Complete Guide to Vampires

JoeGKushner

Adventurer
The vampire is a classic monster in fantasy role playing games. Green Ronin covered the creature in Fang & Fury. Bottled Imp Games had a Children of the Night volume which I’ve heard has been expanded and updated in a PDF format. For the new edition of the game, 3.5, Bastion Press presented Out for Blood. As the vampire is an old myth, there are many takes on it and many options. With that in mind, Goodman Games comes out with the Complete Guide to Vampires.

This is a medium sized book, written by Mark Charke at 64 black and white pages for $14.99, a fair price and on the low end of today’s mammoth tomes both in page count and price. Art and layout are fair.

The problem I have with the Complete Guide to Vampires is its player focus. In my opinion, the whole effective character level (ECL), is a broken measure. For low adjustments, say +1 or +2, it’s not bad. The character can work through those power issues especially if the GM is using some variety to buy off or reduce the penalty. For something like a vampire with seven levels for a ECL of +7 and a CR of +2, there are going to be some problems.

Racial levels, much like the monstrous progression from Savage Species, are provided for the following:

Standard Vampires: Pretty much states it all. The vampire spawn starts off weak and go through seven levels to advance to the standard vampire per the Monster Manual.

Inferno Vampire: Those who drink the blood of a red dragon can become inferno vampires whose mastery of magic changes their favored class to sorcerer among other changes.

Lymphatic Vampire: Instead of drinking blood, this breed drinks lymphatic fluids.

Magebane Vampire: An arcane spellcasting vampire who holds no others as rivals and as he advances in vampire levels, continues to gain in spellcasting levels.

Moglet Vampire: Undead music lovers and performers.

Sukko Vampire: Vampires of the frozen north.

Veldrane Mold Vampire: Created through intense concentrations of negative energy, plant vampires spontaneously arise to spread terror.

Each one is a full seven levels. Is each one necessary? Is each one balanced? It’s a hard thing to judge since I believe that the whole ECL thing is broken. For example, the Magebane seems overpowered when looking at their arcane advancement, but no hit points or skill points unlike a regular advancement. Still seems a little over the top. The Lymphatic and standard vampire are very similar and probably could’ve been covered with a few paragraphs on adapting the standard vampire.
In terms of the GM or a bold player advancing his vampire, the author provides the standard tools starting with prestige classes. Want to follow the path of a certain count? Take the Arch-Vampire. Want to go the route of a certain doctor? The GM can use the Lighting Zombie, an undead augmented with mad science, most often a zombie, but suitable for any undead. Want to spread the word of undeath to the animal kingdom? The Necrologist is your choice. Looking to expand the energy drain ability? Take the Soul Stealer.

The nice thing about these PrCs is that the author doesn’t try to fit each of them into a ten level progression. The arch vampire, an old idea and popular part of fiction, gets the full treatment. Others, like the lightning zombie, are meant for a specific augmentation and clock in at three levels. Would that work better as a template? Hard to say as the level progression allows the player to determine when to end his progression.

Not everything is for the vampire though. The Veldrane Hunter is a specialist whose goal is the eradication of the vampire menace.

After PrCs, we get the new uses for skills and new feats. These range from knowledge checks on the undead and survival skill checks for vampires to do everything from find shelter during daytime to determining when they’ll have cloud cover.

For feats, most of them work on building the vampires powers or attitude. For example, Augment Spawning provides a +4 bonus to your spawn’s strength as long as they’re under your control while fanged lunge allows blood drain without a grapple on multiple targets.

Not everything is aimed at the vampire. Feats like Greater Turning allow you to turn as if you were two levels higher than you normally are while others like Necrotic Chaneller allows you to take a turning attempt and transform it into a dangerous touch attack.

After mechanics, we get some new equipment including cloaks for vampires as well as needles and syringes to drain blood from victims.

Of more use to the GM are the sample undead. These include creatures with the template applies and the modifications already calculated. The advice on running a vampiric campaign is short, but to the point. In terms of outside utility, one of my favorite aspects of the book are the vampire demi-gods, beings who’ve moved past the limits of standard negative energy application and have become divine in and of themselves. Vlad the Immortal is the god of glory and conquest while Suthrikorn the Red is the lord of cunning and secrets. Domains and other information are included for those wishing to use them in a standard campaign.

Due to the heavy focus on player use and the extreme difficulty of taking a seven level monster class, the Complete Guide to Vampires has gone unused at my table as a player tool. Due to the different approach, that of vampires created through negative energy, and the plots of the vampires to expand their dominion into heaven itself, as a GM tool, it’s seen some use.

For GMs who don’t mind information aimed at players, the Complete Guide to Vampires is another 3.5 sourcebook that can help expand your options when creating one of the most ancient and deadly adversaries that a party can battle against.
 

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Vampires are the product of unnatural concentrations of negative energy generated through war, famine, cannibalism, or great injustice. The standard vampire that we know as the common variety is far removed from this first cause, but it still thrives on the same negative energy. Vampires have a natural sensitivity to places where negative energy pools, and this is why they are often found at the center of wars, revolutions, and corruption.

But there is more to this story. Unbeknownst to all but the most erudite sages, vampires are a necessary byproduct of the natural order of things. The process that forms a vampire spawn from a creature slain by a vampire actually sucks ambient negative energy out of the prime material plane, concentrating it in the undead life force of the newly revived spawn. Vampires act as living conduits of negative energy, channeling it into themselves through their own actions, then feeding off it and destroying it in the process.

Thus, the deities that govern good and law allow vampires to exist. Their followers are sent to defeat the vampires, but the scales can never tip too far. By their very nature, vampires act as lightning rods for negative energy; as they feed off it, they reduce its concentration in the world, and they absorb the foul byproducts of human conflict that would otherwise attract far greater evils.

A few vampires gain true insight into their natural position in the world. These arch-vampires do not accept that the gods should "allow" vampires to exist. The most powerful arch-vampires become demi-gods and travel to the outer planes, where they direct armies of minions and sponsor other arch-vampires.

For generations, the old gods regarded the arch-vampire demi-gods as a natural correction mechanism, much like wolves who feed on overpopulated deer. But now the wolves seek to become king. The vampire armies are becoming more active, and the forces of good have stepped up their efforts against them. For the first time, the scales are tipping toward the vampires' favor.

The Complete Guide to Vampires takes you into this world of bloodlust and power in an exploration of the greatest monster of all time. Learn of the many varieties of vampire, the strange energy that connects them all, and the greater implications of their presence in the world.

Features:

Answers to the origin, true nature, and role of the vampire, complete with history, background, and motivations.
Rules for playing vampires as player characters, complete with racial levels that dovetail with the standard MM vampire.
Six new kinds of vampire, plus new rules to round out the vampire experience: blood points, aging categories, and more than two dozen feats especially for vampires.
Special prestige classes for vampires and other free-willed undead: the arch-vampire, lightning zombie, necrologist, and soul stealer -- plus the Veldrane Hunter, he who would hunt the vampire.
New equipment, magic items, and monsters.
Everything the DM needs to slot vampires easily into his game, including dozens of pregenerated stat blocks at different CRs, plus advice on running a campaign full of vampires.
And much more, all of it compatible with the 3.5 revision!
 

I wrote the Complete Guide to Vampires with players in mind and a desire to create some original vampire types to put a little surprise back into vampires. I wanted to solve several problems with vampires, many dealt with for other races in Savage Species. The biggest problem was a new vampire who does not have 8 levels to put into vampire.

The ECL (effective character level) and +2 CR are elements taken from the SRD. I agree that vampires are very powerful but play one for a single session and you will feel the sting of their weaknesses. And remember that the GM is free it increase the CR value at her discretion.

A minor oversight but the Vampires use 8 racial levels, not 7, plus a 0-level for characters with no levels in vampire. Rather then trying to re-write the d20 system, my approach was to provide solutions for perceived problems.
The Monstrous Hit Die feat was removed from the final product. It provided a character with one hit die for a level that had not previously granted a hit die. As it could upset game balance I can see why it was removed.

"Due to the heavy focus on player use and the extreme difficulty of taking a seven (eight) level monster class, the Complete Guide to Vampires has gone unused at my table as a player tool."

I am disappointed your players have not used my book. My goal was to make vampires more accessible to players. They can start being vampires at 1st level rather then 8th or higher.

Thank you for the review. Its good to get some feedback.

Mark Charke

I've written about vampires, barbarians, evokers, chronomancers, rogues and the mongoose and I'm off to write about bastard swords for En-world.
 

The review is way late. Goodman Games provided it at Gen Con and I read it and offered it for use. Months passed and I said, "Well, no players wants to use it so I'm going to have to review it based on what I've done with it as a GM and how useful that aspect has been."

And yup, you're right about the 0 level thing. I wasn't even taking that into account.
 

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