drink, you may make a secondary INT attack targeting their WILL. On a hit, you gain up to +4 in one skill that the creature knows. If the creature’s skill bonus is less than +4, your bonus equals theirs. The bonus remains until you use this ability again.
|''Vampire, Spirit Feast''
|''Vampire, Spirit Feast''
|-
|-
Line 885: Line 907:
Incompatible: Sanguine Expertise  
Incompatible: Sanguine Expertise  
|Gain the Sanguine Psyche ability.
|Gain the Sanguine Psyche ability.
'''Sanguine Psyche.''' When you use Crimson Drink, you may make a secondary CHA targeting their WILL. On a hit, the target gains 1 Psyche talent from a Tripartite or Pentacle talent stack for which the target meets the prerequisites. (1/Week)
 
* '''Sanguine Psyche (1/Week).''' When you use Crimson Drink, you may make a secondary CHA targeting their WILL. On a hit, the target gains 1 Psyche talent from a Tripartite or Pentacle talent stack for which the target meets the prerequisites.  
|''Vampire, Spirit Feast''
|''Vampire, Spirit Feast''
|-
|-
Line 895: Line 918:
|'''Lifedrink III'''
|'''Lifedrink III'''
|Spirit Feast 8
|Spirit Feast 8
|Lifedrink becomes: For 1 week after you use Crimson Drink, you are immune to disease and poisons.  
|Lifedrink becomes: For 1 week after you use Crimson Drink, you are Immune to disease and poisons.  
|''Vampire, Spirit Feast''
|''Vampire, Spirit Feast''
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|'''Sanguine Expertise III'''
|'''Sanguine Expertise III'''
|Sanguine Expertise II, Spirit Feast 11
|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).
|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''
|''Vampire, Spirit Feast''
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|-
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|'''Memento Mori'''
|'''Memento Mori'''
|Dark Remembrance III
|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.
|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.
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.


'''''Level 30:''''' Dark Remembrance grants you the details of a creature's past year of life. Increase your CHA check bonus to +10 when relevant; this can exceed a skill's +20 cap.
* '''''Level 30:''''' Dark Remembrance grants you the details of a creature’s past year of life. Increase your CHA check bonus to +10 when relevant; this can exceed a skill’s +20 cap.
|''Vampire, Spirit Feast, '''Capstone'''''
|''Vampire, Spirit Feast, '''Capstone'''''
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