Vampires of Golarion - Shadows of the Darklands a Second Darkness AP (Inactive)

Game Master Dennis Harry

Map of Celwynvian

The Hunger:

Hunger Rules

Where the living suffer physically from starvation, undead suffer mentally. After long enough without a “meal,” even the most arrogant vampire becomes a bestial creature of instinct. Withdrawal weakens the monster, and as its natural defenses fail, its behavior becomes irrational, particularly when it’s around sources of what it is denied or has denied itself.

A carnivorous or otherwise life-draining undead may safely go a number of days equal to its Hit Dice without a dose of its preferred meal before it starts to feel the effects of hunger. Each additional day after this grace period, the undead must make a Will save (DC 10 + 1/2 the undead creature’s Hit Dice, + 1 for each previous check).

If the undead creature fails its save, it enters withdrawal and begins to take penalties according to the Withdrawal Penalties table (see page 23). It must continue to save each day until it feeds again. Additional failed checks increase the penalties as shown on the table. Feats and abilities that affect mortal hunger (such as Endurance or a ring of sustenance) do not apply to vampire hunger.

An undead that is suffering from withdrawal grows increasingly drawn and gaunt (or diaphanous and tattered, for incorporeal undead). Any attempts by the creature to conceal its undead nature with the Disguise skill are penalized as noted on the table.

An undead that suffers withdrawal is acutely aware of its unfulfilled addiction; if presented with the chance to feed, it might be compelled to do so, regardless of the consequences. Anytime it comes within 10 feet of a helpless creature that can sate its desire, it must make another hunger save at the current DC. Failure means it falls upon the helpless creature—whether friend or foe— and attempts to consume or drain it. Until the undead has fed, it can take no action other than to feed from this helpless creature or to enable itself to feed (such as a moroi grappling a creature so it can use its blood drain). During this feeding frenzy, the undead creature takes a –2 penalty to its AC.

Withdrawal Effects

An undead that hasn’t fed recently suffers from withdrawal, depending on the number of hunger saves it has failed.

As shown on the Withdrawal Penalties table on the facing page, an undead creature suffering from withdrawal takes penalties to channel resistance, on Will saves, to Strength and Charisma scores, to damage reduction, to fast healing, and on Disguise checks. The withdrawal penalties apply only if the creature has the ability in question. For example, a hungry moroi’s damage reduction decreases, but a hungry ghoul ignores that column because it doesn’t have damage reduction. All penalties are removed when the creature completes a single feeding. This only ends the withdrawal penalties, and does not grant the creature any feeding bonuses beyond those granted by the creature’s ability associated with feeding.

If the undead’s Strength or Charisma penalties equal its Strength or Charisma, it becomes inert, helpless, and wracked by nightmares of hunger; it only revives if fed by another. An undead creature’s channel resistance, damage reduction, and fast healing cannot fall below 0.

Applicable Table for Withdrawal Penalties

Initiative:

Dramatis Personae
Grym [dice]1d20 + 8[/dice]
Helt [dice]1d20 + 10[/dice]
Kisara [dice]1d20 + 11[/dice]
Lener [dice]1d20 + 9[/dice]
Saban [dice]1d20 + 2[/dice]
Zelic[dice]1d20 + 10[/dice]

Perception:

Dramatis Personae
Grym [dice]1d20 + 23[/dice]
Helt [dice]1d20 + 26[/dice] – 28 vs Elves & Aberrations & +30 Underground
Kisara [dice]1d20 + 21[/dice]
Lener [dice]1d20 + 21[/dice]
Saban [dice]1d20 + 13[/dice]
Zelic[dice]1d20 + 30[/dice]


QUEST

Journey to Celwynvian, locate Kaerishiel Neirenar leader of the Shin'Rakorath mercenary band. Retrieve the Shadow Key and use it to activate the corrupted Elfgate to be able to arrive within close proximity of the Drow Darklands city of Zirnakaynin.

Once there, the group needs to discover what Drow House has obtained the power to drop the heavens upon the earth and acquire it!

---

Ilnerik Sivanshin has approached the group with this alternate quest outside of the authority of the Eternal Council.

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Templates & Races:

Vampires - +2 CR Template

Vampire Feats

Dhampir

Living Thralls:
Living Thralls – Living Thralls are creatures that serve Vampires willingly and gain powers from the blood of those Vampires.

There are two types of Living Thralls those who are within their natural lifespan and those who have exceeded their natural lifespan.

+1 CR

+2 to any Physical stat, a Living Thrall gains a Blood Pool, that Blood Pool may be used to activate abilities as a Move action (only one may be operated per round). +2 to the following skills: Acrobatics, Climb, Perception, and Swim. +2 to all saving throws vs. Necromantic effects including Energy Drain.

Living Thralls can activate the following powers:
Heal 5 damage, increase a physical stat by +2 (lasts 1 round per point of charisma bonus), increase your movement by 10’ (lasts 1 round per point of charisma bonus).

Ancient Living Thralls can call upon additional powers:
Power a Least or Lesser Blood Power (the Feat must be taken and only a feat from a Family whose blood it has tasted can be taken), increase a mental stat by +2 (lasts 1 round per point of charisma bonus), Heal 1 point of ability damage, negate a successful Enchantment effect placed upon them by a non-Vampire.

Drawbacks – Thralls are susceptible to a Vampires Charm and Dominate abilities. They automatically fail any check vs. their Masters attempt to use such powers on them and have a -5 to Will saves vs. their use by other Vampires.

Living Thralls that have exceeded their life expectancy have two additional Drawbacks. They are quick to have their tempers flare, any attack which causes them to lose forces them into a Frenzy all actions take a -2 penalty. Living Thralls of this age are also addicted to the Blood of Vampires.

If a Living Thrall that has exceeded its Life Expectancy has no Blood in its system, it dies and becomes a corpse or crumbles to death depending on its age.

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Rulings:

Dominate Person

Dominate Person for ease of reference. I am going to make one controversial change to this ability as per the Vampiric Template. Instead of an At Will ability, it will now be usable 3x per day +1 x per day per point of Charisma bonus.

Dominate Specifics:

1. Should he hand me the stats of the creature I've dominated so I can control it in combat?

The DM will hand control of the creature to the Dominator. At the table it may work to have the DM retain control and call out for a "what do you do next" in PbP that will bog us down too much.

2. Is the creature more or less mindless while dominated, or does he retain his personality?

The Thrall maintains their personality and can choose to interpret his orders if the practitioner allows loopholes. This doesn't allow him freedom of decision, but does allow him a bit of agency-- "Guard this door until someone comes, and then alert me", for example, he will guard the door until someone else arrives and then come to alert you. It can choose to guard however it likes, it can choose to stealth or not, it can choose to greet others at the door. Then it takes off to alert you immediately.

3. Will I have to command him not to run away or try to escape if I leave him alone?

While the spell does not say you the creature can't do things you don't command, it is generally assumed that anyone casting dominate will automatically give it the command to do nothing unless commanded otherwise, exactly how strict the DM enforces this is up to him. The spell mentions the target will continue to ensure its own survival, so when attacked it would probably defend itself or run away depending on its nature, unless it has been commanded to do otherwise.

4. Over what distance can I exert commands? How complicated can those commands be?

The distance is unlimted on the same plane of existence. The commands can be as complicated as you want them to be, but the spell does not grant the creature any ability to understand your language. If it can't understand you you can only give basic commands like fight, stay, come here.

5. Will he get a new save every time I tell him to do something, as anything he does to aid me is sorta going against his nature, as he was trying to kill me a few moments before?

IF you are ordering the Thrall to do something against their nature, they get a new will save. NOT further attempting to kill you is not against their nature, it is not in the nature of most beings to excessively kill and kill and kill.

By way of Example - You Dominate a Paladin. You order that Paladin to kill children. That Paladin gets a will save for each new child it is being forced to kill.

You Dominate a Paladin. You order that Paladin to kill Bugbear warriors. That Paladin gets NO will save as they would have been likely to slay such a foe without much thought.

If he knows you're ordering him to kill good people and he's a paladin, he gets a save each time you order him, and on top of that you can be exceptionally specific and so can he. If you order him to "Attack them until they're dead or defeated" he can just use disarm, position himself unfavorably, not protect you, etcetera.

Another example:

You Dominate a ruthless Drow Matron who is about to sacrifice her male child. You order that Matron NOT to kill the child. That Drow gets a will save to go ahead and kill the child.

You Dominate a ruthless Drow Matron. You order that Matron to kill her Male Child. That Matron gets NO will save as they would have been likely to slay such a foe without much thought.

Its more a test of morality than function.

6. Can I order him to fail saves against something like Mind Fog?

No. Failing a saving throw is not an action, neither in nor out of game. In game the concept of saving throw does not even exist.

7. If I order him to go off somewhere on his own, can I then get a sensory idea of the location to better pinpoint a Teleport spell?

No. You can't see through its eyes or other senses.

8. How many creatures can you have Dominated at one time?

Unlimited. Of course, the Council and its Families pursue anonymity and have for Millenia. Bringing too much attention to yourself can get you a visit from the Jair Family that only your Ghost remembers.

9. If you have more than one creature dominated, can you give a blanket command to all of them as a single move action?

Yes but different Thralls may interpret the Commands differently.

10. Is dominating a creature an evil act? Can you justify the use of the spell in the name of a greater good? What if you Dominate someone that is trying to kill you? What if they're mindless?

No it is not evil. Yes unless you direct someone to act in a way that is evil. Irrelevant. Then you cannot Dominate them.

11. Does the dominated creature remember it's time dominated, or is that period a blank?

It forgets nothing.

12. Can you Dominate a creature that you've already dominated while the first Dominate Person spell is still in effect, to reset the duration? What happens if he passes a save against a 2nd Dominate Person? Can you Dominate a creature that someone else already has dominated?

Yes, you can dominate it again, the effects overlap. If it succeeds on the second save the first spell is unaffected. Multiple casters can dominate the same creature. When the commands conflict the casters make an opposed Charisma check.

13. Over the duration of the spell, can I attempt to build up a rapport with the creature, showing him that we (the party) don't have hostile intentions to him, so he's less likely to go berserk on us when the spell duration expires? Do dominated creatures ever suffer from Stockholm Syndrome?

The creature still perceives and remembers everything, it is just forced to act on your commands. How the creature experiences this varies from creature to creature. Most creatures would not like being dominated, but if you can somehow convince it that it was in the creatures good interest then that might reduce the chance of vengeful feelings. The acts you command it to perform will probably affect this negotiation. The spell does not affect the likelihood of Stockholm Syndrome in either direction.

Telekinetic Choke:

Telekinesis

Excerpt: Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Chokehold

While grappling, you can cut off an opponent’s air and blood supply. As noted above, TK can be used to Grapple. Once a Grapple is established, you may then attempt a Grapple Combat Maneuver to apply the "telekinetic choke".

Spawn of my Spawn:

Can Vampires control the spawn of their spawn?

Dracula (in this case, Vampire 1) is a 10HD Vampire.
He drains two 10HD Humans, who become enslaved Vampires (we'll call them Fred and Jones).

Dracula has enslaved Fred and Jones (Vampires 2 and 3), and orders them out to spawn two more 10HD vampires each. Fred and Jones do that, and name them Harry, Barry, Jerry, and Larry (Vampires 4-7).

Dracula has control over Fred and Jones, who have control over Harry & Barry or Jerry & Larry.

Dracula does not have control over Harry, Barry, Jarry, and Larry directly, and so they will not follow his orders. However, he can order Fred and Jones to order their underlings for him. He can also intimidate the hell out of them to follow his bidding but they are not outright commands that MUST be obeyed.

Quick Spawn:

Is there any way to get a Spawn to rise faster than 1d4 days?

No, not your own spawn anyway. Create Undead spells allow you to create Vampires as an option.

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Vampiric Houses of Golarion

Golarion has long been home to the Undead scourge known as Vampires. It is not known who the first to become afflicted with this curse though it is commonly believed to be either Urgathoa or Zura both now powerful entities! The third Vampire was Blood Emperor Ruithvein also a major power. On occasion he still acts as the head of his “Family” communing with the Council via magic from his Infernal Court.

Not all Vampires belong to a Family and those who do belong and are not discreet find themselves hunted and slain by the same Families they have joined. The Eternal Council takes the long view in their path to rule the lands they believe should rightfully serve them, in fact, they may have just discovered a way to accelerate that process…

The seat of power of the Council of Families resides in Virlych making House Zura the most powerful of the Families as the Fortress is nigh impenetrable. Only the insanely curious and desperate arcanists enter that haunted wasteland.

In all, there are 13 Houses or “Families” that serve on the Eternal Council. The Councilors themselves are the Heads or nominal Heads of each of these Houses. Some are Master Vampires that founded their own Houses though the eldest Families on the Council are representatives who have either risen to power (Urgathoa and Zura) or been appointed to lead (Ruithvein).

Over the millennia and centuries those Vampires that belong to a Family have created unique abilities that they jealously guard from other independent Vampires and other Families.

The 13 Families (or Houses) are:

Drakina:
While former Humans dominate the Council, there are other races who have carved a place with great bloodletting onto the august body. Drakina the Shadow is one such member. A Noble Drow devotee to the dark Gods of the Drow and surface operator who joined and almost became the head of the Thieves Guild of Westcrown. In her short life she achieved much and seeks to achieve much more down through the long centuries. The very idea of the plan that has been hatched by the Council arose from word she received through contacts in the Darklands…

Drakina’s seat of power has moved from Cheliax to Riddleport to move away from her competitors in the Empire of Cheliax itself. A character selecting this Family may select Drow or Noble Drow as a race and may have a Drow Cohort.
Family Patron God: Nocticula

Jair:
Jair Servant of Norgorber was a Cleric of the God of Assassins who it is rumored was a Spawn of the Drakina Family before he broke away and formed his own House. Of course, this rumor has never been substantiated as any who ask him have never lived to the next sunset.

His Family is responsible for assassinating any among the living who become aware of the existence of the Eternal Council or spread rumors that such a thing could exist. Many a Pathfinder have met their demise at the hands of his Spawn.

Jair’s seat of power is in the city of Absolom. A character selecting this Family may select Death Attack as a Feat. No special cohorts exist for this Family though assassins are preferred by its members.
Family Patron God: Norgorber

Jerusen:
The Jerusen are reclusive Vampires from whom many believe the Bloodline of the Nosferatu was spawned from. The Jerunsen are true Vampire though unlike their Nosferatu counterparts. The member selected to head the Council from this Family rarely does and never does the same representative show twice.

Nicknamed by their fellow councilors River Monsters the seat of power of this Family is the?, are the? River Kingdoms. A character selecting this Family may choose to be a Nosferatu Vampire and still access Blood Powers despite not being a True Vampire.

Family Patron God: Groetus

Malkistra:
Vahnwynne Malkistra is another non-human member of the council. A powerful Orc Ranger and Rogue in life he ran afoul of the Mazeflesh man and was turned into a Vampire Spawn. The Mazeflesh man released his Thrall who returned to Belkzen and has resided there ever since.

House Malkistra seat of power is still in Belkzen. A character selecting this Family must be an Orc or Half-Orc and may select an Orc as his Cohort.

Family Patron God: Zagresh “the Destroyer”

Mazeflesh:
Little is known about the Mazeflesh Man as he and his family speak very little. It is believed that he was once a living warrior who exceled at melee confrontations both with his hands and with weapons. He and his spawn never appear the same way twice making it difficult to even have knowledge of their numbers.

His seat of power is unknown. A character selecting this Family may select an Aberration as his Cohort. A character from this House may also select the Feat Refresh Form provided they have taken the Least Blood Power. With this Feat, each time they use their Blood Powers to change shape they heal 1d8+Cha Bonus HP. This ability is usable 3x per day.

Family Patron God: Zon-Kuthon

Rogarvia:
Audbrey Aldamori is an Aristocrat who claims that he descended from and on occasion claims that he indeed is Choral the Conqueror. His name does not match that of his House and matches instead that of a Noble House of Brevoy now extinct or nearly extinct. Despite his claims his House is relatively new to the Council at only a few hundred years old. He and his lineage have a lust for battle that few others on the Council can or are willing to stomach. It is believed that he has consumed the blood and souls of hgh ranking members of other Houses as their Family powers mirror if not mimic those of long standing Families.

His seat of power is Brevoy despite its civil war as the Vampire has long seen opportunity in chaos. A character selecting this Family may be a Dragonrider and be assigned a Red Dragon cohort/mount.

Family Patron God: Gorum

Deeper Rogarvia Secrets DM & Veldrin ONLY:

Ruithvein:
Descended from the Blood Emperor, the third Vampire himself, Blood Emperor Kalus rules his House with an iron fist from the Andoran Empire deep within a Catacomb beneath Almas itself. Ruithvein is considered the most powerful Family due to the interest that its founder still has in it. Known for long planning and its ability to manipulate the minds of its victims, with greater precision that that of other Vampires.

Seat of power Almas. A character selecting this Family may select a Devil as a Cohort.

Family Patron God: Ruithvein

Sivanshin:
Ilnerik Sivanshin is a name out of Pathfinder Society legend. A famed member of the Amber Privateers and a long time Vampire. He and his Spawn utilize and manipulate the emotions of their victims an approach more subtle than that of House Ruithvein.

Ilnerik’s seat of power is in Westcrown. A character selecting this Family may select a Hell Knight as a Cohort.

Family Patron God: Irori

Thuvia:
Voracia Thuvia an Osirion Monarch whose short bloody reign has been erased from the historic records still haunts the sands of Osirion and on occasion Qadira. Known for her legendary powers of illusion despite being the fourth House on the ruling Council her numerous attempts to wrest control of the Council have placed a strain on her relations with almost everyone but the newest of the Families. And that is only because they do not know how much she has screwed them…

Her seat of power is and always will be Osirion. A character selecting this Family may choose a Djinn as a cohort. Those spellcasters from this family can select the metamagic feats thanatopic spell, or a threnodic spell, without meeting their pre-requisites.

Family Patron God: Set

Thesing:
The final Family and the final non-human member of the Council. The dwarf known only as Thesing is the Artificer of the Council. The greatest weapons of the council come from his mind. As with many geniuses though, his is the mind of a mad man.

The Eternal Council attempts to limit its contact with him when it can due to the madness that he unintentionally (or intentionally?) inflicts on others.

His seat of power is not static as Thesing and his Spawn often move about. Wherever they can set up a shop undetected is where their seat of power resides. Often rulers will overlook deaths attributed to the smith provided that he gives said rulers access to his powerful creations. A character selecting this Family may choose the Create Technological Device Feat. The character may also select the Artificer class from Eberron should they so choose and utilize an Eidolon or a Warforged as a cohort.

Family Patron God: Droskar

Urgathoa:
– Founded by an unkown “descendant” of the Vampire Goddess herself. Her followers are decadents and those of her Family follow suit. They have delved into the deepest mysteries of death and the undead to find ways that enable them to control the dead.

Seat of Power – Isger. The head of the Family is served by Daughters of Urgathoa. A character selecting this Family may select one of these unique undead types as a Cohort.

Family Patron God: Urgathoa

Von Trisk:
Count Duncan Von Trisk is the leader of the coastal country of Vren Drux in Taldor. Unbeknownst to his many subjects, he is also a Vampire. The Council objects to the Counts’ open rule posing as his own descendants but has yet to put a stop to it for reasons known only to the Eldest members of the Council.

Despite being one of the longest existing Families, Von Trisk is one of the weakest. They manage to adapt wherever they travel though and exhibit powers that leave many members of the Family shaking their heads unable to ascertain whether the Vampire they encountered was a Von Trisk or a member of another Family.

His seat of power is and always will be Taldor. A character selecting this Family may choose a Doppleganger for a cohort or may be a Doppelganger if they so choose (if you do not wish to be a full Doppel you may use the following “race” progression).

Doppelganger Player Race:
This will be modeled after (loosely) the Savage Species build type from 3.0. Essentially the Doppelganger Race becomes a Class that you can level up in 3 times. I considered giving it a simple CR rating but that will reduce the player to 5th level and I don't want THAT much of a level differential.
Doppelganger Racial Skills: Bluff, Diplomacy, Disguise, Perception, Sense Motive, Stealth.
Doppelganger 1: Detect Thoughts (At Will). Change Shape (At Will)[Including +10 to Disguise - Mimicry (Ex) & Perfect Copy (Su)]. +2 Wisdom. Darkvision 30'. 1d8 HP. Skills 2+Int Mod. +1 Reflex Save. Base speed 30'. Medium size.
Doppelganger 2: +1 Base Attack Bonus. Immune to Sleep. +2 Natural Armor Bonus. +2 Strength & Charisma. +2 Disguise & Bluff. 1d8 HP. Skills 2+Int Mod. +1 Fortitude and Will saves.
Doppelganger 3: +2 Dexterity & Constitution. Immune to Charm. Darkvision + 30'. +2 Disguise & Bluff. 1d8 HP. Skills 2+Int Mod. +1 Reflex save. Feat Dodge.
Doppelganger 4: +1 Base Attack Bonus. +2 Natural Armor Bonus. +2 Intelligence & Wisdom. 1d8 HP. Skills 2+Int Mod. +1 Fortitude and Will saves. Feat Iron Will OR Great Fortitude.

Family Patron God: Lamashtu

Zura:
Founded by an unkown “descendant” of the Vampire Demon herself. Her followers partake in more decadent bacchanals then even those of the Urgathoa. An Ancient Azlanti Queen her name is Legend among those who seek it, tales of her exploits still make the blood of scholars run cold. Those of the Family are smitten with an image of the Goddess as a serpent Demon as opposed to the Bat her Clerical followers depict her as being. Their greatest powers allow them to escape the Final Death itself!

Their seat of power is THE seat of power Virlych. A character selecting this Family may select a Demon as a Cohort. Some ancient Azlanti Humans that became Vampires hailing from this family still remain active to this day.

Family Patron God: Zura

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Familial Blood Powers:

Drakina:

Shadow Wrap – Least
(Pre-Requisite - Drakina Family & Character Level 3)
The activation of this power increases the character Stealth score by +2 for each Blood Power Feat the character has purchased to a maximum of +10. This power is usable 2x per night.

Shadow Creep – Lesser
(Pre-Requisite - Character Level 5 & Shadow Wrap)
Instead of gathering shadow to themselves, the practitioner of this subtle power decreases the darkness in a given area ever so subtly to grant them the ability to see more clearly. All shadows with a 100’ radius diminish granting the practitioner a +2 to Perception for each Blood Power Feat the character has purchased to a maximum of +10 (note that this means the initial starting bonus is +4). This power is usable 2x per night.

Shadow Grasp - Signature
(Pre-Requisite 6 Character Levels & Lesser Powers) – Blood Power –
The practitioner may summon shadowy pseudopods to grapple their enemies. System TBD

Summon Shadow - Greater
(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power –
The practitioner may summon a Greater Shadow to act on its behalf. This power is usable 1x per day. It is a standard action to summon the Shadow who appears the Round it was initially called forth.

Shadow Meld - Greatest
(Pre-Requisite 10 Character Levels & Greater Powers) – Greatest Blood Power –
The practitioner of this art may meld into the very shadows that surround them to hide from their foes and even sleep by day. Use of this power grants the practitioner DR 15/Fire though the character may not move from the location in which they meld. A Vampire who remains in the shadows by day will NOT be slain by sunlight but will waken with a great thirst the next evening.

Jair:

Silence of Death
(Pre-Requisite Jair Family & 2 Character Level) – Least –
Silence as per the spell 2x day. The spell can either be static or target the practitioner themselves.

Quiet Death
(Pre-Requisite 4 Character Levels & Least Power) - Lesser –
The practitioner can summon from its blood contact poison to its hands. The DC to save vs. the poison increases as the character level of the Vampire increases. System TBD.

Quicken the Blood - Signature
(Pre-Requisite 6 Character Levels & Lesser Powers) – Blood Power –
The practitioner may take an extra action. Usable 1x per day per point of Dexterity bonus (i.e. 12 Dex 1x day 18 Dex 4x day).

Shimmer
(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power –
The practitioner can become invisible as a free action for 1 minute per day per point of Dexterity bonus.

Weapon of Death – Greatest
(Pre-Requisite – Shimmer & Character Level 11)
The practitioner can summon from its poisonous blood a coating to spread on its weapon. The poison is of the type that the practitioner can naturally (or unnaturally) produce.
The practitioner must draw the weapon across their flesh drawing their blood and with it, their poison to coat the blade. Each point of damage caused with the draw reflects the number of coatings that cat the blade (5 HP damage = 5 uses). A coating is utilized each time the weapon is used to strike at an opponent (even if a strike misses). On a successful melee (or ranged) strike, the victim takes damage and must roll a saving throw vs. the poison coating the weapon that struck them.
A coating lasts for one hour per point of Charisma bonus the practitioner possesses. Thereafter, it evaporates. The DC for the poison save is the same as the underlying natural poison the practitioner naturally produces.

Jerusen:

Master of Waves
(Pre-Requisite Jerusen Family & 2 Character Level) – Least –. Gain a +2 to swim checks for each Blood Power Feat the character has purchased to a maximum of +10. A swim speed of 50’ and Darkvision in any water no matter how dark or murky.

Hammer Blow
(Pre-Requisite 4 Character Levels & Least Power) - Lesser -– The practitioner of this power gains a +3 to all melee damage.

Shimmer - Signature
(Pre-Requisite 6 Character Levels & Lesser Powers) – Blood Power –The practitioner can become invisible as a free action for 1 minute per day per point of Dexterity bonus.

Misdirection
(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power –as per the spell 2x day.

Cloak the Gathering
(Pre-Requisite 10 Character Levels & Greater Powers) – Greatest Blood Power –The practitioner may apply its misdirection power to one ally per point of dexterity he possesses.

Malkistra:

Acute Senses – Least

(Pre-Requisite Malkistra Family & Character Level 3)

Gain the Scent Feat and a +2 to all Perception checks for each Blood Power Feat the character has purchased to a maximum of +10.

Beast Speech – Lesser

(Pre-Requisite - Character Level 5 & Acute Senses)

Practitioners of this power may speak with any animal 1x per day per point of Wisdom bonus a minimum of 1x per day.

Earth Meld – Signature

(Pre-Requisite Character Level 7 & Beast Speech)

Practitioners of this power may sink into any natural terrain and remain there indefinitely. By day they are immune to the ravages of the sun. A Vampire who remains in the earth for more than a week will waken with a great thirst the next evening.

Marble Flesh
(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power – The practitioner of this power may use Stoneskin 1x per day as a standard action.

Dual Form
(Pre-Requisite 10 Character Levels & Greater Powers) – Greatest Blood Power –
The practitioner of this power may split themselves into twins. Each twin must select the powers and abilities they will possess. All base stats become ½ of the original form unless allocated differently. Equipment must also be split between the two forms.

Mazeflesh:

Malleable Visage
(Pre-Requisite Mazeflesh Family & 2 Character Level) – Least –
The practitioner may change the very fabric of their being to imitate any humanoid type of the same gender. To duplicate another person requires a Disguise check as per the rules on the skill.

Fleshcraft
(Pre-Requisite 4 Character Levels & Least Power) - Lesser – Use Malleable Visage on another.

Bonecraft – Signature
(Pre-Requisite 6 Character Levels & Lesser Powers) – Blood Power –
The practitioner may now change their size to a creature type one step below or one step above their natural size. The accompanying Ability bonuses are not applicable. This power may also be used to injure another – a successful touch attack causes 1d6 points of damage along with either 1d3 Con or Dex damage if the victim fails a fortitude save set by the practitioners charisma bonus. The combat application of this power is usable 3x day.

Body Arsenal.
(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power –
The practitioner may make out of their hands and arms any weapon with which they are proficient. The weapon is considered Masterwork. Spells such as Magic Weapon and Magic Fang can be used to empower these weapons.

Blood Form.
(Pre-Requisite 10 Character Levels & Greater Powers) – Greatest Blood Power –
The practitioner of this power gains DR 10/Magic. While in this form the practitioner can only drain blood from a target with a successful strike (gaining 5 temporary hit points for each successful strike) or Infuse (as per Blood Golem) itself into a target with a successful grapple check.

Rogarvia:

Hammer Blow
(Pre-Requisite Rogarvia Family & 2 Character Level) – Least –
The practitioner of this power gains a +3 to all melee damage.

Quicken the Blood
(Pre-Requisite 4 Character Levels & Least Power) - Lesser –
The practitioner may take an extra action. Usable 1x per day per point of Dexterity bonus (i.e. 12 Dex 1x day 18 Dex 4x day).

Fear! – Signature
(Pre-Requisite 6 Character Levels & Lesser Powers) – Blood Power –
(Those around you tremble before you - small groups only. System TBD.)

Superb Hammer Blow
(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power –
The practitioner of this power gains a +6 to all melee damage.

Flutter
(Pre-Requisite 10 Character Levels & Greater Powers) – Greatest Blood Power –
The practitioner of this power moves so quickly he is hard to see. Blink 1 round per day of dexterity bonus.

Ruithvein:

Mesmerize – Least
(Pre-Requisite – Ruithvein Family & Character Level 3)
You may implant false thoughts or hypnotic suggestions in a Humanoid target's mind.
System: You must lock eyes with the target to enforce your will upon them.
A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered.
If the target fails the Will save, the Vampire may implant a hypnotic suggestion within the mind of the target.
You plant an idea, concept, or suspicion in the mind of the subject. The target genuinely believes that the idea is his own, but is not required to act upon it. If the idea is contrary to the target’s normal thoughts (such as making a paladin think, "I should murder my friends") the target may suspect mind-altering magic is at play. The idea must be fairly clear, enough so that it can be conveyed in one or two sentences. You do not need to share a common language for the spell to succeed, but without a common language you can only sow the most basic rudimentary ideas.
If the victim fails the save by 10 or more, the Vampire may create a single false memory [the equivalent of a two rounds] in the mind of the victim along with implanting a suggestion.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.
The practitioner may use this power 3x day +1 for each point of Intelligence bonus.
Duration – Until the suggestion ends. The false memory can only be removed via magic.
Note, these commands are delivered telepathically.
Range 30’ +5’ per Blood Power possessed by the practitioner.

Playwright – Lesser
(Pre-Requisite – Character Level 5 & Mesmerize
You may Rewrite the memories of a Humanoid target.
System: You must lock eyes with the target to enforce your will upon them.
A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered. If the target fails the Will save, the Vampire may rewrite the memories of the past five minutes of the victim as well as the short-term future memory of the victim.
If the victim fails the save by 10 or more, the Vampire may create a false memory of up to five minutes in the mind of the victim along with implanting a suggestion.
If the victim fails the save by 10 or more, the Vampire may create a false memory of up to one hour in the mind of the victim.
If the victim fails the save by 15 or more, the Vampire may create a false memory of up to one week in the mind of the victim.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.
The time elapsed has to be consecutive.
Note that to ascertain what memories the practitioner is erasing or overwriting, they must use Detect Thoughts or similar magic.
The practitioner may use this power 3x day +1 for each point of Intelligence bonus.
Duration –The false memory can only be removed via magic.
Note, these memories are delivered telepathically.
Range 30’ +5’ per Blood Power possessed by the practitioner.

Loyalty – Signature
(Pre-Requisite – Character Level 7 & Playwright)
You can prevent others from assuming control of your Humanoid minions.
System: Once you have utilized a mind control power, either through the use of a Ruithvein Blood Power, a Vampires innate powers, the use of a spell, or by the creation of a spawn or living thrall you make it more difficult for another to control your minions.
All minions gain a bonus to Will saving throws to resist the mind control attempts (Charm, Dominate, etc.) of others equal to your Wisdom bonus + 1 for each Blood Power you have Mastered (rounded up). This increased Will save does not apply to the practitioner of the Loyalty Blood Power.
Undead minions of the practitioner of Loyalty (with the exception of Vampires as these bonuses will not stack) gain Vampiric Turn Resistance - +4.
Duration – This power lasts for a full year and is an automatic side-effect of your use of mind control.

Possession – Greater
(Pre-Requisite – Character Level 7 and Loyalty)
You can inhabit the body of any creature with at least a 3 Intelligence.
One the practitioner of this power successfully utilizes it, he can inhabit the body of the creature so possessed.
You stealthily project your soul into the host’s body as an observer, with limited ability to influence the target. If the target fails a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered, the Vampire has possessed its victim. The practitioner can now see, hear, taste, touch and feel everything that the victim does.
Provided that the practitioner does not attempt to control the actions of the victim, the power will last until: (1) 24 hours expire, (2) the effect is dispelled [such as with Protection from Evil or other banishment effect], (3) the victim travels more than 1 mile +1 mile per intelligence bonus of the practitioner, (4) the practitioner causes the link to end, or (5) the practitioner’s body is subject to an imminent threat.
While riding a victim, the practitioner may not control their own body and appears to be a corpse. Should their body be struck or touched, the practitioner can sense this and return to their body but they will be prone for one full round until they re-inhabit their body.
A practitioner can attempt to influence the action and speech of their victims. The victim is allowed a saving throw with a +1 bonus for each mile away they have traveled from the practitioner [note that Loyalty is NOT applicable to the victim of Possession unless the victim was subject to another Mind Controlling ability of the practitioner]. If the save is made, the practitioner is not expelled but the victim becomes aware of the possession. All action of the victim are at a -2 penalty as the practitioner puppets the body with some resistance.
The practitioner may use this power 1x day.
Range 30’ +5’ per Blood Power possessed by the practitioner. A practitioner though should ideally utilize this power where their body will not be disturbed.

The Greatest Blood Power is currently NOT set. It will either be:

(1) Chain of Command – Greatest Blood Power
The practitioner of this power may utilize Mesmerize, Playwright, or Possession through a Humanoid intermediary.
An initial command must be placed within a victim. If that victim fails its will save or is willing, the command is implanted. That victim then becomes a carrier for the command. The carrier can be commanded to bring the program to a specific person or the ability can be triggered by contact with the next person they encounter, the trigger for this power is set by the practitioner when the initial command is given.
The carrier must touch the intended recipient for the command to be passed along and the ultimate recipient gets a will save and is allowed a +1 bonus for each mile away they have traveled from the practitioner. The will save is DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered thus +5.
The command resides in the carrier up to 24 hours or until the carrier passes the command along.
This ability is usable 1x per day.

OR

(2) A feat would give the practitioner a second set of Creature types to control beyond Humanoids akin to a Ranger Favored enemy selection.

Sivanshin:

Awe.
(Pre-Requisite Sivanshin Family & 2 Character Level) – Least –
(Those around you take an instant liking to you – works in small groups only. System TBD).

Respect
(Pre-Requisite 4 Character Levels & Least Power) - Lesser –
(Those around you instantly pay attention to what you have to say small groups only. System TBD).

Fear!
(Pre-Requisite 6 Character Levels & Lesser Powers) – Blood Power –
(Those around you tremble before you small groups only. System TBD.)

Beckon.
(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power –
(Bring someone nearby to you against their will. System TBD).

Love –
(Pre-Requisite 10 Character Levels & Greater Powers) – Greatest Blood Power -
(Make one individual enamored of you. System TBD).

Thuvia:

Auditory Hallucination 2x day.
(Pre-Requisite Urgathoa Family & 2 Character Level) – Least -

Minor Image 2x day.
(Pre-Requisite 4 Character Levels & Least Power) - Lesser -

Audiovisual Hallucination 2x day.
(Pre-Requisite 6 Character Levels & Lesser Powers) – Blood Power –
Least and Lesser powers may now be used 3x day.

Phantasmal Reminder 2x day.
(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power –
Audiovisual Hallucination may now be used 3x day.

Seeming 1x day.
(Pre-Requisite 10 Character Levels & Greater Powers) – Greatest Blood Power –
Least, Lesser, and Blood Power may now be used 4x day. Phantasmal Reminder may be used 3x day.

Thesing:

Aphasia 2x day.
(Pre-Requisite Thesing Family & 2 Character Level) – Least -

Hideous Laughter 2x day.
(Pre-Requisite 4 Character Levels & Least Power) - Lesser -

Compelling Rant 2x day.
(Pre-Requisite 6 Character Levels & Lesser Powers) – Blood Power – Least and Lesser powers may now be used 3x day.

Confusion 2x day.
(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power – Compelling Rant may now be used 3x day.

Feeblemind 1x day.
(Pre-Requisite 10 Character Levels & Greater Powers) – Greatest Blood Power - Least, Lesser, and Blood Power may now be used 4x day. Confusion may now be used 3x day.

Urgathoa:

Insight
(Pre-Requisite Urgathoa Family & 2 Character Level) – Least – (You may look through the eyes of a corpse to ascertain facts about its life – exact system TBD)

Summon Soul –
(Pre-Requisite Urgathoa Family, 4 Character Levels & Least Power) - Lesser – (You may call the souls of the restless dead (disembodied undead) to speak with them or command them. System TBD)

Shambling Horde.
(Pre-Requisite Urgathoa Family, 6 Character Levels & Lesser Power) – Blood Power – (You may temporarily infuse the recently dead with undeath to quickly raise a short “lived” army of the damned. System TBD).

Soul Stealing.
(Pre-Requisite Urgathoa Family, 8 Character Levels & Blood Power) – Greater Blood Power (You may pluck a living soul from the body it currently inhabits. System TBD).

Inhabitation.
(Pre-Requisite Urgathoa Family, 10 Character Levels & Greater Powers) – Greatest Blood Power – (You may place a summoned soul into a living vacant body, you may also place your own soul into that body! System TBD).

Von Trisk:

Blood Power – Copycat – Unlike other Families, a Von Trisk may select multiple Blood Powers from the Least, Lesser, Signature, or Greater Blood Powers List.

(Pre-Requisite Von Trisk Family & 2 Character Level) – Least - Any Least power of another Bloodline.

(Pre-Requisite 4 Character Levels & Least Power) - Lesser - Any Least or Lesser power of another Bloodline)

(Pre-Requisite 6 Character Levels & Lesser Powers) – Blood Power – Any Least, Lesser, or Blood power of another Bloodline

(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power – Any Least, Lesser, Blood, or Greater power of another Bloodline

(Pre-Requisite 10 Character Levels & Greater Powers) – Greatest Blood Power - Any Least, Lesser, Blood, Greater or Greatest power of another Bloodline.

Zura:

Immobilizing Eyes Least
(Pre-Requisite Zura Family & Character Level 3)
You may use your gaze to immobilize a victim rooting their body in place and rendering them mute. Any creature with an Intelligence of 3 or above may be subject to this power.
System: You must lock eyes with the target to enforce your will upon them.
A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Zuran Blood Power the Vampire has Mastered. If the target fails the Will save, the Vampire may hold the victim immobilized for as long as they Concentrate on keeping the victim still. The victim may take no action and make no sounds.
If the victim fails the save by 10 or more, the Vampire keep the victim rooted in place for one round per Charisma bonus.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.
The practitioner may use this power 3x day +1 for each point of Charisma bonus.
Duration – Until the Vampire breaks concentration or the victim is struck or until a handful of rounds go by if the victim fails their Will save by 10 or more.
The range of this power is 60’ + 10’ per Blood Power possessed by the practitioner.
This is considered a gaze attack.

Tongue of the Asp – Lesser
(Pre-Requisite Character Level 5 & Immobilizing Eyes)

Your tongue is now prehensile!
System: Your tongue may be used to grasp stowed items or close by unattended items as a swift action. It can also be used as a weapon in close combat. Once the Vampire maintains a Grapple, the prehensile tongue can be used with a successful CMB to constrict the speech of a Grappled victim rendering them mute. If grasping a dagger, the tail may also attack at Grappled range with a -2 to attack and a -1 to damage. While utilizing a prehensile tongue, a Vampire cannot cast a spell unless it is a silent spell or has no verbal component.
Tongue damage 1d3-1.

Blood Theft – Signature
(Pre-Requisite Character Level 7 & Tongue of the Asp)
You may feed on victims from a distance.
System: A form of telekinesis, the Vampire literally forces blood out of the victim causing it to come issuing forth and into the waiting mouth of the Vampire. As a standard action the Vampire concentrates on a victim and the victim must make a Fortitude saving throw DC of 10 + the Vampire’s Charisma bonus +1 for each Zura Blood Power the practitioner possesses. If the victim is successful there is no effect. If the victim fails, they lose one negative level and gain the sickened condition for 1d4 rounds. The Vampire heals 5 hot points or gains 5 temporary hit points for up to 1 hour (per the temp rules under the Vampire Template).
The Vampire may use this power 1x per day +1 time per charisma bonus.
The use of this power is obvious to any who witness it as is the practitioner.

Heartless – Greater Blood Power
(Pre-Requisite Character Level 9 & Blood Theft)
You may remove your heart and make yourself immune to staking.
System: The removal of the heart is automatically successful. However, protecting the heart once removed is of the upmost importance. If the heart is staked the Vampire is immobilized. If the heart is exposed to the sun or running water the Vampire is destroyed.
A Vampire may choose how it protects its own heart.

Decollate – Greatest Blood Power
(Pre-Requisite Character Level 11 & Heartless)
You may remove your head at will as a swift action.
When the practitioner’s head is detached, their body gains DR 2/— and immunity to decapitation effects and other effects that require their target to have a head or a particular facial feature. The head may move up to 15’ feet from the Vampire’s body. If the Vampire possesses Multi-Attack he may attack with his head and body normally. If the Vampire does not, both head and body suffer a -5 to all attack rolls. The body suffers a -5 penalty to Reflex saving throws but the head a +5 bonus to Reflex saving throws. The head gains 15% of available hit points and if destroyed, the entire body assumes gaseous form. A Vampire may cast spells while utilizing this power but with a 25% spell failure chance. A Vampire may NOT gain the benefits of feeding while in this form and is not able to utilize its energy drain ability while in this form.

In addition, by expending 2 uses of Dominate for the day, the practitioner of this power may make their Blood Theft invisible to all within a 60’ radius.

=============

On Tar Baphon & Runelord Zutha
The Council does not speak of the Whispering Tyrant and has never made an attempt to free him.
The Council is aware of Zutha but unless and until he rises, will not discuss whether they would seek him out should he return from the “dead”.

Zura:
Internally they have no desire to free the creature that ruled these lands as even the Council did not challenge the edicts of the Tyrant. Who knows, perhaps the Council had a hand in his downfall...
Internally Zutha is considered a Vampiric hybrid, they might even attempt to court the being should he ever one day rise.