Liber Vampyr
Liber Vampyr - Necromancers of the Northwest
Liber Vampyr - Necromancers of the Northwest
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Chapter 2: Suppelemental Rules<br />
The following section details a number of<br />
miscellaneous rules that govern a variety of new concepts<br />
introduced in this book, such as how to adjudicate the use of<br />
cruomancy (the mysterious power accessed through vampire<br />
feats and class features from classes like revenant bloodletter,<br />
revenant infiltrator, and revenant occultist), new undeadcentered<br />
uses for a number of existing skills, and information<br />
on a new condition that only affects undead creatures:<br />
necrosis.<br />
Cruomancy<br />
Cruomancy is the discipline of blood magic, which<br />
allows a character to tap into a variety of different abilities<br />
and powers, typically associated in some way with vampires,<br />
by expending energy from their blood. The majority of<br />
cruomancers are revenants or other forms of vampires, but in<br />
some rare cases living creatures are able to master the art as<br />
well.<br />
Cruomancers gain access to their abilities from feats<br />
and class features. They do not cast spells, like sorcerers or<br />
wizards, but rather gain access to a number of passive or<br />
active abilities, many of which require the expenditure of<br />
blood points. There are two main aspects to cruomancy,<br />
other than the individual class features and feats that grant a<br />
cruomancer his abilities: a character’s cruomancer level, and<br />
his blood point pool.<br />
Cruomancer Level<br />
All cruomancers have a cruomancer level, and<br />
characters with a higher cruomancer level gain access to<br />
feats that grant more powerful abilities. Additionally, many<br />
of these feats have more powerful effects and/or give the<br />
cruomancer more options the higher his cruomancer level<br />
is. Finally, a character’s cruomancer level determines the<br />
saving throw DCs of his cruomancy-related abilities, and,<br />
in the cases of cruomancy effects that replicate spells, the<br />
cruomancer’s effective caster level is equal to his cruomancer<br />
level.<br />
Most characters do not have a cruomancer level.<br />
A character can gain a cruomancer level by gaining the<br />
revenant template, taking the Novice Cruomancer feat, or<br />
otherwise gaining a blood point pool in some way. Several<br />
classes, such as the revenant bloodletter, revenant infiltrator,<br />
and revenant occultist, increase a character’s cruomancer<br />
level for each level taken in the class. Such classes are<br />
referred to as cruomancer classes. Even cruomancers that<br />
do not take levels in cruomancer classes are still capable of<br />
advancing in the art of cruomancy, however. For every two<br />
class levels that a cruomancer possesses of non-cruomancer<br />
classes, his cruomancer level increases by 1 (for example, a<br />
revenant with 5 levels in fighter and 3 levels in ranger would<br />
have a cruomancer level of 5, while a revenant with 4 levels<br />
of revenant bloodletter and 6 levels of fighter would have a<br />
cruomancer level of 7).<br />
cruomancer level from some source (such as the revenant<br />
template or the Novice Cruomancer feat), no amount of<br />
levels of non-cruomancer classes will grant him a cruomancer<br />
level. Only characters with an existing cruomancer level can<br />
increase it by gaining levels in non-cruomancer classes.<br />
Blood Point Pool<br />
All cruomancers have a blood point pool, which<br />
represents the energy that they gain from draining, drinking,<br />
or otherwise consuming blood, the source of cruomancy’s<br />
power. Blood points in a character’s blood point pool do not<br />
replenish naturally, and the only way for a character to gain<br />
blood points is to consume blood in one of several ways,<br />
depending on the source of his cruomancy abilities (typically,<br />
with the Vampire’s Bite feat).<br />
A cruomancer’s blood point pool has a maximum<br />
number of blood points that the cruomancer can have at any<br />
given time. Any blood points that the cruomancer would gain<br />
in excess of this amount are wasted. This maximum number<br />
of blood points is determined by the source that granted<br />
the cruomancer his cruomancer level and blood point pool.<br />
Additionally, most cruomancer classes increase this number<br />
with each level taken in that class, and other things, such as<br />
the Extra Blood feat, can increase this number, as well. In<br />
general, increases to the maximum number of blood points<br />
that a character can have in his or her blood point pool<br />
stack. However, if a character has blood point pools from<br />
two different sources somehow, those blood point pools<br />
don’t stack. Instead, determine which blood point pool has<br />
the higher maximum number of blood points, and apply all<br />
increases to that amount to that blood point pool. In such<br />
cases, the smaller blood point pool is ignored entirely.<br />
Sources of Blood Points<br />
A character gains blood points by draining blood<br />
from other living creatures. In order to do so, the creature<br />
must have blood to drink, and must have life essence for the<br />
character to gain from the blood (old, stale dead blood does<br />
not give a cruomancer what he needs to work his magic).<br />
In general, creatures of the animal, dragon, fey, humanoid,<br />
magical beast, monstrous humanoid, and vermin creature<br />
types can almost always be counted on to be able to provide<br />
blood points (although a few exceptions will exist, such as<br />
fey that are particularly plant-like or magical beasts that are<br />
specified to have acid instead of blood, etc.). On the other<br />
hand, creatures of the construct, ooze, plant, and undead<br />
types can generally be assumed to not be viable sources<br />
of blood points (again, certain exceptions may exist at the<br />
GM’s discretion, such as an ooze made entirely of blood, or<br />
a blood-powered golem, etc. Revenants and other vampires<br />
cannot typically be made into a source of blood points, even<br />
if they have a blood point pool of their own or have recently<br />
fed). Aberrations and outsiders are more difficult, and must<br />
be examined on a case-by-case basis, with the GM having<br />
final say one which creatures do and don’t have blood that is<br />
consumable in this fashion.<br />
Note that if a character does not already possess a<br />
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