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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Not perfect, but not a fail or a bad book.

4/5

I enjoyed the Blood of the Night book, I feel that it was well written and had some nice things for Dhampires (and even for vampire PCs if anyone ever allows them). The hunger rules while suited for vampire PCs, could be used to make some interesting stronger/weaker ghouls without a template or a huge amount of work. I feel that this book would have been right at home in a Van Richten's guide era Ravenloft source book.

That being said, the vampire rules, while nice, are not something I'd use in my games for PCs. I like the expanded Dhampire section as well as the new magic items and vampire hunter feats.

If you're a DM/or a player in a vampire hunting focused game, this book would be great to have, but for a standard game, unless you know your DM is going to drop some vampires on you, or you want to have a great angst back story for your Dhampire character, there's not a ton of reasons to pick it up. However, since I am getting it as part of my subscription, I'm not disappointed with it at all.

Final thoughts, if you're trying to talk a DM into letting you keep running your character after you get turned into a vampire, get this for him. Or if you have an interesting idea for a campaign built around a few vampire PCs, grab it, you won't go wrong.


Excellent with a few Problems

4/5

Blood of the Night is a great book on vampires and well worth the price for vampire fans. The art is stellar and the content is excellent, the rules for Hunger are invaluable and I love the different Dhampir heritages and traits. There's also plenty of good stuff for vampires and hunters alike.

I knocked a star off, however, for the two main issues of the book. First, the book is trying to do three things at once: Vampires, Dhampirs and Vampire Hunters. As such, each subject comes off a bit watered down, the section on Vampires as PCs doesn't really offer solutions to the issues with playing such characters and the Dhampir section is not as in depth as the material in either Blood of Fiends or Blood of Angels. While what is there is excellent, it does feel a bit unsatisfying. A whole book could have been devoted to all three topics (and I would have bought all three too but then I'm a long time vampire fan).

Second, this book isn't like the other two 'Blood of' books. While any Dhampir player will appreciate the background sections on their vampiric parents, a bit of this material feels more useful to DMs than players.


Epic Fail

1/5

This book should have been done as two books. One, in the Monsters Revisited line of books for the Vampires. And the other in the Blood of series. I feel like the dhampir seriously lost out in this book. Compared to the other two Blood of books this was a major let down. In the future I hope that Paizo keeps the Blood of books limited to one playable race at a time, and leave the monsters and templates in the bestiary or ecology books.


Kind of a "Meh" product.

2/5

Compared to either Blood of Angels or Blood of Fiends this book comes off flat. Unlike the others being the Golarian specific guide to there races, Blood of the Night reads like a Pathfinder version of Vampire the Masquerade, and if I wanted to play a Medieval Fantasy version of Vampire, I'd play Dark Ages: Vampire. The book I wanted was the Dhampir version of the treatment Tieflings and Aasimar got, and the Dhampir race gets exactly 4 pages, while 2 pages are taken up by large art pieces with 3 feats weirdly shoehorned in on top of the art.

But the production values are awesome, and the new layout and design is incredible. The new 'Roles' section is from my prospective one of the highlights of the layout change, bringing a little guidance on how to build a character that fits the setting, giving a nice springboard to people that are stuck on building there next character.

All in all this book comes across as a 'skip' to me, which is a shame as the other Blood books were some of my favorite companions thus far. Hopefully this book isn't a sign of things to come.


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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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