Vampires
have always been a popular part of fantasy and gothic horror. Recent
years have certainly seen a surge in vampire-based fiction, from True
Blood (based on The
Southern Vampire Mysteries book
series) to—shudder—the Twilight
series. Roleplaying games have also not been bereft of vampiric
undead. Vampires have shown up as everything from generic monsters to
the centrepiece for entire games and/or campaigns, such as the
Dungeons and Dragons Ravenloft campaign setting, which was based on
an adventure of the same name.
As
Pathfinder is an evolution of the Dungeons and Dragons game,
naturally there are vampires in the game. The Golarion campaign
setting even has an entire country, Ustalav, which is centred around
gothic horror elements like vampires. There are also numerous other
areas of the world in which an encounter with a vampire is not an
unlikely thing. However, while there has been quite a bit of
information about some of these areas (such as Ustalav in Rule of Fear), there has not been
much on vampires themselves (even Undead Revisited
does not have a section on vampires). Pathfinder Player Companion: Blood of the Night is
the first product to focus specifically on the vampires (and vampire
descendants) of Golarion.
At
first glance, it may seem a bit odd that this is a player’s book,
since vampires generally come under the purview of the gamemaster.
Indeed, many GMs will likely feel uncomfortable allowing this book
into their campaigns and others may restrict its use to only
thematically appropriate campaigns. The idea of player character
vampires is often thought of as best left to games like Vampire: the
Masquerade, not games like Pathfinder. However, there are also many
GMs eager to try such an idea and probably many more players eager to
try it, not to mention those interested in playing dhampirs (the
progeny of vampires) or vampire-hunter characters. Blood of
the Night provides resources for
those players and GMs.
Overall,
the book is a bit of a mixed bag. It tries to please three similar,
but still different, groups in the space of only 32 pages, and as a
result, comes out a little lacking. That’s not to say it’s a bad
book; it’s a pretty good book, all things considered. It’s just
that some people may not find it quite to their expectations. People
looking to play vampires may be put off by the space devoted to roles
and feats for vampire hunters. People looking to play vampire hunters
might find the information on the different kinds of vampires
invaluable, but be put off by the space dedicated to dhampir
heritages. And while the description of the book on the back cover
(and on Paizo’s website) is not misleading, the book shares a
naming pattern with Blood of Fiends
and Blood of Angels.
Those books both deal exclusively with the progeny of their
respective titular creatures. As such, there may be people misled
into believing Blood of the Night
is exclusively about dhampirs.
That
said, there is a lot of useful information in this book. In fact, I
suspect this book will see more use by GMs than players, despite
being a Player Companion.
I know I’ll get more use out of it as a GM, as my players tend not
to be all that interested in unusual races (aasimars and tieflings
are about the most “exotic” they ever go). The book begins with
an overview of vampires, providing a brief history of how vampires
first arose in the world and information on generic vampire desires.
It follows this with information on each of the four kinds of vampire
on Golarion: jiang-shi, moroi, nosferatu, and vetala. The moroi is
the “generic” vampire found in the Bestiary.
I particularly like that the moroi have been given their own name to
make them a distinct group. It adds just that little more flavour to
Golarion that many other worlds don’t have (while many other
settings often have different kinds of vampires, there usually still
remains a standard vampire that is not uniquely identifiable other
than by not having an identifier). As well as containing information
on their desires and “secrets”, the sections for each vampire
type also contain roles and traits for those vampires. There are then
two pages devoted specifically to playing vampire characters, and how
to fit them into campaigns.
After
this, the book moves on to dhampirs, providing background, roles, and
traits for dhampirs in general, then moving on to “dhampir
heritages”. Heritages are variant races based on the type of
vampire the dhampir is descended from. While this section is only two
pages long, it is probably the most useful player
section of the book, providing just enough information to make truly
unique dhampir characters. There is one oddity, though. Ajibachanas
(vetala-born dhampirs) have ability modifiers of +2 Dex, +2 Wis, -2
Int. Despite the Intelligence penalty, the descriptive text makes
them out to be scholarly motivated and yearning for knowledge. I have
to wonder if there’s a misprint, and that the Wisdom and
Intelligence modifiers should be switched.
After
dhampirs, Blood of the Night
returns to vampires with a new rules subsystem for handling the
“Hunger”, the drive vampires have for blood, consciousness, or
youth. It provides withdrawal effects for vampires who have not fed
in a while, as well as bonuses for the period immediately following
feeding. This system will be particularly useful for helping balance
vampire PCs with non-vampire PCs. It could also be useful for a game
centred around all PCs as vampires. However, some people may find it
extra paperwork that they’d rather not have.
The
information Blood of the Night
has on vampire hunters is the scarcest of the different topics
covered in the book. There are four roles (arcane, cunning, divine,
and martial slayers) as well as a handful of feats, spells, and magic
items specifically for vampire hunters. Some people may be a bit
disappointed by this, but it helps to remember that all the
descriptive information on vampires and dhampirs is also useful to
vampire hunters, providing them with the knowledge set to go along
with their hunting abilities. The book ends with new feats (for
slayers and vampires), spells, and magic items.
Visually,
the book is one of the most beautiful in the entire Player
Companion line. The background
and border colours work well to set the mood and draw the reader in.
The artwork throughout is generally quite distinctive, often with a
flavour and style not seen in other Pathfinder books. I do have one
problem here, however, and that is with the spread on the centre two
pages. While the artwork is really quite beautiful, it serves no real
purpose other than to follow a pattern set up by the previous couple
of Player Companion
books. Considering the redesign of the Player Companion
line was, at least in part, to free the books from following specific
patterns, it seems odd that this book seems to be falling into the
pattern trap. Varisia, Birthplace of Legends
provided a map of Varisia drawn in a style that people would actually
find in the game world. Knights of the Inner Sea
contained a diagram of the “Anatomy of a Knight”. While both
those spreads were almost entirely artistic in nature, they were
artworks that contained a wealth of valuable information for players.
In Blood of the Night,
we get a nice picture of a vampire, a wolf, a bat, and some rats,
along with three feats that augment a vampire’s transformation
abilities. These three feats are spread out across the two pages,
with large amounts of space between them. Since the picture filling
this space doesn’t actually convey any information, these two
centre pages take on the appearance of a lot of wasted space. I hope
that this doesn’t become a recurring trend in future books. An
artistic spread on the centre two pages is great if it serves a
purpose and conveys useful information. Otherwise, there’s no need
to treat the centre pages any differently than the other pages of the
book.
Overall,
I like Blood of the Night.
It’s far from the best Golarion sourcebook, but it does contain
information that will enrich games containing vampires and/or
dhampirs, whether as player characters or as villains. It’s biggest
problem comes from trying to do too much in too little space, and
ending up not doing enough for any one thing. However, the book has
provided me with a flood of ideas for future campaigns, and that is
never a bad thing.
This is very interesting! I still want to play a dhampir sometime, though that will probably have to wait until we start our all-evil campaign. And that will come after we've played Rise of the Runelords, so it'll take a while :P But when the time comes, I definately want this book!
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