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


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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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|''Class Entry, Vampire''
|''Class Entry, Vampire''
|}
|}
[[File:Courtier.png|thumb]]


=== Courtier Track ===
=== Courtier Track ===
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|''Vampire, Courtier, '''Capstone'''''
|''Vampire, Courtier, '''Capstone'''''
|}
|}
[[File:CrimsonThirst.png|thumb|497x497px]]


=== Crimson Thirst Track ===
=== Crimson Thirst Track ===
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|''Vampire, Crimson Thirst, '''Capstone'''''
|''Vampire, Crimson Thirst, '''Capstone'''''
|}
|}
[[File:DarkLord.png|thumb|633x633px]]


=== Dark Lord Track ===
=== Dark Lord Track ===
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|''Vampire, Dark Lord, '''Capstone'''''
|''Vampire, Dark Lord, '''Capstone'''''
|}
|}
[[File:Heritage.png|thumb|250x250px]]


== Heritage Track ==
=== Heritage Track ===
{| class="wikitable"
{| class="wikitable"
|+
|+
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|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''
|-
|-
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|'''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''
|-
|-
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|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.


'''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''.''
* '''Demon-Blooded.''' Gain Vulnerable Silvered Weapons +1.


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


'''Duplicitous.''' Gain +1 ANT and +1 LOG
* '''Confounding.''' You may target a creature's REF or LOG with your Bite attack.
 
* '''Duplicitous.''' Gain +1 ANT and +1 LOG
|''Vampire, Heritage''
|''Vampire, Heritage''
|-
|-
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|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''
|-
|-
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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''
|-
|-
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|'''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''
|-
|-
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|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.
 
* '''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”).''
* '''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.


'''Undeniable.''' You may target a creature's REF or WILL with your Bite attack.
* '''Undeniable.''' You may target a creature's REF or WILL with your Bite attack.


'''Unbreakable.''' Gain +1 FORT and +1 WILL.
* '''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''
|-
|-
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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''
|-
|-
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|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''
|-
|-
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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''
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|'''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''
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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''
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|'''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''
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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''
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|'''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''
|-
|-
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|'''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''
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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'''''
|-
|-
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|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"
|+
|+
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|'''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''
|-
|-
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|'''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''
|-
|-
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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''
|-
|-
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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''
|-
|-
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|'''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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|'''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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