Pathfinder Player Companion: Blood of the Night (PFRPG)

2.70/5 (based on 18 ratings)
Pathfinder Player Companion: Blood of the Night (PFRPG)
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Inherit the night and reclaim the power that is rightfully yours! Fight off the vampiric hordes that threaten the safety of humanity, or join their undead ranks in your pursuit of unholy strength. Will you vanquish the blood-sucking villains that seek to rule the streets beneath the cover of darkness? Or will your undead heritage prove that you are more monster than mortal? While others sleep, you find renewed vigor beneath the starlit sky, and whether you seek the blood of the living or the dead, one thing remains certain: the hunt is on.

Blood of the Night contains everything a player needs to play a vampire, a dhampir, or a hunter of these foul beings. Every Pathfinder Player Companion includes new options and tools for every Pathfinder RPG player. These are just some of the features you’ll find inside this book:

  • A thorough dissection of vampirekind, including tactics for encountering these undead fiends and properly sending them back to the grave.
  • Advice and guidelines on playing vampire characters in a vampire-focused campaign, as well as new traits for every type of vampire.
  • Traits and alternate heritages for dhampirs—the half-undead, half-mortal progeny of vampires.
  • New feats, equipment, and spells to vanquish undead foes and compel the living to submit to your sanguine will.
  • A new rule system capturing the hunger of vampire characters, who must sup on the living in order to survive.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can easily be incorporated into any fantasy world.

Written by Tork Shaw.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-470-2

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Average product rating:

2.70/5 (based on 18 ratings)

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Very little material for players

2/5

As others have stated, this book is very low on material for actual players. Let me run down the pages:

2 pages overview on vampires plus 2 pages for the four vampire subtypes, for a total of 10 pages. I admit that the four vampire subtypes *are* interesting, and I like them a lot, but they're completely and utterly useless for players, other than as some world fluff.

2 pages on how to include vampire characters in a campaign, which essentially boils down to, either play an all-vampire campaign, or use dhampirs instead. ("With the exception of using dhampirs, there is no easy way to include vampire characters in a campaign with normal humanoid PCs and maintain a balanced level of power between the characters." "If a player wants to play a vampire-like character, choosing a dhampir is the best way to do so and still maintain a reasonable level of power balance compared to the other PCs.") So, unless your entire group is keen on playing vampires, tough noogies.

2 pages spent on three vampire feats (transform into wolf, swarm or mist).

1 page spent on dhampir fluff, 1 page spent on two dhampir roles and two dhampir traits.

2 pages spent on four dhampir subraces, these are very much in the vein of aasimar/tiefling subraces in their respective Companions. In my personal opinion, this two-page spread is the only worthwhile material in the entire Companion for players. This is some genuinely useful crunch for dhampirs. Sadly, this is pretty much the *only* genuinely useful crunch for dhampirs.

2 pages on undead (essentially vampire) hunger, and withdrawal effects.

2 pages on Golarion-specific fluff for the four vampire races (note, again, for the *vampire* races, and not a word about dhampirs. If you want to know Golarion-specific info on any of the four dhampir subraces, it's about one sentence each on the dhamp subraces two-page spread.

2 pages on vampire hunter builds.

2 pages on feats -- five for vampire slayers and four for vampires. If you wanted any dhampir-specific feats, one of the slayer feats is for dhamps only (you can be healed by positive channel energy).

1 page on 6 spells, 1 page on 6 magic items.

The rest is overhead and general table of contents, next month stuff.

For players, at *best*, I think there's about six pages of genuinely useful stuff. The dhampir subtypes, the feats, the spells and the magic items. The builds spread contains no real new information.

If you want this book because you want to play a dhampir, just get the stats for the four dhampir subraces from somewhere and you're done. I really can't recommend buying this whole thing if all you're interested in is new dhampir options.

Get this book if you want a whole bunch of vampire fluff that you probably will never use as a player. Why is this in the Player Companion line? If this is the book they wanted to write, it should've just been Vampires Revisited in the Campaign Setting line.

I would've given the book a one-star rating, for being a Player Companion that's pretty much useless for players, but two things are enough to bump it (just barely) up to two stars. First is the two-page spread on dhampir subraces. The only useful part of the entire book, and it *is* admittedly great, great enough to IMO carry the whole book. And the second thing is, I really like the artwork. The art is great.

That's about it.


A complete waste of money.


This book had so much potential but instead all we received was material most of us (as players) don't ever bother using. We had hoped for A LOT of feats for Dhampir and Vampire Slayers, sample stat blocks for both Dhampir and Vampire Slayer NPC's in general, or even a new vampire monster stat block (aka a new strain). Instead, we get a butt load of wasted space, a ton of artwork that serves no other purpose other than to make you go "oh" and "awe" for a few seconds, and a amount of useful material so utterly and COMPLETELY LIMITED that it's sad (if not down right sickening). We didn't even receive an updated Vampire Hunter archetype or a Vampire Hunter prestige class. This book is a waste of space, a waste of money, and the developer should be ASHAMED with himself. When the ARTISTS put more EFFORT into a Tabletop RPG Manual than the actual material makers then you KNOW something's wrong with the company you once admired and adored. Either way, DON'T WASTE YOUR MONEY ON THIS BOOK. It's not even worth the shipping fee let alone the full price.


Blank space

1/5

So much blank space inside this book.


Disappointing

2/5

I will try not to rehash anything already said too much. As much of the good and bad has already been mentioned. Simply, this is the first time a Pathfinder product made me want my money back. I just don't have much use for the materials provided.
For GM purposes I fid it disappointing that I will still need to hunt down the templates for Nosferatu and Vetalas if I choose to use them.
Also for my PCs, archetypes would have been much more useful than suggested character builds.
The non-mechanics information was as always very good. However I feel like not much was added beyond Classic Horrors Revisited.
Both Blood of Heavens and Blood of Fiends were much better.


A great little book all about Vampires (and some other stuff)

5/5

There are a lot of reviews here that can tell you about the product in more detail, but seeing as how there are quite a few negative ones for a product I enjoyed, I thought I'd contribute.

Blood of the Night is what I would consider an essential guide to Vampires in Golarion. It's simple and clean, and doesn't add any more information than you need, making it a perfect companion to Pathfinder's many other products that have something to say about Vampires. My players love Vampires, and it will be really nice to finally have a product that will greatly improve my ability to run a fantastic game about Vampires, and it also give me the tools to allow my players to play as Vampires!

I was also happy to see even more information about Dhampires, because I am a big fan. I was sure that there was already plenty of information out there about the half-damned; with Blood of the Night's details about all four Vampires variants, it was nice to see Dhampire heritages tie into these newly presented details, instead of ignoring the potential for them.

The information about Vampire Hunters was quite lacking, to the point of being nonexistent, but I honestly purchased the product not knowing that it had anything to do with Vamp hunters, so I'm not saddened by this.

Blood of the Night is an excellent book about Golarion's Vampires, and if you are looking to purchase a book with even more info on them (as I was) you will be quite pleased.

If you are looking for a book exclusively about Dhampires, you will be disappointed, as it is not exclusively about Dhampires, and doesn't pretend to be. However, the extreme, dire-hard Dhampire lover would be remiss to not purchase this product, as it's Dhampire Heritages are excellent, and the rest of the book will really help flesh out your character's background.

For the player looking for a book on Vampire hunting, you should avoid this book at all costs, unless you want only a few feats, spells and items that assist in Vampire slaying, or are also looking for some background info and character building advice.

In conclusion, as a DM who only wanted a book about Vampires, I have to give Blood of the Night a full five stars for going above and beyond my expectations. BTW, have I mentioned how much I like the new layout? It is awesome. Keep it up Paizo!


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Foghammer wrote:
I don't think half-lycanthropes can exist because lycanthrope is a curse, not a bloodline. How is it that NO ONE ELSE has said this yet?

Vampirism isn't a bloodline either. In fact it even states in Blood of the Night that their organs are useless and dead and they do not reproduce biologically. Some dhampir probably get the "Blade" treatment, where they are created when a vampire feeds on a pregnant woman. Also magic, likely.

Were-creature blooded races would make sense in the same vein. Pregnant woman bitten by lycanthrope. Child partially infected. Half-curses, weird magic gone awry, sunspots, fickle whims of capricious Elder Gods, rule of cool, etc.


Lucent wrote:
Foghammer wrote:
I don't think half-lycanthropes can exist because lycanthrope is a curse, not a bloodline. How is it that NO ONE ELSE has said this yet?

Vampirism isn't a bloodline either. In fact it even states in Blood of the Night that their organs are useless and dead and they do not reproduce biologically. Some dhampir probably get the "Blade" treatment, where they are created when a vampire feeds on a pregnant woman. Also magic, likely.

Were-creature blooded races would make sense in the same vein. Pregnant woman bitten by lycanthrope. Child partially infected. Half-curses, weird magic gone awry, sunspots, fickle whims of capricious Elder Gods, rule of cool, etc.

Fair enough. I was looking at half-lycans in a vacuum, outside of the discussion of dhampir and unintentionally ignoring half of the conversation.

Looking at it in more detail now, as I often do when I'm corrected, I am surprised that I never noticed that vampirism isn't a condition that applies a template, it just is a template applied under certain circumstances. Lycanthrope, on the other hand, is curable. It is interesting just how the vampire template works: create spawn raises the victim from the dead, then changes the creature type to undead (augmented)... so it kills them again, kind of. The interesting thing about this is that casting resurrection on a vampire seems as if it would restore the vampire, not the being it was before the template, because resurrection does not remove templates, and the template is added to living creatures, so it appears to be recursive. A resurrected vampire loses its undead status and comes back to life, but then immediately becomes an undead again as the template kicks in...

Am I missing something, or is that right?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Well since we have spells that allow someone to (temporarily) gain undead traits, seems only fair that some undead wizard would do the opposite.


Anyone think that if the following stuff had been added this book wouldn't have been so limited (?):

New Vampire Strain (Strigoi):

Also called "Lunar Vampires"; these vampires are less physically strong than most other vampire strains and lack the negative energy drain ability that the Moroi strain possesses with their slam attack. In return however, they gain several potent abilities such as being able to use their dominate ability on any being they manage to use their blood drain on (this domination is particularly potent and lasts until the Strigoi is destroyed or the effect is dispelled via break enchantment or similar magic). Furthermore, they possess a particularly powerful form of regeneration that functions only when they (or their remains) are exposed to moonlight. Even if the a Strigoi is reduced to nothing but ash, if those ashes are exposed to moonlight the Strigoi can return to unlife. While they lack the sheer physical prowess of the Moroi they ironically are far more physical attractive (with the oldest Strigoi having flesh the color of perfect porcelain. Furthermore, a Strigoi's flesh becomes flushed after feeding and can easily pass for human in such a state.

New Monster Template: Vampire Lord:

Vampires of any strain who persist for centuries or even millennia eventually undergo a state of vampiric apotheosis, becoming a far more powerful (and malevolent) form of undead. These "Vampire Lords" each gain a set of general abilities (such as increased resistance to channeled energy) as well as a unique ability allowed only for vampires of their particular vampiric strain).

Racial Feats (Dhampir):

Lesser Bestial Transformation
The Dhampir gains the ability to transform into a specific animal form for a limited amount of time.

Lesser Swarm Form
The Dhampir gains the ability to transform into a specific swarm form for a limited amount of time.

Lesser Gaseous Form
The Dhampir gains the ability to transform into a gaseous form for a limited amount of time.

Revised Inquisitor Archetype (Vampire Hunter):

Undead Lore (Ex): A vampire hunter adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of undead creatures. Furthermore, she may always take 10 on Knowledge checks regarding the undead, even when rushed or threatened. This ability replaces monster lore.

Hunter of the Dead (Ex): A vampire hunter receives a bonus equal to 1/2 her inquisitor class level on all Perception, Intimidate, and Sense Motive checks against undead creatures. This ability replaces stern gaze.

Detect Undead (Sp): At 2nd level, a vampire hunter can use detect undead at will. This ability replaces detect alignment.

Sun Strike (Su): At 5th level, a vampire hunter can infuse a single weapon she wields with the searing light of the sun as a swift action for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. While a weapon is infused with the sun, it deals +3d6 points of damage to any creature that is susceptible or vulnerable to sunlight, including many types of undead (particularly spectres, vampires, and wraiths). This additional damage also applies to oozes and fungus-based monsters. A weapon infused with sun strike sheds illumination as if it were a sunrod. This ability replaces discern lies.

Death Dodger (Ex):At 6th level, a Vampire Hunter dodge bonus equal to 1/3 her Inquisitor class level (minimum 1) against undead. This ability replaces the bonus inquisitor teamwork feat gained at 6th level.

Sealed Life (Su): At 9th level, a vampire hunter gains a bonus equal to 1/3 her Inquisitor class level (minimum 1) on saves against all death effects (both magical and mundane). This ability replaces the bonus inquisitor teamwork feat gained at 9th level.

Positive Energy Burst (Su): At 14th level, once per day a vampire hunter can unleash a 60-foot burst of positive energy as a standard action. Any undead within the burst must make a Reflex save (10 + ½ the Vampire Hunter’s level + the vampire hunter’s charisma modifier) or take 1d6 points of damage per two levels of the Vampire Hunter. A Reflex save halves this damage and negates the blindness. This ability replaces exploit weakness.

Spurn Death’s Embrace (Su): At 17th level, a vampire hunter becomes immune to an undead’s create spawn ability (she instead treats her death as normal and can be raised or resurrected via regular means). Furthermore, this ability even prevents the vampire hunter’s corpse from being animated as an undead (via arcane or divine magic). This ability replaces slayer.

True Death (Su): At 20th level, any undead with the rejuvenation supernatural ability that is slain by the vampire hunter is reduced to burnt ash and is truly destroyed (it will never return to haunt the world or the Planes again). In the case of a Lich, the phylactery itself is automatically destroyed (no matter what spells are upon it). This ability replaces true judgment.

New Vampire Hunting Tools:

Ammunition (Firearms): Pellets, Silver
These pellets are fashioned from alchemical silver and allow gunslingers to take out entire groups of lycanthropes or vampires.

Ammunition (Firearms): Bullet, Hardwood
These custom made hardwood bullets with lead cores force vampires hit by them to make a save or be rendered helpless for 1 round.

Sample Vampire Hunters (Arcane Slayers):

Adrian Draclau
Male Dhampir Magus (Myrmidarch) 12

Sample Vampire Hunters (Cunning Slayers):

Agatha Burnback
Female Human (Mwangi) Rogue (Investigator) 3/Bard (Detective) 9

Abraden Hellsinger
Male Human (Chelexian) Alchemist (Crypt Breaker) 5/Fighter (Lore Warden) 7

Sample Vampire Hunters (Divine Slayers):

Darlia Azurecloak
Female Dhampir Inquisitor (Kinslayer) 12 of Pharasma

Father Corvin
Male Human (Taldan) Cleric (Divine Strategist) 12 of Pharasma

Sophia Delmont
Female Human (Ulfen) Inquisitor (Vampire Hunter) 12 Iomedae

Reinhart Magnus
Male Human (Uflen) Paladin (Holy Gun) 12 Iomedae

Millianna
Female Aasimar Paladin (Undead Scourge) 12 Iomedae

Sample Vampire Hunters (Martial Slayers):

Artorius Helmwood
Male Human (Taldan) Fighter (Mobile Fighter) 6/Cavalier (Strategist) 6


Your stuff is too powerful, specifically Dhampir Racial feats and the Vamp hunter, although the book SHOULD have included a revised vampire hunter archetype for the inquisitor (one that is compatible with kinslayer so you could take both archetypes) and a Vamp slayer prestige for non inquisitors would have been nice too.


This hopefully isn't too OT, but in books four and five of Way of the Wicked from Fire Mountain Games (which can be found right here on Paizo) there are a pair of very well done articles covering how to have a PC become a vampire and stay a PC (though adnmittedly WotW is a rather odd campaign). It takes five feats to do it (and only one to become a lich), which might be a bit much for some folks.

It also has some more feats, spells, and magic items for anyone who wants to get into more vampire action in their game.


Hey guys! Okay, I apologize for the hijacking attempt, but I think you all would enjoy checking out this kickstarter. Bite Me! The Gaming Guide To Lycanthropes contains themes similar to Blood of the Night, helping to create a more dynamic (and possibly more terrify) adventures for you and fellow players.

http://www.kickstarter.com/projects/962794554/bite-me-the-gaming-guide-to-l ycanthropes

I am personal friends with Dawson Kriska and his creativity is amazing. Backed by Christina Stiles, I bet you'll be impressed. This book contains all new ways to create ANY type of lycanthropes, along with plenty of other additional materials and creativity. I've been playing Pathfinder since the original Pathfinder CRB Beta and if I'm going to bump any project on Kickstarter, this would be it.


Steven Constant wrote:

Hey guys! Okay, I apologize for the hijacking attempt, but I think you all would enjoy checking out this kickstarter. Bite Me! The Gaming Guide To Lycanthropes contains themes similar to Blood of the Night, helping to create a more dynamic (and possibly more terrify) adventures for you and fellow players.

Link

I am personal friends with Dawson Kriska and his creativity is amazing. Backed by Christina Stiles, I bet you'll be impressed. This book contains all new ways to create ANY type of lycanthropes, along with plenty of other additional materials and creativity. I've been playing Pathfinder since the original Pathfinder CRB Beta and if I'm going to bump any project on Kickstarter, this would be it.

Made a Link

Dark Archive

I know I'm having this discussion in another thread but I just want to canvas opinion from the "vampire lobby" :-)

What abilities (i.e. those things described in its template) do you think a vampire loses when it changes shape into a wolf or a bat (according to the rules, any based on "form")?

(Note, BTW, that it doesn't get a bat's blindsense, so we have to assume that Darkvision (which is anyway based on type) is *not* lost).

Richard

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