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Liber Vampyr

Liber Vampyr - Necromancers of the Northwest

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until you successfully use this feat on the target again). In<br />

some cases, the target may go as far as to actively seek you out<br />

and encourage you to feed on her, at the GM’s discretion.<br />

Shroud in Darkness (Vampire)<br />

You know how to call upon the powers of the night to shroud<br />

yourself in a special, protective darkness.<br />

Prerequisite: Cruomancer level 9 th .<br />

Benefit: As a standard action, by spending 5 blood points,<br />

you can cause yourself to radiate an aura of darkness to a<br />

range of 30 feet. This functions as deeper darkness, except<br />

that you can always see through darkness that you create in<br />

this way, even if it becomes supernaturally dark, or if you lack<br />

darkvision. The duration of the effect depends on what the<br />

light level of the affected area would be if you were not using<br />

this ability. The effect lasts for a number of minutes equal to<br />

your cruomancer level. For each round that you are in an area<br />

that would have a light level of normal light, if not for this<br />

ability, you use 1 minute of the effect’s duration, instead of 1<br />

round. For each round that you are in an area that would have<br />

a light level of bright light, if not for this ability, you use 2<br />

minutes of the effects duration, instead of 1 round.<br />

Subtle Bite (Vampire)<br />

You know how to drain blood from your victims painlessly, so<br />

that they never feel a thing.<br />

Prerequisite: Vampire’s Bite.<br />

Benefit: If you use your Vampire’s Bite feat on a victim who<br />

is sleeping or fascinated, you may choose to do so without<br />

waking them, or breaking the fascination. This allows you<br />

to use your Vampire’s Bite feat on creatures that are not<br />

helpless, as long as they are fascinated. The target is entitled<br />

to a Perception check (opposed by your Stealth check) to<br />

notice the bite each round that you continue draining their<br />

blood. Sleeping victims suffer the normal -10 penalty to<br />

these Perception checks, and fascinated victims suffer the<br />

normal -4 penalty. Sleeping victims who notice the bite<br />

immediately awaken, and fascinated creatures who notice the<br />

bite immediately cease to be fascinated. In either case, if the<br />

target ceases to be fascinated or helpless, you can no longer<br />

use your Vampire’s Bite feat on them as a result of this feat.<br />

Normal: Normally, using the Vampire’s Bite feat to drain<br />

blood from a sleeping creature causes that creature to<br />

immediately awaken, and using it to drain blood from<br />

a creature that is fascinated ends the fascination effect<br />

immediately.<br />

Tiring Bite (Vampire)<br />

As you drain away your victim’s life essence, he becomes<br />

weaker and less able to resist you.<br />

Prerequisite: Vampire’s Bite.<br />

Benefit: Whenever you deal at least 1 point of Constitution<br />

damage to a creature with the Vampire’s Bite feat, that<br />

creature is fatigued for as long as he continues to have at<br />

least 1 point of Constitution damage. Further, if you deal<br />

at least 6 points of Constitution damage to that creature,<br />

he is exhausted for as long as he has at least 6 points of<br />

Constitution damage.<br />

Vampire’s Bite (Vampire)<br />

You have fangs that allow you to drain the blood of your<br />

victims.<br />

Prerequisite: Cruomancer level 1 st .<br />

Benefit: As a full-round action that does not provoke attacks<br />

of opportunity, you can drain blood from an adjacent creature<br />

that is both living and either willing or helpless. Alternatively,<br />

you can drain blood from a creature that you have pinned<br />

in a grapple, in which case you do so instead of any other<br />

action when you successfully maintain the grapple. Either<br />

way, this inflicts 1 point of Constitution damage on the target<br />

per round that you continue the attack. For every 5 points of<br />

Constitution damage inflicted in this way, you gain a single<br />

blood point. Only Constitution damage inflicted to the same<br />

creature in consecutive rounds is counted for the purposes<br />

of this ability (for example, inflicting 2 points of Constitution<br />

damage on one target, and then inflicting 3 points of<br />

Constitution damage on another target several minutes later<br />

would not cause you to gain 1 blood point).<br />

Vampiric Athletics (Vampire)<br />

You draw upon your stolen life essence to perform<br />

superhuman feats of athleticism.<br />

Prerequisite: Cruomancer level 1 st .<br />

Benefit: As a swift action, by spending 1 blood point, you can<br />

gain a +10 enhancement bonus on all Acrobatics, Climb, and<br />

Swim checks. This benefit lasts for 1 min./level.<br />

For every five cruomancer levels you possess, you can<br />

spend 1 additional blood point when you activate this ability.<br />

If you do, the enhancement bonus increases by an additional<br />

+5 (to a maximum bonus of +30 at 20 th level).<br />

Vampiric Beast Form (Vampire)<br />

With a ferocious snarl your body begins to twist and<br />

transform, and your inner beast comes bubbling to the<br />

surface.<br />

Prerequisite: Greater Beast Traits, cruomancer level 5 th .<br />

Benefit: As a standard action, by spending 2 blood points,<br />

you can take on the shape of one of the creatures that you<br />

selected for your Greater Beast Traits feat. This functions as<br />

beast shape II, except that it can only be used to transform<br />

into animals that you have selected the Greater Beast Traits<br />

feat for (or similar creatures, at GM discretion).<br />

If your cruomancer level is 12 or higher, you may have<br />

this ability function as beast shape III, instead, and if your<br />

cruomancer level is 15 or higher, you may have it function<br />

as beast shape IV. Doing so does not cost additional blood<br />

points.<br />

Vampiric Charm (Gaze, Vampire)<br />

You cloud the mind of your victim, and all he sees of you is<br />

allure and mystery, rather than the cold killer that you are.<br />

Prerequisite: Vampiric Hypnosis.<br />

Benefit: As a standard action, by spending 1 blood point,<br />

you can cause a creature to like and trust you. This functions<br />

similarly to charm person, except that in order to use the<br />

ability you must either touch the target or make eye contact<br />

with them. If you choose to use this ability via eye contact, it<br />

follows the normal rules for a feat with the gaze descriptor.<br />

If you choose to use this ability via touch, the normal rules<br />

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