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Fang and Fury - Guidebook to Vampires.pdf

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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

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