In The Company of Vampires (PFRPG) PDF

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The Blood Changes Everything

In the Company of Vampiresintroduces moroi culture, providing a unique new undead race with versatile customization options representing vampiric families and curses. Do you choose the divine inspired, the bestial nightcallers, the disturbing nosferatu, the fey-touched shades, the masterful sovereigns, the stoic vanguards, the magic-wielding warlocks, or some combination? This book also includes:

  • Alternate racial traits, including mingled lineages and humanoid racial trait options.
  • The blood noble paragon class, with more than 80 unique talents to drive your undead evolution.
  • Make any class vampiric with the blood bastard and cambion archetypes!
  • Favored classes, racial feats, and new spells.
  • Optional hunting rules, a revised vampire template, and advice for running games for vampires!

From the masterminds that brought you Dragons, Aberrations, and Doppelgangers, we present you with In the Company of Vampires.

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An Endzeitgeist.com review

5/5

This installment of Rite Publishing’s massive „In the Company…”-series clocks in at a massive 51 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, 1 page back cover, leaving us with 46 pages of content, so let’s take a look, shall we?

This pdf was moved up in my review-queue as a prioritized review at the request of my patreons.

After a brief foreword, we begin with a letter by Sovereign Evelyn Arlstead – the vampire correspondent and narrator that penned the in-character prose – a lady obviously at least slightly infatuated with Qwilion, which provides a rather amusing subtext throughout the flavorful prose that suffuses the pdf. She is rather adept at trying to “sell” undeath to Qwilion with honeyed words, interlaced with some flirtatious comments. Of course, as such, she does have some serious words for vampire-hunters, zealots, etc. Moroi, just fyi, would be the polite term for the vampiric race depicted herein. Physical description and poise, a predator#s confidence and danger’s subtle allure – the romantic notions associated with vampires have been duplicated in a rather compelling manner here. Fans of e.g. “The Originals” won’t be capable of suppressing a smile when the good lady comments on being “a bit melodramatic when it comes to family.” Similarly amusing: As the lady ges through the respective noble families, her own view color the descriptions. There are also the vampiric middle classes – the respective descriptions are briefer, but the descritions nonetheless are intriguing. As in Vampire: The Masquerade, those with thin blood constitute the lowest rungs of the social ladder.

Moroi are only created from the willingly embraced, but there are some moroi that can indeed generate slaves, a practice obviously condemned by the narrator – though the question of sincerity springing forth from her agenda makes this interesting. As with the revised installment on wights, we do have the modified ability score generation array for undead, Constitution-less races. Vampires retain speed and size of the former humanoid’s subtype, but none of the other traits. As such, they are Small or Medium, have slow or normal speed and ability-score-wise, gain +2 Cha, -2 Wis. Vampires gain darkvision and a natural bite attack (properly codified in type and size) that can also cause Constitution damage versus helpless and/or part of establishing a pin.

Which brings me to blood drinking: The vampire uses up 2 points of Constitution drained worth of blood per 8 hours of activity; blood and how to preserve it is concisely codified. Better yet, the math checks out – I happen to have done the math for the blood of humanoids the other day and the formula scales properly. Failure to satiate the thirst can result in fatigue, exhaustion, etc. – and vampires with a Cruor Pool can use that pool’s points to sate their hunger (more on that later). The way in which blood thirst is codified here is simulation-level precise, interesting and very concise. Excellent job here – frankly the best engine for this type of issue I have seen. As you can glean, this makes travelling potentially a challenging endeavor, though the pdf does provide considerations here. Big plus: At higher levels, the significant magic at the disposal of PCs can make the vampiric condition a trifle – however, there is an optional rule provided, elder’s thirst makes the draining ever more potent and dangerous – and thus harder to manage. Big plus, as far as I’m concerned, and nice way to remedy the trivializing options at higher levels. Now, everyone who played VtM with a serious level of detail will note how hunting can take up a lot of time: This pdf acknowledges that and provides means for vampires to hunt via a skill-check: The smaller the settlement, the more difficult it gets – though expenditure of gold, magic, current hunts, etc. can complicate the matter or make it easier. On a significant failure, the vampire may suffer from one of 10 consequences in a table, which may provide further adventuring potential. This system is not a lame addon – it works smoothly and 3 different feats interact with it. Kudos for the extra support accounting for Blood Pack teamwork hunting, Thralls and Territory (the latter makes hunting MUCH faster and reliable). In a nutshell, this represents the most detailed and elegant vampiric hunting/blood thirst engine I have seen for any d20-based game.

But I digress, back to the race, shall we? Vampires have families: The inspired gain channel resistance +2; Nightcallers gain scent; Nosferatu can demoralize adjacent foes as a move action; Shades increase their darkvision to 120 ft.; Sovereigns gain +2 Bluff and Diplomacy; Vanguards gain a weapon proficiency; Warlocks with Charisma of 11+ gain Bleed and Stabilize 1/day as a SP, governed by character level and Charisma. However, much like in VtM, each of these bloodlines comes with a curse: The Inspired are innately superstitious and have a taboo à la garlic, not entering holy ground, etc. Nightcallers can only rest while touching at least 1 cubic foot of their homeland’s soil; the Nosferatu, surprise, are disfigured and decrease starting attitudes of the living while undisguised. Shades can be blinded by abrupt exposure to light; Sovereigns cast no shadow or reflection and have a hard time approaching reflective surfaces. Vanguards can be paralyzed by wooden piercing weapons (deliberately kept vague) and warlocks can’t act during surprise rounds during the day and is flat-footed for the first round of combat while the sun is up. As with wights, the modified undead traits are listed for your convenience. Similarly, becoming a vampire later in the adventuring career is covered – kudos!

Regarding alternate racial traits, we have options to retain humanoid base racial traits – in two steps. The first renders susceptible to any source of fatigue or exhaustion, the second costs the racial immunity to death effects conveyed by the modified undead traits. Vampires with the elder trait can make Knowledge and Profession skill checks untrained and gain +2 to them, but must drink more blood to sustain them. Mingled lineages yield more than one lineage, but also the corresponding drawbacks and penalties to Charisma-based skill checks when dealing with other vampires. Survivalist nightcallers can sustain themselves via animals – but these must be killed and a HD-caveat prevents the vampire from just subsisting on a diet of kittens. Some vampires can discern information from tasting blood, losing the family’s racial ability benefit(s). Vampires with weak blood, finally, have no benefit or curse and require less blood to sustain themselves. Favored class options for alchemist, barbarian (which lacks a “ft.” after the +1 in a minor hiccup), bard, cavalier, cleric, druid, fighter, gunslinger, inquisitor, monk, oracle, paladin, ranger, rogue, sorcerer, summoner, witch and wizard are covered -alas, no support for the Occult classes, which is somewhat puzzling for me, considering e.g. the mesmerist. Oh well, perhaps in an expansion.

Pretty cool: There is a lite-version of the racial paragon class as a general archetype that can be applied to other classes, with the benefits balanced by the worsening curse. The other archetype included would be the cambion sorcerer. This guy can choose the Knowledge (religion) skill instead of the Bloodline skill. The archetype gains a unique list of bonus spells and may choose vampire bonus feats. The cambion may choose to gain the skills, feats and powers of the chosen family or bloodline, but at the cost of vulnerability to a material or energy type. The archetype gains a cruor pool as an additional bloodline arcana.

Which brings me to the racial feats: 8 feats are included; The cruor pool is ½ character level + Charisma modifier and can be used to store basically blood, with each point equal to 1 point of Constitution drained – this also can be used to power abilities. Extra Cruor increases the pool by 2. Fast Drinker lets you choose to deal 1d4 Constitution damage instead. Merciful Drinker decreases the blood you need to survive and can eliminate the pain caused by the bite. Recovery lets you help the living recover faster from blood loss. Stolen Life lets you expend cruor to heal/gain temporary hit points, the latter with a limit. Unfortunately, this ability fails to specify the activation action. Undead Mind lets you use cruor to turn a failed Will-save versus mind-affecting effects into a success, while Undead Resilience provides the analogue for Fort-saves versus diseases, poisons and energy drains – these btw. properly codify the activation action.

The pdf also contains 5 racial spells: Blood supply temporarily increases the cruor pool; rain of blood can nauseate and frighten the living exposed to it; suppress curse is pretty self-explanatory regarding the context of the race, as is greater vampiric touch; villain’s feast can sustain the undead and vampires and otherwise is basically the undead version of heroes’ feast.

The pdf also includes, obviously, a massive racial paragon class, the blood noble, including favored class options for the dhampir, elf/half-elf, dwarf, gnome, half-orc, halfling and human races. The blood noble gains ¾ BAB-progression, good Fort-, Ref- and Will-saves, d8 HD, 4 + Int skills per level and proficiency with simple weapons and light armor, but not with shields. The class gains the Cruor Pool feat as a bonus feat at 1st level. Also at first level, the noble family chosen upon character creation, with mingled lineage’s effects accounted for properly. Benefits-wise, this provides a number of class skills based on the respective family.

The class also begins play with undead evolution: +2 to saves against diseases, poison and mind-affecting effects. This bonus increases by +2 at 4th and 7th level, culminating in immunity at 10th level. 13th level yield energy drain immunity, 16th immunity to ability score damage and 19th, immunity to ability score drain – however, in a nice caveat, self-inflicted drain is not covered by this immunity. The class gains a bonus feat from a custom list at 3rd level and every 3 levels thereafter.

The development of vampiric abilities is handled via blood talents: The first is gained at 2nd level, with every 3 levels thereafter yielding another talent. And yes, talents based on secondary families are not at full strength.At 6th level and every 6 levels thereafter, the blood noble can choose to get an additional blood talent – but if the noble does gain one of these, the blood noble also worsens the effects of the respective family curse. Each of the curse-progressions further develops what we’d associate with the families – flavorful and sensible. Nice! The capstone makes permanent destruction contingent on a special set of circumstances, once again defined the family of the blood noble. Really cool!

The blood talents come in two big categories: General talents that may be chosen by any blood noble, and those that are exclusives for the respective family. The general talents are reminiscent of the classic vampire tricks – ability-score boosts via cruor, channel resistance, spawn creation, energy drain, fast healing that’s contingent on cruor and sports (thankfully!) a daily cap, DR, supernatural movement forms based on family (thankfully without unlocking flight too soon), natural armor, slam attacks, skill boosts or some energy resistances. All in all, solid selection.

The inspired can gain cultists, channel negative energy via cruor, quench the thirst of other vampires…and from blood oaths t gaining cultists, a domain, etc., the talents are somewhat resembling the Assamites/Setites from VtM, just with a broader, more generally divine focus. The Nightcallers would be the Gangrel equivalents – with animal calling feeding from animals, gaseous form, melding into stone, locating foes – basically the wilderness hunter/survivalist. Nosferatu are the Max Schreck-style, inhuman and ghoulish vampires – like their namesakes in VtM, though less disfigured. They can drink the blood of the fallen, crry diseases and learn to temporarily suppress their unsettling appearance…or exhibit stench. Strigoi nets a tentacle-like, fanged tongue and there is the option to animate the dead or detach body parts to act autonomously – a nice option if you’re looking for a monstrous vampire.

Shades would be the equivalent of the Lassombra – the shadow magic/illusion specialists. Nitpick: The Veil ability lacks its type. Sovereigns would be the representation of the aristocratic Ventrue and as such, are the vampiric leaders, with charming, deathly allure, soothing demeanor, telepathy – basically the option for the potent face/enchanter. Vanguards are the vampiric fighters and as such, are closest to the Brujah clan in VtM, with cruor-based blood memory, granting proficiencies, better CMB/CMD, armor training, weapons that are treated as magical, self-hasteing…you get the idea. Finally, the warlock family would be the representation of the Tremere: These vampires can gain progressively better wizard-list based SP – additional uses beyond the basics are unlocked later and contingent on cruor. Beyond that, blood-based metamagic and homunculi can be found here.

While the vampire families are VERY CLEARLY inspired by VtM’s clans, it should be noted that the blood lineage is a significantly more fluid concept herein.

The pdf also contains a vampire template for the GM to make use of the material herein – kudos! Speaking of which: Lady Evelyn’s post scriptum made for a fun way to end the pdf.

Conclusion:

Editing and formatting are very good on both a formal and rules-language level – I only noticed cosmetic glitches and those are pretty few and far in between and don’t compromise the rules. Layout adheres to Rite Publishing’s two-column full-color standard and the pdf sports nice full-color artworks, all of which I haven’t seen before. The pdf comes fully bookmarked for your convenience.

If you’re one of the unfortunates who didn’t have the chance to check them out back in the day: In the 90s, I consumed World of Darkness books, both roleplaying supplements and novels, religiously. I adored Vampire: The Masquerade. Yes, the rules sucked and yes, it was a nightmare to GM, but I adored the game. Big surprise there, right? Well, that ended when Vampire: The Requiem’s lore-reboot hit (just didn’t click with me, lore-wise) and there was another book that pretty much ended, at least for a time, all desire I had to see vampires in game: That would be the d20-version of the World Of Darkness back in the 3.X days. I love Monte Cook as a designer, I really do, but oh BOY did I LOATHE this book with every fiber of my being.

Where am I going with this tangent? Well, this pdf constitutes, at least in my opinion, the “Play a VtM-story in d20”-toolkit I expected the d20 WoD-book to provide. The rules are deliberate, precise and interesting; balance is retained…in short, Steven T. Helt and Stephen Rowe provide THE single best “Play a Vampire”-option currently available for PFRPG. I love the prose, the clans, äh, pardon “families” – they strike a chord with me and work without needless complexity – If you know how to play PFRPG, you will be capable of using this – the design is very smooth. If there is one thing that could be considered to be a weakness of this book, then that would be the fact that the respective families and their unique ability-arrays and options could have carried a book of easily 4 times the size – the topic of vampires, particularly of vampires indebted to VtM’s aesthetics, can cover at least 200 pages. So yeah, this is a good candidate for an expansion/hardcover with more lore, family traditions, etc. – or, you know, you can dig up your old VtM-books and start adapting their flavor, add more blood talents…

Part II of my review can be found here!


4/5

Not quite as good as Wights:

While vampires are more iconic, the need to keep track of blood, which is either going to require some awkward feeding arrangements or doing not-so-nice-stuff, plus my feeling that some of the family curses aren't as bad compared to others, knock this down a star for me.

To explain:
Vampires have to deal 2 Con damage per 8 hours they're active. You can't overfeed unless you have a feat; you can store blood in containers, but not forever. The paragon class requires reasonably-common blood feedings because pretty much all of its features require spending blood-derived points.
There are several different "families" of vampires, each of which has one part of the full bestiary's or myth's aversions or weaknesses: can't enter a place that has some thing they don't like, need to rest on a bit of home soil, seem "off" or "creepy", have some kind of aversion to light or daytime, can't stand mirrors, and have a weakness to wooden-stke-like weapons. The need for dirt to sleep on seems very awkward for an adventurer, whereas aversion to mirrors doesn't seem too bad.

The book does recommend that at least low-level vampires should stay in a city, and provides a way to abstract hunting humans, but compared to how the Wight race only had to do that if they went a little nuts it feels restrictive for my tastes.


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I'm not sure what it is, exactly, but the intro fiction makes me chuckle a little with the way the vampire is trying so hard to get Qwill to be bit and all the talk about mortals being "cattle". I think it's probably impossible by now to do a straight evil-aristocrat vampire and not have it sound like some parody.

To me that's not a bad thing. :)


SilvercatMoonpaw wrote:

I'm not sure what it is, exactly, but the intro fiction makes me chuckle a little with the way the vampire is trying so hard to get Qwill to be bit and all the talk about mortals being "cattle". I think it's probably impossible by now to do a straight evil-aristocrat vampire and not have it sound like some parody.

To me that's not a bad thing. :)

I'm glad it made you chuckle! It was written to be moderately humorous, so it sounds like it succeeded. =)


So far I've read everything before the Moroi racial traits (Pg. 13) and I gotta say this is awesome so far.

The artwork is also amazing.


Wraithguard wrote:

So far I've read everything before the Moroi racial traits (Pg. 13) and I gotta say this is awesome so far.

The artwork is also amazing.

Thank you! That's wonderful to hear! Hopefully it continues to impress! =)


Excellent pdf and one of the better treatments of vampire player characters for Pathfinder I've seen! I'm really looking forward to using this in my campaigns.

I do have a question. As far as the Create Spawn ability is concerned all vampiric spawn use the wight stats, meaning 4 Hit Dice. But later in Create Spawn's description its suggests that you can control 1 vampire spawn per two class levels. Shouldn't this be 1 spawn per 4 levels?

Secondly Create Greater Spawn gives a variety of bonuses for spawn. Are these to negate the penalties the ordinary spawn incurred from Create Spawn, or is it a bonus to the base stats of a wight/vampire spawn?

Thanks.


One more question: Are these vampires subject to non-lethal damage as normal?


I finished this a day or so ago. Wonderful read with amazing crunch though it did leave me with one question.

The Vanguard blood Curse that triggers off wooden piercing weapons; are we talking about the iconic wooden stake, or a more broad categorization of wooden piercing weapons?

My guess would be unless the "business end" of the weapon is specifically wood, it wouldn't trigger it; so no bolts, arrows, or longspears unless they were specifically made with this curse in mind.


Great Cthulhu wrote:

Excellent pdf and one of the better treatments of vampire player characters for Pathfinder I've seen! I'm really looking forward to using this in my campaigns.

I do have a question. As far as the Create Spawn ability is concerned all vampiric spawn use the wight stats, meaning 4 Hit Dice. But later in Create Spawn's description its suggests that you can control 1 vampire spawn per two class levels. Shouldn't this be 1 spawn per 4 levels?

Secondly Create Greater Spawn gives a variety of bonuses for spawn. Are these to negate the penalties the ordinary spawn incurred from Create Spawn, or is it a bonus to the base stats of a wight/vampire spawn?

Thanks.

Oh Great Cthulhu,

I am ecstatic that you approve of the product.

Perhaps we might be slain last when you awaken.

Regarding the create spawn blood talent. The base wight statistics used have 4 HD, and the blood noble can control 2 Hit Dice worth of spawn per class level. That equates to one 4 HD spawn per two class levels. So, a 2nd level blood noble can control one spawn, a 4th level, can control two, and so on (6th level = 3 spawn, 8th = 4, 10th = 5, 12th = 6, 14th =7, 16th = 8, 18th = 9, and 20th = 10).

The greater spawn blood talent does indeed offset the initial penalties spawn gain (from the base wight statistics) of –2 penalty to attack rolls, saves, ability checks, and skill checks, as well as –2 hp per HD. However, greater spawn can be selected multiple times. Each time after the first, it would be bonuses to the base wight stats. So, if it is selected three times, then all spawn get a total of +4 to attack rolls, saves, ability checks, and skill checks and +4 hp per HD.

Does that make sense?

Regarding the nonlethal damage, that appears to be an oversight. Vampires are intended to not be subject to nonlethal damage.


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Wraithguard wrote:

I finished this a day or so ago. Wonderful read with amazing crunch though it did leave me with one question.

The Vanguard blood Curse that triggers off wooden piercing weapons; are we talking about the iconic wooden stake, or a more broad categorization of wooden piercing weapons?

My guess would be unless the "business end" of the weapon is specifically wood, it wouldn't trigger it; so no bolts, arrows, or longspears unless they were specifically made with this curse in mind.

Wraithguard,

I’m glad to hear you liked the crunch as much as the fluff!

Regarding the vanguard’s curse, what qualifies as a “wooden” weapon is purposefully left just a little bit vague as it is not something always clearly defined within the core rules. I think we are in agreement on how we’d personally handle it, but some GMs may vary in thought processes and style. I’d just recommend that it all gets clearly figured out and communicated to the vampires as early as possible.

The iconic wooden stake being pummeled into a vampire’s heart would certainly qualify, but there aren’t clear weapon statistics for wooden stakes outside of the heartstake bolts dhampir equipment. Also, it doesn’t make a lot of logical sense that a wooden stake would work, but a lance or crossbow bolt made completely of wood wouldn’t work.

Then, naturally, there are some gray areas. Like, a shortspear with a metal tip probably wouldn’t count, but one that is basically just a quarterstaff with a sharpened wooden tip probably should. An arrow or bolt with a metal tip probably wouldn’t count, but as you say, one could easily be specifically crafted for this purpose.

Likewise, if the vampire is helpless, I’d personally let just about any sharpened piece of wood plus a mallet work.


Thanks for the swift reply!

I see I had misread the HD cap as 1 per level instead of 2 per level. But I can hardly be faulted while trying to read Vampire, Aberrations, and Dopplegangers all in one go!


Great Cthulhu wrote:

Thanks for the swift reply!

I see I had misread the HD cap as 1 per level instead of 2 per level. But I can hardly be faulted while trying to read Vampire, Aberrations, and Dopplegangers all in one go!

Not a problem!


Sounds good Stephen.

Leaving enough room for a GM to determine the fine details is a good call. Also saves on a lot of room to explain it all as well.


For the Warlock Talents Empowered Blood and Quickened Blood what exactly does 'this is subject to the same caster level restrictions as the feat' mean? Spell-like abilities don't have any spell slots to expend of any level so I'm rather mystified by how this is supposed to work.


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Great Cthulhu wrote:
For the Warlock Talents Empowered Blood and Quickened Blood what exactly does 'this is subject to the same caster level restrictions as the feat' mean? Spell-like abilities don't have any spell slots to expend of any level so I'm rather mystified by how this is supposed to work.

While I don't have this product yet, from your wording, I'd imagine they mean Empower Spell-Like Ability and Quicken Spell-Like Ability.


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Luthorne wrote:
Great Cthulhu wrote:
For the Warlock Talents Empowered Blood and Quickened Blood what exactly does 'this is subject to the same caster level restrictions as the feat' mean? Spell-like abilities don't have any spell slots to expend of any level so I'm rather mystified by how this is supposed to work.
While I don't have this product yet, from your wording, I'd imagine they mean Empower Spell-Like Ability and Quicken Spell-Like Ability.

Luthorne is correct. It is referring to the Empower and Quicken Spell-Like Ability feats, which have caster level prerequisites. So, for example, you must be 10th level to quicken a 1st level SLA, or 14th level to empower a 5th level SLA.


Thanks to you both!


p 14: Under Natural Attack: "A vampire can choose deal Constitution damage but not hit point damage when drinking the blood of a helpless or willing creature." Missing "to".


Question:

On Undead Mind and Undead Resilience how long does the "function as" last?


SilvercatMoonpaw wrote:
p 14: Under Natural Attack: "A vampire can choose deal Constitution damage but not hit point damage when drinking the blood of a helpless or willing creature." Missing "to".

It is in fact missing a "to", and thank you for catching it! =)


SilvercatMoonpaw wrote:

Question:

On Undead Mind and Undead Resilience how long does the "function as" last?

There is no duration. Essentially, it functions for a single saving throw, and does not necessarily end an ongoing effect.

For example, with Undead Resilience, if a vampire is not immune to disease and has contracted devil chills, they could use it to automatically succeed on the daily saving throw against the disease, but would still need to pass three consecutive saves to cure it.

If they are immune to the base effects (likely due to the blood noble class), you can instead automatically succeed on Fortitude saving throws. For example, it could downgrade damage from a disintegrate spell.

Does that make sense?


I'm seeing a lot of old Vampire the Masquerade in the description. Was that part of the inspiration for the various families?


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stormcrow27 wrote:
I'm seeing a lot of old Vampire the Masquerade in the description. Was that part of the inspiration for the various families?

I am pretty sure the writer played Vampire: The Masquerade and think a few of the families bear varying resemblance to some of the clans. However, there are distinct differences and divergences with no direct analogue. Additionally, I think it is fair to say that both are probably drawing from the same source materials, which can cause a lot of superficial similarities. For example, the nosferatu concept probably dates to the 1922 film, which in turn was an (unauthorized) adaptation of Bram Stoker's Dracula.

Likewise, vampire lineage functions very differently than in VtM. Specifically, a vampire isn't shaped solely by their "parent", and instead has their blood influenced by other vampires they associate with.

So you can be a warlock-sovereign, an inspired-nosferatu, or a shade-nightcaller-vanguard. There's more than 80 different abilities available through the paragon class, and the more families you claim, the more versatility you have. However, you get limited on accessing abilities the more families you possess, and also suffer some social penalties in the vampire society. The book details a lot of these mingled lineages, providing some additional information on 14 (IIRC) to serve as examples.


This looks cool. Any chance there will be a print version?


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Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine, posted here, on OBS, etc.


You seem to really like this one, End. I assume that the closest one can get to a WoD Tzimisce vampire is a Strigoi?


Bill Redford wrote:
This looks cool. Any chance there will be a print version?

Maybe! Though I'd wager not in the near-term future.

However, since it has been really well-received, it is possible we could do an expansion with a print-on-demand option (probably though Kickstarter).


Endzeitgeist wrote:
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine, posted here, on OBS, etc.

Thank you (as always) for your review, sir! I am really happy you enjoyed it!


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Eric Hinkle wrote:
You seem to really like this one, End. I assume that the closest one can get to a WoD Tzimisce vampire is a Strigoi?

If I may interject, I think there are a few possible routes to go in order to get something Tzimisce-like. I think it would work best as one of the mingled lineages. Essentially, a lesser family focused on body modification and transmutation.

A nosferatu-warlock mingled lineage seems like the most appropriate thematic fit, potentially with inspired, sovereign, or vanguard thrown in depending on if you want to approach it from a religious, aristocratic, or warrior angle. Then, you can use warlock blood magic to take a bunch of polymorph spell-like abilities.


Stephen Rowe wrote:
Bill Redford wrote:
This looks cool. Any chance there will be a print version?

Maybe! Though I'd wager not in the near-term future.

However, since it has been really well-received, it is possible we could do an expansion with a print-on-demand option (probably though Kickstarter).

Cool. I would be in for that kickstarter, I backed "In the Company of Dragons" and it looks like a very high quality book.

An expanded book on vampires is something I would definitely use... As well as an "In the company of Lycanthropes... " :)


Bill Redford wrote:

Cool. I would be in for that kickstarter, I backed "In the Company of Dragons" and it looks like a very high quality book.

An expanded book on vampires is something I would definitely use... As well as an "In the company of Lycanthropes... " :)

Yeah, I'd be up for an expanded book! :)


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@Eric: Nosferatur warlord would be the closest approximation...but yeah, Tzimisce is one of the clans that imho would really benefit from an expansion. You know, with grafts and stuff.

And yeah, KS'd hardcover for the full VtM-line? Sounds pretty amazing...


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For people interested in yet more vampire content, keep an eye out for the 10 Vampire Items book coming out soon. I tossed in some additional rules for using blood magic to craft magic items, and some true secret lore the elders don't want you to see.

If or when we pursue an expanded book (which I am all about doing), I'll make sure to take these comments/ideas (and any others you all might have) into account. I'm a big geek for this subject matter, and would love to work on a much larger project along these lines. I'll talk to my boss, and see if we can make something happen.

Personally, this is what pops into my brain as far as ideas for more content:

*Expanded lore for each family and mingled family.

*A few new "rare" families, with maybe a lost or "extinct" family. Plus, expanded content for each of the mingled lineages featured in the book. Then, a corresponding expansion of the paragon class with new blood talents. Maybe a few blended talents for each of the secondary families representing their unique abilities.

*An archetype per family (or even per mingled family) that fits with their specific themes and ties into the paragon class.

*Maybe a few plug-and-play setting staples, like a few NPCs (an elder and a young vampire) from each family, or even a major city's worth of vampires so the interwoven politics can be covered better.

*Covering some unique options for non-humanoid moroi.

Any other ideas folks would like to see incorporated into an expanded volume?


Has anyone tried to figure out the approximate Race Points of the Modified Undead type?


My review got cut off:

My second, minor complaint, the second reason I’m asking for an expansion, would be the curious absence of occult adventure or horror adventure support: Vampires and madness (the weight of years), occultists and mesmerists…these books seem to be natural fits and the pdf doesn’t offer anything in that regard. Now, let it be known: The bang for buck ratio is excellent here. Similarly, vampires depicted herein will not unbalance campaigns wherein not all PCs are vampires, which is a HUGE plus, as far as I’m concerned – this is very easily usable. Still, this book did leave me wanting more, probably courtesy to my own long-term attachment to VtM’s lore. In the end, my final verdict will hence clock in at 5 stars for this book – and since I am a vampire fanboy, I will also add my seal of approval to this book, in spite of my nagging feeling that there ought to be more. If you do not share my love for VtM, you should mentally take away the seal.

Thanks to Dave Bruno for letting me know! :D

Cheers!

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