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__NOAUTOLINKS__ | __NOAUTOLINKS__ | ||
''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. | A lone figure shrouded in a dark cloak perches on a forlorn balcony, surveilling their kingdom and determining where next to feed. | ||
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=== Three Types of Vampirism === | === 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 | 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. | ||
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 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 | * 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. | |||
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. | * 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''' ==== | ==== '''Ancerran Vampirism''' ==== | ||
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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. | 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. | ||
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. | ||
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. | 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. | ||
|} | |} | ||
'''<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. | |||
'''Courtier | |||
'''Crimson | '''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 | '''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 | '''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 | '''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 Entry Talent == | == 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. | 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. | ||
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Incompatible: Dhampir Lineage, Undead Lineage | Incompatible: Dhampir Lineage, Undead Lineage | ||
|When you take this entry talent, gain the following abilities. | |When you take this entry talent, gain the following abilities. | ||
'''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. | |||
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. | |||
When you use Crimson Drink and your END is lower than its normal value, regain 1 END | |||
''' | * '''Darkvision.''' Gain +30 ft Darkvision. | ||
''' | * '''Opportunist.''' You can Exploit. | ||
''' | * '''Unholy Charm (2/Rest).''' By spending 3 AP, you may attempt to Charm a creature within 30 ft of you. Make a CHA attack against the creature’s WILL. On a hit, the creature is Charmed for 1 minute. On a miss, it is Charmed until the end of your next turn. | ||
* ''''' | * '''Wall Walker (2/Rest).''' By spending 1 AP, you may gain a climb speed equal to your walking speed. This lasts for 1 minute. | ||
'''Iconographic Aversion.''' Choose one pantheon. Icons depicting deities from that pantheon, or symbols pertaining to that pantheon, harm you. When you start your turn within 30 ft of such an icon, you are Chilled. | * '''Vampiric Curse.''' You are cursed to observe certain limitations. | ||
** '''''Scourging Sunlight:''''' When you start your turn in sunlight, you take 4d10 radiant damage and all creatures are considered Concealed from you until the start of your next turn. Completely covering yourself in thick clothing, shielding yourself from sunlight via a shade like a parasol, and similar effects prevent the damage, but not the hindered visibility. | |||
** '''''Ravaging Waters:''''' When you start your turn in running water, you take 2d10 radiant damage. | |||
** '''''Garlic Poisoning:''''' When you use Crimson Drink on a creature that has consumed garlic within the past 24 hours, you become Sickened for the next 10 minutes. | |||
** '''''High Stakes:''''' You are Vulnerable 1 against wooden weapons that deal sharp damage, such as stakes. | |||
** '''''Iconographic Aversion.''''' Choose one pantheon. Icons depicting deities from that pantheon, or symbols pertaining to that pantheon, harm you. When you start your turn within 30 ft of such an icon, you are Chilled. | |||
|''Class Entry, Vampire'' | |''Class Entry, Vampire'' | ||
|} | |} | ||