Vampire: Difference between revisions

49 bytes added ,  15 February 2025
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== Courtier Track ==
=== Courtier Track ===
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{| 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'''''
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|}


== 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'''''
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