Fang and Fury - Guidebook to Vampires.pdf
Fang and Fury - Guidebook to Vampires.pdf
Fang and Fury - Guidebook to Vampires.pdf
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Sample Blood Puppet<br />
This example uses a 3rd-level elf aris<strong>to</strong>crat as the base creature.<br />
Phelosua Holimion is the crown princess of a small gray elf kingdom,<br />
whose lust for eternal life drove her in<strong>to</strong> a pact with a human vampire<br />
scion named Tai Sang. This mysterious emissary from an exotic<br />
l<strong>and</strong> stays at the Holimion court as a guest of the king’s advisors, in<br />
exchange for his expertise in secret magic arts <strong>and</strong> alchemy.<br />
Master Sang has successfully disguised his blood gift as a draught of<br />
immortality, <strong>and</strong> during the last month he has turned no fewer than<br />
six members of the court <strong>to</strong> his service. His goal is <strong>to</strong> depose King<br />
Holimion <strong>and</strong> rule a kingdom of vampires within a day’s ride of a<br />
busy port city, where he <strong>and</strong> his underlings can gorge on the blood<br />
of unsuspecting innocents.<br />
Daywalker<br />
<strong>Vampires</strong> claim that their ascension <strong>to</strong> undeath burned all mortal<br />
desires out of them, <strong>and</strong> that they no longer want wealth, or<br />
companionship, or sex. These mundane pastimes do not compare <strong>to</strong><br />
the sublime pleasures of drinking the blood of a sentient creature,<br />
the glory of the endless nighttime hunt, or the satisfaction of<br />
immortality.<br />
But the evidence suggests that not all of these vampires are<br />
telling the truth. Some scions find their newly boosted Charisma<br />
is irresistible for satisfying long-stymied lusts; others simply have<br />
trouble severing ties with their loved ones. Whatever the motive,<br />
children of trysts between vampires <strong>and</strong> mortals sometimes occur.<br />
These children inherit some of the abilities of their vampire parent,<br />
but their mortal form makes them completely immune <strong>to</strong> sunlight,<br />
garlic, <strong>and</strong> other vampire weaknesses. Their dependence on blood<br />
<strong>to</strong> live makes them outcasts from the living, <strong>and</strong> full-blooded<br />
vampires refer <strong>to</strong> them scornfully—perhaps a little enviously—as<br />
daywalkers, or sometimes “churchgoers.” Doomed creatures,<br />
daywalkers must find a place for themselves in a world that rejects<br />
them on all sides.<br />
Creating a Daywalker<br />
“Daywalker” is a template that can be applied <strong>to</strong> any corporeal<br />
humanoid or monstrous humanoid with an Intelligence score<br />
greater than 3 (hereafter<br />
referred <strong>to</strong> as the “base<br />
creature”). The creature’s type<br />
does not change. A daywalker<br />
uses all the base creature’s<br />
statistics <strong>and</strong> special abilities<br />
except as noted here.<br />
Hit Dice: All the base creature’s<br />
Hit Dice (current <strong>and</strong><br />
future) become d12s.<br />
Attacks: A daywalker retains all<br />
the base creature’s attacks<br />
<strong>and</strong> also gains a slam<br />
attack if it didn’t already<br />
have one.<br />
Chapter Five: Creatures<br />
Phelosua Holimion<br />
Daywalker Damage<br />
Races of Renown: <strong>Fang</strong> & <strong>Fury</strong><br />
Female blood puppet (gray elf) Ari3; CR 2; Medium humanoid (elf); HD<br />
3d12–9; hp 16; Init +4; Spd 30 ft.; AC 21 (<strong>to</strong>uch 14, flat-footed 17); Atk +3<br />
melee (1d8/19–20, masterwork longsword) or +2 melee (1d6, slam), or +6<br />
ranged (1d8/x3, longbow); SQ Ageless, darkvision 60 ft., elf traits, the Thirst,<br />
vulnerable <strong>to</strong> blessed weapons <strong>and</strong> holy water; AL CN; SV Fort +0, Ref +5,<br />
Will +7; Str 10, Dex 18, Con 4, Int 17, Wis 14, Cha 17. ECL: 5.<br />
Skills <strong>and</strong> Feats: Diplomacy +11, Gather Information +4,<br />
Knowledge (nobility <strong>and</strong> royalty) +9, Listen +10, Perform +9<br />
(ballad, dance, drama, epic, harp, ode), Ride +9, Sense Motive +8,<br />
Search +5, Spot +10; Iron Will, (Power Attack), Toughness.<br />
Possessions: +1 chain shirt, +1 small steel shield, masterwork<br />
longsword, longbow, 20 arrows.<br />
Size Damage<br />
Fine 1<br />
Diminutive 1d2<br />
Tiny 1d3<br />
Small 1d4<br />
Medium 1d6<br />
Large 1d8<br />
Huge 2d6<br />
Gargantuan 2d8<br />
Colossal 4d6<br />
Damage: If the base creature does not normally have a slam<br />
attack, use the damage values in the table below. Otherwise,<br />
use the values below or the base creature’s value, whichever<br />
is greater.<br />
Special Attacks: A daywalker retains all the special attacks of the<br />
base creature <strong>and</strong> also gains the following special attacks.<br />
Blood Drain (Ex): A daywalker can suck blood from a living<br />
victim that is susceptible <strong>to</strong> critical hits with a grapple check<br />
that results in a successful pin. If it pins its foe, it drains blood<br />
as a vampire scion does, dealing 2d4 points of damage each<br />
round the pin is maintained. Drained hit points are applied<br />
<strong>to</strong> the daywalker as permanent hit points, though hit points<br />
gained in this manner never allow the daywalker <strong>to</strong> exceed its<br />
normal hit point maximum.<br />
Special Qualities: A daywalker retains all the special qualities of<br />
the base creature, plus darkvision with a 60-foot range. It also<br />
gains the following special qualities.<br />
Blood Gift (Ex): A daywalker can feed its own blood <strong>to</strong> another<br />
vampire scion, blood puppet, vampiric thrall, or daywalker<br />
<strong>to</strong> heal it. It costs 1 hp <strong>to</strong> start the process, <strong>and</strong> the daywalker<br />
can transfer up <strong>to</strong> 1 hp per round per level of the<br />
lowest-level vampire in the exchange, <strong>to</strong> a maximum of 10<br />
hp/round.<br />
Doomed (Ex): The very existence<br />
of daywalkers is an affront<br />
<strong>to</strong> a rational universe. Their<br />
dual parentage, <strong>and</strong> their own<br />
uncertain status as half-living<br />
<strong>and</strong> half-undead, makes the gods<br />
loath <strong>to</strong> offer them any assistance.<br />
A daywalker may never<br />
cast or directly benefit from the<br />
following spells: augury, commune,<br />
divination, greater planar ally, lesser<br />
planar ally, planar ally, <strong>and</strong> miracle.<br />
A companion could cast a spell<br />
such as augury <strong>and</strong> gain advice<br />
concerning the daywalker, but<br />
the daywalker could not directly<br />
49