Fang & Fury

JoeGKushner

Adventurer
Fang & Fury is a textbook example of how to do a good splatbook. Broken up into eight chapters, the book provides the reader with all they need to add the Vampire Scion to the campaign.

Chapter One introduces the Vampire Scion, an undead creature with a semblance of life to it. In the process of becoming a Vampire Scion, they lose most of their organs and must live on a liquid diet and eating actually causes them pain. They still have hearts for example but are infused with negative energy which they replenish by drinking blood.

Many of the traditional weaknesses of the vampire are given to the Scions to make them a lower powered ECL race in order to play them at lower levels. They have issues with mirrors, running water, garlic, entering homes and almost all of the other goodies from vampire lore. In exchange they get some modest stat bonuses, are undead with d12 hit dice, get a claw attack, a blood drain that doesn't deal Constitution damage, but hit point damage, healing the Scion on a one per one basis, and some other little abilities. For example, a +4 to turn resistance and the ability to heal other vampires. All of this brings them up to a CR of +1 and an ECL of +2.

Now because this isn't a class book, there is a lot of information on how to best play a Vampire Scion in different ways. For example, there are types. The different types, from righteous avenger to willing monster are covered with brief role playing notes. Those who already know how they want to play their character will enjoy the look over how a Vampire Scion fits into the traditional classes. I found it strange that they covered the NPC classes from the DMG, but didn't cover their own classes, like the Avatar, Assassin, Witch and Shaman, at least in a side bar.

Those who want something different can look over the alternative racial concepts. How about Psychic Vampires or Blood Symbiotes? The latter remind me a little of the Vampires from the Necroscope series in that the blood itself is a living thing. Each racial variant has slight changes to the racial template.

For the GM, there is a Vampire Campaign Options. These fall under wide subheadings like Slayers, where the party are normal people who take on vampires and other supernatural beings to Hunt for a Cure, where the players look for relief from their disease. It's an interesting idea, but I think more information on integrating the Vampire Scions into a standard campaign would've been another step in the right direction.

Now for those who aren't happy with just a template, they'll want to look over the Feats section. These feats are mainly for Vampire characters but a few have general use. They didn't label the feats as such so when you see General, it doesn't mean general. Some of the feats enable you to feed off of animals and gain the full benefit as opposed to a weaker one while others let you drain different 'humours', the old medical theory from the middle ages. These feats help insure that no two vamprie scions are every alike and players will be able to focus on anything from combat via Empowered Natural Weapons or Improved Natural Weapons, to being shadowy beings using Forgettable and Gaseous Form.

Now for those who want more customization, Chapter Four, Prestige Classes has you covered. For some reason, when the race required is Vampire, they still list the hit dice as something other than d12. Take the Black Abbot, a cleric who raises the undead. They get a d8 but have a racial requirement of Vampire. I can understand why you'd want to leave the hit dice as a standard for a PrC that didn't have a Vampire requirement, but it you have to be undead to take the PrC, the hit die should automatically be d12.

Other PrCs include: Foundling, Vampiric Elves that serve the Unseelie Court, Masqued Player, vampire artists who play different roles with as they go through life, Nighthawks, masters of stealth and hidden movement, Rag Man, undead remains of those dead by suicide, Regent, powerful undead leaders, Reveler, vampires who hunt down and kill other vampires for their blood, Scourge, those who hunt the vampire hunters,and Vampire Mage, mages who seek a higher spellcasting ability. There's a lot of variety here and cooped with the feats, insure that players have a lot of variety to chose from.

Chapter Five, Creatures, introduces the following: Blood Puppet template, creatures that accept a blood gift form a vampire gain special abilities, Daywalker template, half vampires (Blade anyone?), Gore Golem, a blood construct, and the Unseelie, or Dark Fey, withGremlines, Glaistig, Nuckelavee, Redcap and Sluagh. Perhaps most impressive though is the Vampiric Dragon Template. Not as concerned with the balance issues or playability at lower levels, these beings get more abilities despite having the same weaknesses. The Vampiric Thrall, a vampiric servant, and finally, Vermin, including Giant Corpseworm and Giant Mosquito. The monsters usually fall into the variant or servant category and should add some non-standard encounters to any graveward stroll.

Chapter Six takes a different route, going The Gods and Their Servants, providing some overviews of the different gods that Vampires can worship. This ranges from the savage Beast to the deities of the Great House, a pantheon of Gods with different spheres of vampiric influence. It's a short section but it you don't have a Vampire pantheon and want one if your campaign, this has you covered.

Chapter Seven returns to the crunch with new spells and magic items. The spells are first broken up into class lists by level by alphabetical order. Spells from from 0 to 9th level, so there's a good mix of material ranging from Blood Spy, using drained blood from a creature to spy upon it, to False Dawn, where you radiate sunlight. New Domains include Blood, Greed and Mania. Most of the spells are going to be used by Vampires and undead but some of them would be of use to anyone.

Chapter Eight, the closing chapter, leaves us with new items like Embalming Fluid, the dangerous Armor of a Thousand Teeth and Ruszh-Sizral, a bastard sword that works against shapeshifters. Those looking form ore powerful fare have the Black Coach, a powerful vehicle that is sealed against daylight and can move along the plan of Shadow. The First Drops of the Beast allow the user to summon forth a powerful solar from the blood of the old gods. The Dusk Crown is a legendary item whose true powers aren't known, kind of like the Prize from the Highlander series.

The book closes off with a listing of Standard NPCs that have had the template applied to them ranging from standard Fighters to Clerics to Aristrocrats.

Front and back interior covers are used. The book is laid out in standard two column format. Editing is solid and the writing flows easily. The art is done by some of the industry's top professionals and gives the book the standard Green Ronin polish as one of the better illustrated books in the market.

About the only thing the book doesn't do is work with the other Green Ronin books. There are no Character Sheet Folio extras and no notes on how you'd use this class in say, Freeport. Other than that, the book covers pretty much all the bases. Personaly, I found that some of the material was too much a nod to movies or television and would've rather seen more focus on this material. Daywalker? Slayers? Dusk Crown? Skip.

Jim Bishop takes a little from movies, television and other RPGs and wraps it up into the d20 system for players and GMs to mix and match what they want.
 

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Vampire enemies are a staple of fantasy adventure, but the standard race is too powerful for Player Character use in most d20 campaigns. Fang & Fury presents a new race, the vampire scion, which is balanced for play with conventional PC races. These mysterious creatures have their own history, traditions, and paths to power; and though individuals can come to rival the power of elder vampires, they are always vulnerable to the touch of the sun, or the attack of a holy warrior. Fang & Fury includes:

The vampire scion template, expanded rules for vampiric strengths and weaknesses, and vampire campaign options
Alternate racial concepts, such as the natural vampire and psychic vampire
Over 30 new feats, including Drain Spinal Fluid and Hypnotic Voice
9 new prestige classes, such as the Black Abbot, Masqued Player, and Vampire Mage
A dozen new creatures: allies and minions of the vampire lords
Two sample vampire religions
Over a dozen new spells and three new domains (Blood, Greed, and Mania)
New equipment, magic items, and artifacts
Ready-to-use vampire scion NPC stats in handy table form
This definitive vampire sourcebook is the perfect accessory to add these bloodthirsty creatures to any d20 campaign. It's time to feed!
 

The Races of Renown series from Green Ronin presents Fang & Fury for their Vampire race book offering.

If the 80-paged book seems slim when it’s on the shelf then pick it up and flick through the pages. The text size is small and the density good. Green Ronin really are giving you value for money on the word-per-cent count. Fang & Fury is marked at US $16.95. The only place where the text size is different is at the very back of the book for the appendixes where it is smaller still.

The artwork is excellent. The opportunity to draw sexy vampire babes was not missed. Its pretty book in strictly layout terms too. The shade boarded tables for facts and figures work especially well. There’s no index page, the appendixes carry on to the back inside cover, but the contents page is right at the front and will put you to the right chapter at least.

It’s a book about vampires. Dungeons and Dragons vampires at that. Fang & Fury tries to put forward rules for every possible vampire myth, strength and weakness that you can think of. It does this while wrapping the bundle in a typical D&D mythos. Vampires have a connection to the Negative Plane but it’s not as strong as it might be, the effects of the positive energy, of life, create the burning desire to feed. Rather ironic that. Where possible the D&D cosmology is used to explain the science behind the myths. Vampires repelled by church bells react in the way they do because of vibrations they carry from the Positive Energy Plane.

Author and BioWare designer, Jim Bishop, knows his stuff and shares a point of view with me (notice how I slyly link the two!). The standard rules for vampires aren’t much fun. Either the player party is equipped to deal with the vampire menace and do so with relative ease or they’re caught by surprise and are lucky if they’re not completely slaughtered. Neither scenario is particularly entertaining. The standard vampire is also way too powerful to be used as PC race unless you’re willing to do an entire vampire campaign. The answer to both is a new type of vampire, the Vampire Scion, the Scion for common use. These are the vampires talked about by the book and they’re the ones who’ll shudder at church bells, gain resist fire by drinking from a fire dragon (the subtype) or die if fully immersed in running water.

The Vampire Scion is introduced as a fully-fledged race with strong player character potential. Fang & Fury runs through possible alignment combinations and discusses the likely vampire match; the Lawful Neutral scion ("Punisher") believe they must only feed on those who violate universal or social law. On the other end of the scale, the Chaotic Evil ("Beast") Scions are some of the most destructive creatures known. There’s an inherent problem for young would-be adventuring Scions since they’re unlikely to risk straying too far from their graves but the class still represents the best solution for a GM wanting to include a vampire PC in a mixed party. The same chapter goes on to look at a few class rules for the Scion. A paladin who is turned into a Scion will awaken as a fallen paladin. The Scion is, of course, a template race, and the book gives this to us.

Then, in Chapter Two, we look at core classes and the Scion. Huh? Again? The first chapter looks at a few of the core classes and points out special rules that apply if that class ends up turning in a Scion. The second chapter runs through all the core classes and npc classes and talks about how they might be played as a Scion, it repeats the special class rules again. It’s only a small overlap and it allows both chapters to be complete.

Ever since the great Hammer & Helm in the Races of Renown did so well in presenting alternative racial concepts I’ve expected the series to continue doing so. Fang & Fury does pretty well on this respect, perhaps it’s the vampire’s blood that’s undead and the PC can enjoy roleplaying one personality and the invading blood entity. Why must vampires be undead? Consider the Natural Hunter. In this instance a vampire wouldn’t be a template and so we’re given a full stat entry for a typical Natural Vampire. If vampires are driven by negative energy alone then they’d be psychic vampires and might have a different set of powers; sense living, for example. The book briefly considers some vampire campaign options and isn’t too prim and proper not to push forward the Slayer option.

New feats. Always new feats. Fang & Fury finds an out of the box success here in the ancient medicine of humours. Science once believed that the balance of four body liquids called humours determined health and personality. The book explains this in better detail. It’s something that many gamers will already know and I have fond memories of roleplaying this horribly wrong medicine in favour of what we know now. I like the feats that play off the humours here. Vampires can target and drain the different humours. "Drain Yellow Bile" is a feat. It’s going to seriously exhaust the victim. It’s an impressive feat. It’s great. There are several new pages of feat so if you’re not has caught up as me with the morbid pseudo-science then there’s still probably something for you.

There are plenty of prestige classes in the book. There are 18 pages of them, that’s nearly a quarter of the book. The Black Abbot is a career move for an evil cleric. The Foundling is a rather tragically abducted elf maiden turned vampire by the Unseelie Queen. The Masqued Player is a mad actor-cum-undead. The Nighthawk falls short of being a hopping Chinese styled vampire and perhaps can be described as a high-flying swashbuckling vampire instead. The Rag Man is an alternative origin prestige class and a suicide returned to life as a shambling vampire. The Regent is a vampire leader of men. The Reveler is a vampire who’s stolen strength by attacking and draining other vampires. The Scourge is the brave, or foolish, vampire who takes the fight too the Paladins and forces of light. The Vampire Mage is entirely without magic – no, only kidding – the Vampire Mage is a mage who’s found a way to study the arcane arts for longer.

There’s a bunch of new creatures – some with a vampire connection. The Unseelie are present in the book. There is mention of the Unseelie Queen creating vampires in the Foundling prestige class and then as a dark deity at the back of the book and so perhaps that justifies their inclusion here. There are also vampiric dragons. I know it’s a fantasy game but this is a bit of a stretch for me. Do the other dragons manage to eat their food without swallowing the blood? Perhaps the other dragons exist only off the fleshy parts of the cows, horses and foolish adventurers that they eat and don’t benefit from the blood at all. Perhaps vampire dragons have giant mouths but very small teeth that allow them to suck the blood from the neck of their prey. Hurm.

The book concludes by the numbers. There are new gods, nicely written up and illustrated with an icon. There’s a bizarre maths god called MHKH and although I freely admit that maths is evil, I think this must be an in-joke that I don’t get. There are pages of new spells. Overlapping the two are new Cleric domains. There’s new equipment, the sort of stuff that’ll interest either vampires or vampire slayers.

Many of the crunchy parts of the book are succinctly summarised in small text appendixes. In fact, Fangs & Fury is fairly crunchy. The vampire scions, the book’s innovation, are there to address a mechanics issue. It is a mechanics issue that once ironed out should open the game up to better and more entertaining roleplaying though. Although the book does have this crunchy overtone many of the new mechanics do support roleplaying opportunities because they’re there to let you exploit your favourite vampire shtick.

Chalk up another success for Races of Renown.

* This Fang & Fury review first sucked blood at GameWyrd.
 

Fang & Fury

Fang & Fury is part of Green Ronin's Races of Reknown series of books focusing on new race options for d20 System fantasy. In this case, the topic race is vampire, a race traditionally reserved for monsters and villains. Fang & Fury is written by Jim Bishop.

A First Look

Fang & Fury is an 80-page perfect-bound softcover book priced at $16.95. This is fairly typical for a book of this size and format.

The cover of the book is illustrated by WotC veteran illustrator Todd Lockwood. The cover depicts a pale skinned, white haired woman with exposed cleavage, trickles of blood coming from her mouth revealing her sinister nature.

The interior of the book is black and white, and features a strong selection of illustrators: Julian Allen, Andrew Baker, Storn Cook, Jennifer Meyer, and James Ryman.

The interior body text is modestly sized, and the leader space is moderately small, though the paragraphs are double spaced. The interior layout is clean and uncomplicated, with good, frequent use of art.

A Deeper Look

One of the central edifices of Fang & Fury - introduced in the first chapter of the book - is the vampire scion. The vampire scion is a much down-powered version of the vampire that lacks several characteristics of the core d20 System vampire. The vampire scion lacks the energy drain ability of a vampire, and the blood drain attack is changed from an attack that changes constitution to one that drains hp. Further, the vampire scion lacks many of the defensive characteristics of vampires, such as their rapid healing, damage reduction, and resistance to destruction via mundane methods.

The apparent thrust of these changes is to lower their effective character level (ECL) to +2 from +8, making them much more suitable as player characters if the GM is inclined to such a game. Some of these changes seem reasonable, as the d20 System core vampire is sort of a cobbled up version assembled from scraps of myth, literature, and film. However, the one loss that seems the most intolerable to me is the near total scrapping of the vampire's defensive abilities in making the scion. These changes, I feel, make the vampire too fundamentally different from what I would call a vampire.

The remainder of the chapter provides some (excellent) discussions of the physiology of the vampire, and variant rules for a number of vampire weaknesses and abilities. The vampire scion is so thoroughly worked into the substrate of the book that if you don't read closely, you may miss the fact that not only are many of these variant rules usable with existing vampires, some of them don't make much sense for use with vampire scions. For example, one rule discusses the vampire weakness of being staked through the heart in some detail; this "weakness" is not a special weakness at all for vampire scions, as they have no special abilities that allow them to come back when "destroyed" by mundane methods. Many comments of many vampire weakness apply to other d20 System vampires, though the book does not make this obvious and it takes a little deduction.

Another major difference between vampire scions and standard vampires is that they have an alignment designation of "often chaotic evil" instead of "always chaotic evil", with the caveat that they can never be good. The chapter has a discussion of vampire character personalities based on this convention.

The second chapter, Way of the Blood, expands on the first with further notes on both making individual and distinctive vampire characters and making conventions for vampires in the campaign. The beginning of the chapter returns to the books primary focus on its own variant, the scion, with character archetypes and discussions of various classes as vampires.

The chapter returns to more generally applicability in a section full of alternative racial concepts. This again is where the book shines with concepts that will baffle jaded veterans. Tires of the same old vampire? Try a vampire who is not, in itself undead, but a creature with undead, sentient blood. Or, try "natural" vampires that have few of the supernatural weakness of vampire. Or you can make vampirism an insidious disease. Each of these variants has both the logic behind the variation and rules for changing the vampire to accommodate the new concept.

The Way of the Blood chapter wraps up with some ideas for campaign models involving vampires. Though many of these ideas rely on the PCs being vampires, some of them (some of the more obvious and traditional ones) involve campaigns opposing vampires.

The book introduces feats primarily for use by vampires. Again, the scion is the fundamental unspoken assumption behind many of these, but some of them would be useful for other vampires. Some feats like Drain Black Bile and Drain Phlemic Humour rely on the classical medicinal idea that certain fluids it the body could be drained and affect the target's emotional outlook. Many feats improve the vampire's natural attacks and other abilities, and other allow the vampire to disguise itself from mortal or, for those who make war on other vampires, it's kin.

Another major mechanical aspect is a selection of nine prestige classes aimed at vampires. Some of them also allow the vampire scion to gain some of the powers commonly attributed to vampires. Some classes do not assume the vampire is undead (and thus have less than d12 HD), in case you are using them with the "natural vampire" discussed earlier.

The prestige classes include:
-Black Abbot: The black abbot is a divine spellcaster with dark ambitions and a penchant for controlling other undead. Some black abbots sought out vampirism deliberately as a result of their obsession with undeath in their life; others may have been rewarded with vampirism by their dark gods.
-Foundlings: Foundlings are elven vampires in the service of the demon queen of dark fey. The foundling has wild shape abilities allowing it the form of bats and wolds (like a standard vampire) and other abilities related to fey and the natural world.
-Masqued Player: The masqued player is a sort of eternal undead actor who takes upon the most depraved roles that the stage would call for. The masqued player gains primarily magical abilities that let them enhance their performances and manipulate others. Though interesting, some GMs may find its abilities a bit too metaphorical, such as the Deus Ex Machina ability that gets the masqued player out a scrape.
-Nighthawk: The nighthawk is a vampire with optimized speed and stealth abilities. In addition to their enhanced speed and skill, they have their own spell list with spells enhancing their frightful stealth and mobility.
-Rag Man: Based upon one of the vampire variants allowing vampires to be created from a suicide, rag men are vampires consumed in madness and whose abilities allow them to spread it to others.
-Regent: Another vampire ability that the vampire scion lacks in the domination gaze. The regent is a class designed to restore and add to that ability. Regents are leaders and msters of intimidation and control; they gain a mesmerizing gaze and an aura that can cause a variety of reactions.
-Reveler: The reveler is the basis between an alternate theory of vampire advancement. Much like the idea behind the Highlander franchise, the theory goes that vampires only have a limited pool of power and a vampire who slays other vampires can gain power. The reveler represents this in that a vampire can only advance in the class by destroying powerful vampires (compared to itself), but as the reveler progresses, it slowly overcomes many vampire weaknesses and gains other powers.
-Scourge: Another prestige class primarily aimed at allowing a vampire scion to regain some abilities of a standard vampire, the scourge is something of a vampric hero that (among other things) gains damage reduction and ability drain abilities as it gains levels.
-Vampire Mage: A simple concept, the vampire mage receives new insight into the nature of magic owing to its vampiric nature. In addition to continuing to progress as a spellcaster, the vampire mage slowly gains access to a list of spells that it can cast spontaneously (drawing from its normal spell slots.)

Note that each prestige class has a sample character, but the book's preference for showing its own vampire variant shines through, as in no place is the standard vampire used in preference to the scion.

New creatures are introduced in the book relating to vampires in some way. Many are templates, though some are other creatures that have some relationship to vampires. For example, a few dark fey are included as potential servants of the foundling prestige class. Giant mosquitoes are included as they sometimes are used by vampires to harass living intruders.

New templates fill a variety of roles. For those who aren't happy with just a dracolich, the vampiric dragon template should keep the players quaking in their boots. Blood puppets are mortal servants bound to their vampire masters by means of a blood gift. Daywalker is Bishop's spin on the idea of a dhampir of half-vampire. Similar to blood puppets, Vampric Thralls are animals, beasts, or magical beasts enslaved by vampires by a blood gift.

Other mechanical highlights include deities, domains (blood, greed, and mania) and spells for vampires, as well as magic items and artifacts. The appendix also provides lists of "stock NPC" vampire scion characters.

Conclusion

Rating this book is a tough call for me. On one hand, its prestige classes and other mechanics are logical and purposeful, which is something that cannot be said of many classes and other mechanics in other products. Further, there are some great ideas for variant vampires and vampire campaigns in the book.

However, while I agree that the core rules vampire could definitely afford to be filtered so it isn't such a hodge podge of abilities, I feel like the vampire scion goes too far in stripping down the vampire to its basics. Further, while many parts of this book are suitable for use with other vampires, the emphasis on the vampire scion is obvious and in some cases the author does not make it clear when a mechanic will be useful for non-scion vampire types.

Overall Grade: C+

-Alan D. Kohler
 
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This is not a playtest review.

Fang & Fury is a guidebook to vampires and is part of Green Ronin's Races of Renown series.

Fang & Fury is an 80-page mono softcover product costing $16.95. Layout is pleasing to the eye and there is a tight font, average margins and no chunks of white space, as well as the inside covers being used. The artwork in general is superb; probably the best in any work of this type so far produced under the d20 flag in my opinion. Writing style is also impressive and editing is generally fine with occasional minor errors.

The introduction gives a concise and clear overview of the aims of the book - to provide options for vampires in order to allow GMs to surprise their players, to introduce a toned-down version of the vampire for PC use, and to encourage GMs to use vampires as villains due to their roleplaying potential rather than as a list of standard special abilities.

Chapter One: The Vampire Scion
This chapter presents a new race/template, the Vampire Scion, for use as a PC race or as a toned-down version of the vampire for use as an NPC. The chapter includes a detailed discussion on becoming a vampire, vampiric abilities and weaknesses, along with options for how characters become vampires and alternative weaknesses. The new race itself is presented in standard fashion, though there is additional discussion on the personalities and motivations of various different (non-good) alignments for vampires. The vampire scion is presented as a template, similar in a few ways to the standard vampire with several notable exceptions including no natural armour class, loss of the Energy Drain, Children of the Night, and Dominate special attacks, as well as all its special qualities except Turn Resistance, plus reduced Str and Dex compared to a standard vampire. All this results in only a +1 to CR and +2 to LA (compared with +2 and +8 respectively for the standard vampire).

Chapter Two: The Way Of Blood
This chapter discusses various roleplaying hooks for vampire scion PCs and advice for changing to a Scion from any of the core classes. Alternative racial concepts are given including the interesting Natural Vampire, a new monstrous humanoid race (not undead) with vampire-like features, and psychic vampires (who drain energy instead of blood). A section on campaign options discusses possible campaign hooks for PCs playing vampire scions or vampire slayers.

Chapter Three: Feats
Over thirty new feats are provided in this chapter, including several allowing vampires to drain humours such as yellow bile and black bile (based on the mediaeval medicinal belief), and access to some of the special attacks and qualities removed from the vampire to create the vampire scion. There is also a section at the end of the chapter allowing adjustments to the Leadership feat for Vampire Scions and vampires.

Chapter Four: Prestige Classes
Nine new 10-level PrCs are presented, each with an example character:
* Black Abbott - once an evil cleric, now turned vampire, this PrC has a minimum entry level of 5th, poor BAB and good Will saves. Class features include increasing ability to rebuke and animate undead.
* Foundling - elf maiden turned vampire by the Unseelie Queen of the Dark Fey, this PrC has a minimum entry level of 7th, an average BAB and good Ref and Will saves. Also benefits from wild shape abilities, improved senses and an unseelie companion.
* Masqued Player - theatrical vampire with a minimum entry level of 5th, average BAB, good Ref and Will saves, with theatrical compulsion effects on an audience.
* Nighthawk - speedy, stealthy vampire with a minimum entry level of 5th, average BAB, good Ref save, limited arcane spells, and bonuses to speed, initiative and movement/stealth skills.
* Rag Man - beggar-like vampire with a minimum entry level of 5th, poor BAB, good Fort saves, and touch attacks causing insanity.
* Regent - vampire leaders/aristocrats, with a minimum entry level of 10th, high BAB, good Will saves, with a supernatural aura and gaze.
* Reveler - a vampire that gains power from feeding off other vampires. Has a minimum entry level of 1st, poor BAB, good Fort saves, and class features include the ability to overcome vampire weaknesses and command lesser vampires.
* Scourge - vampires who openly fight against good, with a minimum entry level of 7th, good BAB and Fort saves, and improved natural combat abilities.
* Vampire Mage - vampire with increasing arcane spellcasting ability (+1 level of existing class per level), with poor BAB, good Will saves, and a series of spontaneous spells available. Minimum entry level of 7th.

Chapter Five: Creatures
Several templates, including half-vampires and vampiric dragons, a couple of vermin including the giant mosquito, and, strangely, a section on Unseelie Fey including the glaistig (again, oddly, this version has no bloodsucking abilities whereas the legendary creature on which they are based does have bloodsucking abilities), redcap, and sluagh.

Chapter Six: The Gods And Their Servants
This chapter presents two vampire religious systems - a monotheistic cult who worship The Beast, and worship of a small pantheon known as The Great House, including deities of madness, destruction, blasphemy, and cannibalism. The two other members include a bizarre deity of mathematical abstraction and the Unseelie Queen of the Fey (worshipped by the Foundling PrC and perhaps accounting for the inclusion of Unseelie Fey in the creatures section).

Chapter Seven: Spells & Magic
Three new domains are provided - blood, greed, and mania. Nearly 20 new spells are also presented, including spells for vampires such as blood messenger (which allows the creation of a small messenger constructed from blood), and spells for combating vampires such as false dawn, which allows a body to suddenly blaze with sunlight. There are also spells for summoning and controlling vampire scions.

Chapter Eight: Equipment
A mixture of mundane equipment (e.g. garlic, embalming fluid), armour and shields (e.g. shield of shade, which protects from direct sunlight), weapons (e.g. the heartseeking special ability), wondrous items (e.g. the mask of the blackbird allows transformation to and from a raven), and a few artefacts (including the dusk crown, actually a prize giving huge power to the last remaining vampire, which could cause a vampire war).

Appendix: Standard NPCs
Full stats for 20 levels of 5 NPCs including a vampire scion aristocrat and a cleric of The Beast.

High Points:
For those GMs wanting to run a d20 all-vampire campaign, this book is a must-have as it provides great choices and a balanced option for PCs with the vampire scions and the various feats, spells, and prestige classes. Its still of use to those GMs wanting to provide a slightly weaker vampire enemy and to surprise his players with unusual strengths and weaknesses previously unknown to readers of the MM. Its good for fleshing out vampiric societies in a GMs campaign world too, with vampire religious systems and the other information on PrCs and the like.

Low Points:
From the introduction, I expected to get more campaign ideas for using vampires as villains - long-term strategies, the use of minions, motivations, that kind of thing. There certainly wasn't enough of this to meet my expectations. The choice of some strange material for the product like the Unseelie Fey and a couple of the (IMO) less inspiring PrCs like the Rag Man and the Masqued Player could have been left out to give more time to campaign aspects for GMs.

Conclusion:
Well-written and superbly illustrated, this book definitely brings vampire PCs and all-vampire campaigns within reach of those groups interested in exploring this facet using the d20 rules. It is also of use for GMs wanting to pit vampires against lower-level groups and to surprise higher-level groups with changes to traditional weaknesses and strengths. It doesn't cover the bigger campaign picture so well, in terms of developing vampires and vampire scions as nemeses, which was one of the aims mentioned in the introduction, but has plenty of crunch to inspire GMs to do this job themselves. Also has some use for vampire-slaying PCs, but again this aspect is secondary.
 

For some reason, I've always like vampires. Books and movies, mostly, I never was much of an angsty person, so gothy sort of stuff doesn't do much for me. But vampires have always fascinated me, from trashy pseudo-romance/pseudo porn novels to Le Fanu and Varney the Vampire of the 1800s to campy stuff like Blackula to the Hammer films of the 60s with Peter Cushing to the Blade movies. I'm also probably the only one that liked Dracula 2000 (well, there was one other, apparently).

The point is, I like vampires, so I was quite happy when I heard Green Ronin was putting out a book on vampires as player characters in D&D/d20, having been fairly impressed with their Orc book.

It's actually the second vampire sourcebook for d20, the first being the excellent Lords of the Night: Vampires from Bottled Imp Games (released around March of 2003). But much like witch d20 books, you can never have too many vampire books (there's also going to be another vampire book , "Out for Blood", from Bastion Press in October of 2003).

It's softcover, about 80 pages, and priced at $16.95. Which is pretty good these days, and cheap enough that I bought it new (though at a online retailer for a slight discount). As a very nice touch, they use the inside covers as well, so it's really 82 pages. Small margins, too.

Now, as regular D&D vampires kind of well, suck (pun intended), especially for player characters, they have introduced a new, different (and somewhat lesser) sort of vampire suitable for PCs. They call it the "Vampire Scion", curiously enough. (I say that because Bottled Imp's book also had a "Vampire Scion" in it, which makes me wonder if there was a common source. Scion being a somewhat odd word, and it's used somewhat inappropriately here, since these are not offspring of regular D&D vampires, but something different entirely. Doing a web search, it also turns up in some Buffy: The Vampire Slayer fan fiction, but I really really don't want to go there)

But anyway, the race itself is a bit higher powered than normal, but it only has an Effective Character Level (ECL) of +2. That is, a 1st Level Vampire Scion is the equivalent (in power terms) of a 3rd (1+2) level normal character. +2 is about on par with a Drow or Half-Fiend or Half-Celestial. So that aspect makes it quite playable.

The one thing I didn't like, was that like the regular D&D vampire, the Vampire Scion now gets a d12 for hit dice, no matter what class it is. And as an undead critter, the Vampire Scion doesn't have a Constitution score, so they get no bonus HP. So, why is this a big deal? Well, it's a big advantage to classes that have a low base HD, like the Wizard that only gets a d4. Conversely, fighter types tend to have high constitutions, so not only will they not gain anything from the change from a d10 to d12 (or a Barbarian going from a d12 to d12), they will likely lose hit points from losing their Constitution score.

So what else do they get for their +2 ECL other than the d12 hit dice? Well, they also get claw damage, exactly like regular d20/D&D vampires get. They also get a pretty decent stat bump, +4 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom, +4 Charisma. But that's about it, other than blood drinking and the ability to create vampire spawn. They also get access to vampire feats and classes. Probably the biggest plus is being changed to "Undead", which makes them immune to a variety of special attacks and such, including critical hits.

On the downside, they have a fairly wide range of vampire vulnerabilities and weaknesses, pretty much the usual - sunlight, garlic, must rest in their coffin/grave), and they take 1d8+1/HD points of damage every day at noon. This can only be restored by drinking blood, point per point. Animal blood only heals it at 1/4 the rate, as well. They can also restore normal damage taken by drinking blood, making this their most likely combat tactic.

I was (and still am) confused by the nomenclature "1d8+1/HD". Do they mean 1d8 divided by the Hit Dice of the Vampire, or 1d8+1 per Hit Dice of the Vampire? I'm guessing it's the former (and that's what I've been using), because otherwise it's too onerous, high level vampires would have to suck down an entire hamlet a day. But the "/" can mean either divide or "per", and it's often used as the latter in d20.

The second chapter provides role playing tips and such for playing a vampire character, including how various classes might react to being a vampire. Also included are several different concepts of Vampire. Such as vampirism not being due to being undead, but something else. Like "Blood Symbiotes" or as a result of a curse or a disease. There are several different concepts, usually with an example of how to alter the vampire tempate to fit the new concept. This is probably the best part of the book, I think.

Chapter Three is on feats. Many are for vampires only, and are perhaps a bit too powerful, often emulating spells. For instance, "Sense Alignment" lets the vampire sense alignment (figure that!) by making a sense motive skill roll. That's probably not overpowered, but "Gaseous Form", which lets the vampire assume gaseous form, is a bit powerful for a feat.

But for the most part, they're pretty good.

Chapter Four introduces several vampire prestige classes. This is where the book starts to lose focus a bit, branching out into the "Unseelie", a sort of evil fey. Apparently there is some sort of dark fey/vampire scion connection.

Anyway, that's only for one of the prestige classes, the "Foundling". There are some regular vampire classes, the most interesting is that of the "Nighthawk", which is sort of a vampiric thief. Also notable is the "Reveler", a vampire that specializes in preying on other vampires.

Chapter Five introduces new creatures.

The most interesting for me are the Daywalker and the Blood Puppet.

The Daywalker is the offspring of a vampire and a human. Historically, they were called "Dhampir", and historically, they have the power to detect vampires, and an increased ability to destroy them (though how is somewhat vague). Blade (of movie and comic book fame) is perhaps the most famous example, though he is almost a half vampire in that he apparently needs to drink blood (at least in the movies) and he apparently didn't have a vampire father, his mother was just bitten by a vampire while pregnant.

The Daywalker is somewhat like Blade (who is also called the Daywalker in the movies), in that has to drink blood like a vampire There is some stat increase, and they can heal by drinking blood, but there are no special abilities to combat vampires like the historical version.

There are a couple more "Unseelie", neither of which did much for me.

Next up is a chapter on Vampire gods. There are a surprisingly large number of them, 7, though one is for "Unseelie", and not really vampire related.

The main vampire god is "The Beast", sort of the embodiment of a vampire's bloodlust. There's also Adiemre, whose audience seems to be Byron-ish poets; Brand, who seems a killing machien akin to Jason Vorhees; Djorl, an evil high priest; Jejua, a god of cannibalistic banquets, clearly inspired by Martha Stewart; MHKH, sort of a mysterious, occult style god. And the Unseelie god, which seemed more demonic than faerie like.

The last chapter is on equipment. Most is pretty unremarkable, I thought, but not bad, either.

There is a highlander-ish idea, called the Dusk Crown (though it's not actually a physical crown, or even an object, just an idea). Basically, the last vampire on a given plane of existence will inherit some sort of great and powerful prize (apparently the elimination of all vampiric penalties, and the ability to cast spells like a 20th level sorcerer. Which must suck if you were already one, or higher level than that).

The art is excellent, for the most part. Interestingly, the vampire lady on the cover shows up a couple times in interior illustrations, all done by different artists. Kind of a neat twist, I thought, and added to the cohesiveness of the product (I guess she's the iconic vampire scion, I don't know her name). There is one piece that is in a style I hate - really really stretched out, so they are out of proportion (the vampire in it also looks too much like Edgar Winter, I think. Or was it Johnny? One of them.)

Ultimately, it's a very good book, and definitely worth buying if you like vampires and d20. I think the Bottled Imp book is a lot better, in terms of overall playability, depth, and style, but this is closer to regular d20 rules. I also wish they had left out the "Unseelie" stuff because I really didn't think it fits the vampire genre.

I've run a couple of "Vampire Scion" characters in both D&D and Call of Cthulhu d20. In both cases, it worked pretty well, although, these vampires do suffer from the same problems that all vampries suffer from (mostly sunlight) which can be a big deal (more so in low-tech games, like D&D, in which travel is slow). Due to their blood sucking the Vampire Scion is much better at melee combat than ranged, so its not as good in high tech games as low tech.

If you want to run an all-vampire d20 game (or want to have cool vampire villains), get the Bottled Imp book, if you want to run a single vampire PC, then this one is probably the best (though running just a single vampire will be problematic due to inherent problems with light). Heck, get both, there's a lot from one that can be used with the other and vice-versa. B
 

I think "1d8+1/HD" roll 1d8 and add a point of damage for every hit die the vampire scion has obtained. So an 8th level vampire would take between 9 and 16 points of damage every day.
 


And then I proceed to spell "typo" wrong. That's what I get for not sleeping. Could someone just edit these posts and condense me back to a single comment with everything spelled right?
 

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