Ghostwind
First Post
Out for Blood is a 3.5 source of crunch for vampires and vampire hunters. For those looking for new monsters, prestige classes and organizations, the book holds a lot of utility, especially if you don't own Fang & Fury or Lords of the Night Vampires.
The book starts off with a few ideas about using current skills and a few new feats. The meat of the chapter though is the eighteen prestige classes. Like many other current books, it faces the problem of originality. Curious scientist who hunts the undead? We've got the Arcane Pahtologist. Noble warrior who protects the dead from becoming undead? We've got the Death Guard. Monks who fight undead? Fist of Light. It's not that these PrCs are bad by any stretch of the imagination but without something more to it, the PrCs all seem to blend in a little.
Some strand out due to their origin and might be perfect for a d20 Modern Game. Take the Gothic Pretender, a mortal who 'understands' the ways of the vampires. Perfect for those posers who need a sound thrashing. “Yes, the undead are merely... wait, put down that hammer!” Another good one, the Vamp is a master of disguise and charming others due to their manipulation skills.
Some of the PrCs go a little further by having organizations like the Knights of the Dragon and the Knight of the Phoenix. While not fully detailed in this section, their expanded utility makes them more likely to be seen in play or actually taken as PrCs. This to me is important. With so many PrCs on the market, a PrC by itself isn't enough. Sure, it's nice to have a vampire slayer or vampire servant, but how are they different or how do they get along with others? That was one of the nice things about Mongoose's Ultimate PrC books in that when they had multiple character types that were similar, it was noted.
Because it's such a big pool, how about a section on using other d20 products with vampires or references to them? One of the great things about Mindshadows by Green Ronin is that it references Mindscapes by Malhavok. One of the great things about Redhurst isn't necessarily that it has official settings you can use it in, but that those possibilities are listed for your ease of reference and use.
For GM's, Chapter Two, Creatures, gives some nice options to the monster range and vampire creature. Some vampires might have the Allergen or Taboo vulnerabilities where certain substances repel them or certain areas are off limits to them. Oh course, some might also have Sunlight or Water Vulnerabilities. How about removing a vampire's immunity to vorpal weapons? Nice little options that can be quickly inserted and add some of that traditional vampire slaying methods into the game.
The bulk of the section though is alternative vampires. It starts with the template Astral Vampire, a creature that uses an astral form to hunt down its enemies, and ends with the White Beast, a wolf empowered by positive energy. In between we've got some takes on the classic vampires like the Vampry, the most typical vampire version to the Irontooth Vampire (Upry) that boasts iron fangs and claws. Unfortunately full utility is not made of all the entries. Take the Dhampir for example. Half vampire with a Level Adjustment of +0 (the lowest I've seen for such a character), it has no racial characteristics, instead relying on the reader to do the simple math and using, I'd imagine, a 1st level warrior as an example.
The last chapter introduces the Brotherhood of the Phoenix, the Order of the Dragon, the Resurrection Guild, the Shadow Kingdom and the Watch of Ages. Each one includes history, organization, leadership, recruiting, membership, and encounters. What is not included are rules for using them in a manner similar to using the material in Bastion's own Guildcraft..
There are some ideas for running vampire based adventurers and some ideas on what makes a good vampire lair. While there are new spells introduced, there are no new magic items. The book ends with an index (yeah for Bastion!) and the OGL license.
The art varies from dark almost charcoal like illustrations to solid pen and ink work. My favorites illustrations For me, most of the dark art was just too dark and no details are really visible. I'm not too fond of edgy art that's so dark you can't see it. Phillip Jame's artwork on the other hand, looks great, like a black and white painting. In one instance, the layout was troubled as a graphic on page 77 didn't have it's layer shut down so covers the last few letters of everything pressing against it, but otherwise, layout was solid.
The book is a solid book that needs to go further in increasing it's utility to the audience even if it doesn't mention other 3rd party products by following the same format internally for the guilds. It needs to use racial abilities for the playable characters as the Monster Manual does. It needs to have just a little bit more. GMs will get the most out of the book as the organizations and monsters may add some flavor to the players, but only the feats, spells, and PrCs are aimed directly at them.
For those looking for 3.5 sourcebook on vampires and vampire hunters, look no further than Out for Blood.
The book starts off with a few ideas about using current skills and a few new feats. The meat of the chapter though is the eighteen prestige classes. Like many other current books, it faces the problem of originality. Curious scientist who hunts the undead? We've got the Arcane Pahtologist. Noble warrior who protects the dead from becoming undead? We've got the Death Guard. Monks who fight undead? Fist of Light. It's not that these PrCs are bad by any stretch of the imagination but without something more to it, the PrCs all seem to blend in a little.
Some strand out due to their origin and might be perfect for a d20 Modern Game. Take the Gothic Pretender, a mortal who 'understands' the ways of the vampires. Perfect for those posers who need a sound thrashing. “Yes, the undead are merely... wait, put down that hammer!” Another good one, the Vamp is a master of disguise and charming others due to their manipulation skills.
Some of the PrCs go a little further by having organizations like the Knights of the Dragon and the Knight of the Phoenix. While not fully detailed in this section, their expanded utility makes them more likely to be seen in play or actually taken as PrCs. This to me is important. With so many PrCs on the market, a PrC by itself isn't enough. Sure, it's nice to have a vampire slayer or vampire servant, but how are they different or how do they get along with others? That was one of the nice things about Mongoose's Ultimate PrC books in that when they had multiple character types that were similar, it was noted.
Because it's such a big pool, how about a section on using other d20 products with vampires or references to them? One of the great things about Mindshadows by Green Ronin is that it references Mindscapes by Malhavok. One of the great things about Redhurst isn't necessarily that it has official settings you can use it in, but that those possibilities are listed for your ease of reference and use.
For GM's, Chapter Two, Creatures, gives some nice options to the monster range and vampire creature. Some vampires might have the Allergen or Taboo vulnerabilities where certain substances repel them or certain areas are off limits to them. Oh course, some might also have Sunlight or Water Vulnerabilities. How about removing a vampire's immunity to vorpal weapons? Nice little options that can be quickly inserted and add some of that traditional vampire slaying methods into the game.
The bulk of the section though is alternative vampires. It starts with the template Astral Vampire, a creature that uses an astral form to hunt down its enemies, and ends with the White Beast, a wolf empowered by positive energy. In between we've got some takes on the classic vampires like the Vampry, the most typical vampire version to the Irontooth Vampire (Upry) that boasts iron fangs and claws. Unfortunately full utility is not made of all the entries. Take the Dhampir for example. Half vampire with a Level Adjustment of +0 (the lowest I've seen for such a character), it has no racial characteristics, instead relying on the reader to do the simple math and using, I'd imagine, a 1st level warrior as an example.
The last chapter introduces the Brotherhood of the Phoenix, the Order of the Dragon, the Resurrection Guild, the Shadow Kingdom and the Watch of Ages. Each one includes history, organization, leadership, recruiting, membership, and encounters. What is not included are rules for using them in a manner similar to using the material in Bastion's own Guildcraft..
There are some ideas for running vampire based adventurers and some ideas on what makes a good vampire lair. While there are new spells introduced, there are no new magic items. The book ends with an index (yeah for Bastion!) and the OGL license.
The art varies from dark almost charcoal like illustrations to solid pen and ink work. My favorites illustrations For me, most of the dark art was just too dark and no details are really visible. I'm not too fond of edgy art that's so dark you can't see it. Phillip Jame's artwork on the other hand, looks great, like a black and white painting. In one instance, the layout was troubled as a graphic on page 77 didn't have it's layer shut down so covers the last few letters of everything pressing against it, but otherwise, layout was solid.
The book is a solid book that needs to go further in increasing it's utility to the audience even if it doesn't mention other 3rd party products by following the same format internally for the guilds. It needs to use racial abilities for the playable characters as the Monster Manual does. It needs to have just a little bit more. GMs will get the most out of the book as the organizations and monsters may add some flavor to the players, but only the feats, spells, and PrCs are aimed directly at them.
For those looking for 3.5 sourcebook on vampires and vampire hunters, look no further than Out for Blood.