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Out for Blood
by E. W. Morton
Contents
Introduction ...............................................................................2
What shall come to pass... ............................................2
A brief note on “Vampire” vs. “Vampyr” .................2
Chapter 1: Characters .............................................................3
New Uses for Skills .......................................................3
Feats ................................................................................3
Prestige Classes .........................................................................4
Arcane Pathologist ........................................................4
Blood Hunter .................................................................6
Death Guard ..................................................................7
Dubbelsauger .................................................................9
Exterminator ................................................................10
Fist of Light ..................................................................11
Fortune-Teller ..............................................................13
Gothic Pretender .........................................................14
Knight of the Dragon ..................................................16
Knight of the Phoenix .................................................17
Kresnik ..........................................................................18
Master of Sacrifice .......................................................19
Soul Catcher .................................................................20
Soul Collector ...............................................................23
Vamp .............................................................................24
Vampire Seneschal ......................................................25
Vampire Slayer ............................................................27
Watcher in Shadows ...................................................28
Chapter 2: Creatures ............................................................30
The Vampire Subtype .................................................30
Repelling a Vampire ...................................................30
Destroying a Vampire ................................................30
Optional Rule: Vorpal Weapons ...............................30
Optional Rule: Vampire Metabolism .......................31
Optional Rule: Aging ..................................................31
Vampire Attack Forms ...............................................31
Bloodsuckers ................................................................31
Blood Drain Attacks ...................................................32
Monsters .......................................................................................32
Aberrant Vampire .......................................................32
Astral Vampire ............................................................34
Barb-Tongued Vampire (Upior) ...............................37
Callicantzaro ................................................................41
Chupacabra ..................................................................42
Crimson Moth ..............................................................43
Deathgaze Vampire (Nelapsi) ...................................44
Death Ringer ................................................................47
Dhampir .......................................................................51
Grave Soil .....................................................................52
Iron Maiden .................................................................54
Irontooth Vampire (Upyr) .........................................55
Kuang-Shi .....................................................................59
Lesser Vampire ............................................................62
Lost Soul .......................................................................65
Nosferatu ......................................................................66
Plague Vampire (Nine-Killer) ...................................70
Vampyr .........................................................................73
Volkadlak (Undead Lycanthrope ) ...........................77
White Wolf ...................................................................80
Chapter 3: Campaigns ............................................................83
Blood Brotherhoods ....................................................83
The Brotherhood of the Phoenix ...............................83
The Order of the Dragon ............................................85
The Resurrection Guild ..............................................88
The Shadow Kingdom ................................................90
The Watch of Ages ......................................................93
Relationships between Organizations .....................95
Adventures ...................................................................95
Vampire Lairs ..............................................................97
Appendix 1: Spells ....................................................................99
Blood Domain ..............................................................99
New Spells ...................................................................99
Appendix II: Resources .......................................................102
Index ............................................................................................104
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Introduction
Introduction
In the vastness of the human imagination, if there be a single
creature that embodies both our innate fear of the unknown
as well as our unappeasable desire to know it better, it would
be the vampire. Even as the superstitions that gave rise to
these consummate undead are forgotten, fiction inspired by
them lives on, adding more to their heritage every day. It is
nearly impossible to catalogue all of the incarnations of the
vampire that have appeared in various cultures and eras in the
course of human history. Out for Blood makes no such claim,
instead, it merely asserts to have opened the door to new
possibilities. Through this now yawning portal, we welcome
you to the world of vampires, their minions, and those who
would slay them.
cruel and nefarious clerics and a few of the sources wherein
this folklore can be accessed.
A brief note on “Vampire” vs. “Vampyr”
Throughout this book, the terms vampire and vampyr are
used quite often and a distinction, of sorts, initially needs
to be made, to head off any possible forthcoming confusion.
A vampyr (pronounced “vam-PEER” or “vom-PEER”) is a
particular type of vampire. The vampyr template is similar
to the vampire template described in the core rules, but is
designed to incorporate themes appearing within the pages
of this tome. The vampyr template can also serve another
purpose: it can replace the vampire template from the core
rules altogether. This substitution would prevent the need
from distinguishing “vampire” (the template) from “vampire”
(the creature subtype). If used thusly, “Vampire” would
instead always refer to the creature subtype, more accurately
reflecting the fact that not all vampires are created with the
same template.
What shall come to pass...
The material herein is broken into three chapters and an
appendix, as follows:
Chapter 1: Characters. The characters that players bring
to the table are both the driving force behind all action in
any roleplaying game as well as the root of unnumbered
interesting stories. With this in mind, this chapter takes a
look at characters that might be found in a vampire-centric
or related campaign. First, this chapter takes a quick look at
several new uses for skills and new feats that might be use-
ful to such characters. These are followed by a host of new
prestige classes meant to inspire all kinds of interesting char-
acters: from vampire hunters; to a vampire’s many minions;
to vampires themselves.
Chapter 2: Creatures. Of course, no book about vampires
and other bloodsuckers could be complete without descrip-
tions of those very creatures. This chapter takes a look at
several optional rules designed to add flavor to vampires in
general, as well as an in-depth examination of a whole dark
cadre of new monsters and templates designed to show off
the diversity of the vampire. This chapter reveals dozens of
new types of vampires in addition to hordes of other hor-
rific monstrosities that might be involved in vampire-related
adventures.
Chapter 3: Campaigns. In order to construct an entire
campaign around bloodsuckers, care must be taken to keep
things interesting. Thus, this chapter is a grab bag of topics
meant to keep vampire-like villains interesting time and time
again. The chapter begins with a look at several organizations
that can appear in a campaign where vampires are abundant
(or perhaps one where their numbers are on the rise). This
is followed by a list of vampire-related ideas for adventures
and encounters just waiting to be developed into full-fledged
campaigns of their own. The chapter ends with a few quick
notes on various vampire lairs that might be encountered in
any setting.
Appendix: Spells and Resources. Included in this two-
part appendix are a handful of spells related to vampire
folklore, as well as the new Blood domain for particularly
-Credits-
Design
E. W. Morton
Editing & Development
Brannon Hollingsworth, Jesse Mohn,
and Todd Laing
Creative Director
Jim Butler
Typesetter
Jim Butler
Art Director
Brannon Hollingsworth
Cover Artist
Terry Wolfinger
Interior Artists
Cos Koniotis, Danilo Moretti,
David Hendee, Edward Bourelle,
Jesse Mohn, Marcio Fiorito, and Phillip James.
Playtesters
Andi Newton, Bevan Thomas, Chad Bowser,
Eric Driks, Keith Woodward, and Michael Kogan.
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New Uses for Skills
Chapter 1: Characters
Simply put, you cannot have a story – or a roleplaying game
– without characters. Therefore, the best place to start when
considering vampire-related settings and storylines is with
the characters that will become entangled within their dark
and shadowy threads. Folklore and fiction related to vampires
and other bloodsuckers feature a wide assortment of heroes,
villains, and lackeys, each of whom has any number of
interesting abilities at his disposal.
allowed to retry checks to find secret messages, and you may
take 20 on such a check.
Once you have found a secret message, you must still
decipher it. The check to decipher a secret message is the same
as the normal use of this skill, except the check uses the DC of
the Decipher Script check made to encrypt the message (see
Encrypt Message, below).
Encrypt Message: You may create a hidden message in
the text of another message, in a physical puzzle, or in just
about anything else capable of containing hidden messages
(paintings, murals, the layout of a building or garden, etc.).
Your DM rolls a Decipher Script check for you (DC 10) to de-
termine whether or not you were able to successfully encrypt
the message. On a failure, your message cannot be deciphered
at all by anyone other than yourself, but you are unaware of
this fact. On a success, your message is encrypted. It may be
discovered and deciphered by others. The DC to do so is the
result of the check you just made to encrypt the message. You
may take a 20 on this check, negating any chance that your
message can only be decrypted by you.
At your option, when you are encrypting a message, you
may choose to make it “obvious” that whatever medium you
have chosen to hold a secret message does in fact contain such
a message. A Decipher Script check is still required to decrypt
each page of the message, but no check is needed to determine
whether or not a message is present. Any character trained in
the Decipher Script skill knows immediately upon seeing the
medium that it contains some sort of hidden message.
Special: If you have 5 or more ranks in Decipher Script,
you get a +2 synergy bonus on Use Magic Device checks
related to scrolls. A character who has the Diligent feat gains
a +2 bonus on Decipher Script checks.
New Uses for Skills
All of the following new uses for skills are optional. In
particular, the new uses of the Craft (alchemy) and Heal
skills reflect various forensic techniques that are helpful
tools for vampire hunters and other investigators in many
settings, but which might not have an appropriate flavor
for all campaigns. In all cases, refer to the Player’s Handbook
for complete information on these skills, as only options are
detailed below.
Craft (Alchemy) (Int)
Normal Use: You can make alchemical items. This skill allows
you to determine how much time and material it takes to make
an alchemical item using the DCs listed below and the rules
for making such items as found in the Craft skill description
(see the PHB ).
Identify Blood: You can only use the Alchemy skill in this
way if you have least 5 ranks in Heal, or alternatively, in the
Knowledge (anatomy) skill. Given any amount of blood and
an alchemical laboratory, you can make an Alchemy check
(DC 20, same cost in gold as the identify substance ability of
the Alchemy skill) to identify the specific type of the creature
from which the blood was taken. If you identify two different
samples of blood, one immediately after the other, you are
able to tell whether those samples are blood from the same
creature, creatures of the same type, or unrelated creatures.
Heal (Wis)
Normal Use: You can treat the injured, the infirm, or the dying.
The DC and effect of your Heal check depend upon the task
you are attempting.
Necropsy: By studying the corpse of any living creature for
no less than 10 minutes and making a successful Heal check
(DC 15 for a fresh corpse, DC 20 for a rotting one, and DC
30 for a skeletal corpse), you can determine what it was that
caused the death of that creature. While the cause of death
usually corresponds to an obvious wound, this use of the Heal
skill is also able to detect less obvious causes of death (poison,
disease, energy draining, etc.), and reveals which wounds
upon a corpse were sustained after death (if any). In order to
perform a necropsy in this way, at least half of the corpse to
be studied must be on hand.
Decipher Script (Int; Trained Only)
Normal Use: You can decipher writing in an unfamiliar
language or a message written in an incomplete or archaic
form. The base DC is 20 for the simplest messages, 25 for
standard texts, and 30 or higher for intricate, exotic, or very
old writing.
Decrypt Message: The normal use of this skill assumes
that you are deciphering a message that is simply hard to
comprehend, not one that was intentionally hidden within
another message or encrypted within a non-linguistic pattern.
In reality, it is possible for a second message to be hidden
within a first (or within gibberish). You may look for secret
messages in a text, a physical puzzle, or any other item that
might contain hidden information. Doing so takes 1 minute
and has a DC equal to the Decipher Script roll made to encrypt
the message (see Encrypt Message, below). If the check fails,
or if there is no hidden message, you find nothing. You are
Feats
The following new feats might appeal to characters that have
dealings with vampires, either as friends or as foes. Note that
each of these new feats requires the class ability to channel
energy (negative energy for Blot the Sky, positive energy for
Part the Clouds).
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Prestige Classes
Blot the Sky [General]
You are able to call upon a source of negative energy and force
nature to block the light of the sun or the moon.
Prerequisites: Ability to channel negative energy.
Benefit: If you are outdoors and in plain sight of the sky,
you may expend one use of your rebuke undead ability as a
standard action to cause a cloud to pass over the sun or the
moon, even if there were previously no clouds in the sky.
This effect creates a 60-foot-radius cylinder of shade centered
upon your location and extending upwards into the heavens.
Within this cylinder, lighting conditions are calculated as if
the sky were overcast, and creatures are protected from any
detrimental effects of naturally occurring sunlight, moonlight,
and starlight (if any). This effect moves with you and lasts for
one round per level.
This feat is a supernatural ability. It does not produce
any precipitation, though it can alter magically summoned
weather conditions involving the presence or absence of
clouds. If the areas affected by the results of two or more Blot
the Sky feats overlap, their effects do not stack.
Prestige Classes
The following are various vampire-related prestige classes,
each of which is easily adaptable to any campaign. Many of
these prestige classes represent vampire hunters and those
responsible for battling wider categories of creatures (such
as undead, which happen to include vampires). Others are
the minions of vampires or those who seek to emulate the
undead.
More than a few of the prestige classes described here are
allusions (or blatant references) to ‘real-world’ folklore. In all
such cases, strict adherence to the folklore, which inspired the
prestige class is intentionally neglected in favor of interesting
game mechanics.
Arcane Pathologist
Some of the greatest vampire hunters of legend are actually
arcane pathologists by trade. These curious pseudo-scientists
study diseases and afflictions of all sorts, from common
illnesses to supernatural diseases and even undeath. While
it is the goal of every arcane pathologist to combat all such
pathogens, curses, and unnatural states of being, many are
motivated as much by academic curiosity than anything
else.
As their name might suggest, arcane pathologists must
all be adept at magic of some sort in order to understand any
supernatural maladies that they may encounter. Contrary to
their name, not all arcane pathologists must practice arcane
magic. Some of the most successful arcane pathologists actu-
ally hail from backgrounds steeped in divine magic, a potent
force of healing, and thus a great ally in the study of diseases.
Nevertheless, most arcane pathologists began their careers as
wizards, as the wizard class most closely matches the arcane
pathologist’s enthusiasm for academia.
NPC arcane pathologists are likely to be found in areas
where plagues – especially magical plagues – and hordes of
the undead run rampant. Such areas make excellent places
to study unnatural ailments and to fight them, as well. Of
course, some arcane pathologists neglect this last objective,
preferring instead to simply observe as everything comes
apart around them. These arcane pathologists are the minority.
Most actively fight to save the populace from menaces such
as plagues and the undead.
Part the Clouds [General]
You are able to call upon a source of positive energy and part
any clouds that might be blocking the sun or the moon.
Prerequisites: Ability to channel positive energy.
Benefit: If you are outdoors and in plain sight of the sky,
you may expend one use of your turn undead ability as a
standard action to part any clouds that might be in the sky,
allowing natural light to break through. This effect creates a
60-foot-radius cylinder of natural light centered upon your
location and extending upward to the sky. Within this cylinder
of natural light, lighting conditions are calculated as if the
sky were clear and no fog or mist were present; creatures in
the area are exposed to any natural light currently emanating
from the sky. This effect moves with you and lasts for one
round per level.
This feat is a supernatural ability. It does not prevent
precipitation other than fog or mist, even in the cylinder of
light. It cannot be used to part magically created fog or mist,
though it can alter magically summoned weather conditions
involving the presence or absence of clouds. If the areas af-
fected by the results of two or more Part the Clouds feat effects
overlap, their effects do not stack.
Blot the Sky versus Part the Clouds
If the area of a Blot the Sky feat effect comes into contact
with the area of a Part the Clouds feat effect or vice versa, the
creatures using those feats must make immediate rebuking or
turning checks, as appropriate. The lowest-rolling character
loses concentration and the effect of his feat ends. In the case of
a tie, both creatures lose concentration and the effects end. The
same procedure is used if a Blot the Sky feat effect is created
inside an existing Part the Clouds feat effect or vice versa.
Requirements
To qualify to become an arcane pathologist, a character must
fulfill the following criteria:
Craft (alchemy): 4 ranks
Heal: 4 ranks
Knowledge (arcana): 8 ranks
Spellcraft: 8 ranks
Feat: Skill Focus (Heal)
Spellcasting: Ability to cast gentle repose as an arcane or
divine spell.
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Arcane Pathologist
Class Skills
The arcane pathologist’s class skills are Concentration (Con),
Craft (alchemy) (Int), Heal (Wis), Knowledge (anatomy,
arcane, nature) (Int), Profession (Wis), Search (Int), Sense
Motive (Cha), Spellcraft (Int), Survival (Wis), Use Magic
Device (Cha).
cast cure moderate wounds by losing any prepared spell of 2 nd
level or higher. At 4 th level, an arcane pathologist may also
spontaneously cast remove disease by choosing to lose any
prepared spell (other than a domain spell, if any) of 3 rd level
or higher. At 10 th level, an arcane pathologist may spontane-
ously cast raise dead by choosing to lose any prepared spell
of 5 th level of higher.
An arcane pathologist who does not prepare spells does
not gain any benefit from this class ability. In addition, domain
spells may not be lost with this ability.
Compulsive Repose (Su): Starting at 6 th level, an arcane
pathologist may target corporeal undead creatures with the
gentle repose spell as if they were dead creatures. When used
against an undead creature in this manner, gentle repose du-
plicates the effects of a halt undead spell.
Hypnotic Riposte (Sp): An arcane pathologist of 8 th level
is familiar not only with afflictions of the body, but also those
of the mind. Once per day, as a spell-like ability, an arcane
pathologist may attempt to turn any compulsion effect against
the creature that created it. The arcane pathologist must be
able to touch a creature under the influence of the compul-
sion effect in question, but the distance between the arcane
pathologist and the creature that created the compulsion
effect is irrelevant. The creature that created the compulsion
effect is allowed a Will saving throw (DC 10 + 1/2 the arcane
pathologist’s level + arcane pathologist’s Wisdom modifier)
to resist the hypnotic riposte.
If the creature fails to resist the riposte, the victim of the
creature’s compulsion effect that was touched by the arcane
pathologist is now free to ignore that compulsion; though do-
ing so requires concentration (a standard action each round
the compulsion is to be ignored). Additionally, the victim
can now reach into the mind of the creature that created the
compulsion effect. Each round, the victim may choose to either
see through its own eyes or through the eyes of the creature
that created the compulsion effect. This sensory link exists as
long as the compulsion effect exists, and the creator of that
compulsion effect is not necessarily aware that its victim is
now able to spy upon it.
Skill Points at each Level: 4 + Int modifier
Hit Die: d6
Class Features
All of the following are class features of the arcane pathologist
prestige class.
Weapon and Armor Proficiency: An arcane pathologist
is proficient in all light melee weapons.
Spellcasting: An arcane pathologist continues training
in magic. Whenever certain class levels are gained (as deter-
mined by Table 1.1: Arcane Pathologist ), the arcane patholo-
gist gains new spells per day as if he had also gained a level
in a spellcasting class he belonged to before taking any arcane
pathologist levels. He does not, however, gain any other
benefit a character of that class would have gained (improved
chance of controlling or rebuking undead, metamagic or item
creation feats, and so on) unless otherwise stated. This essen-
tially means that he adds his arcane pathologist class level to
the level of the other spellcasting class, and then determines
spells per day, spells known and caster level accordingly.
If a character had more than one spellcasting class before
he became an arcane pathologist, he must decide to which
class he adds each level of arcane pathologist for purposes of
determining spells per day when he adds that new level.
Detect Disease (Su): This ability, usable at will, duplicates
the effects of a detect poison spell cast by a 1 st level cleric, except
that it detects the presence of diseases instead of the presence
of poisons.
Divine Health (Su): An arcane pathologist is immune to
all diseases, even those of supernatural origin.
Spontaneous Caster (Ex): Starting at 2 nd level, an arcane
pathologist may spontaneously cast gentle repose by choosing
to lose any prepared spell of 2 nd level or higher, just as a 3 rd
level cleric who channels positive energy may spontaneously
Table 1.1: The Arcane Pathologist
Attack Fort. Ref. Will
Level Bonus Save Save Save Special Spellcasting
1 +0 +2 +0 +2 Detect disease , Divine health +1 level in an existing spellcasting class
2 +1 +3 +0 +3 Spontaneous caster
3 +1 +3 +1 +3
+1 level in an existing spellcasting class
4 +2 +4 +1 +4 Spontaneous caster
5 +2 +4 +1 +4
+1 level in an existing spellcasting class
6 +3 +5 +2 +5 Compulsive repose
7 +3 +5 +2 +5
+1 level in an existing spellcasting class
8 +4 +6 +2 +6 Hypnotic riposte
9 +4 +6 +3 +6
+1 level in an existing spellcasting class
10 +5 +7 +3 +7 Spontaneous caster
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