TEXT: Lords of the Night
  1
  LORDS 
  - of the - 
  NIGHT
  
  2
  Lords of the Night
  LORDS 
  NIGHT
  - of the -
  Author: Alex Clatworthy, Jade Ripley, Michael Sayre
  Creative Lead: Andreas Rönnqvist
  Layout: Jacob Wood, Nicola Kelsall
  Editing: Nicola Kelsall
  Cover Art: Brian Lawver
  Interior Art: Stefan Karlsson
  Playtesters: Georgina Caller, Julian May, Graham Croucher, Tarrant Gibson, & the communities at giant-
  itp.com, paizo.com, and dreamscarred.com
  Minions: Forrest Heck (grammar minion), Jacob Karpel (stat blocks), shory (new player comprehension 
  consultant), Joanassie Naluiyuk (wording & rules loopholes), and Taveena (aid of all work)
  Special Thanks to: Anthony Burch (for being all the inspiration I needed), afroakuma (you know what 
  you did), Alex Firesworn (mythology consultant), Kevin Ryan (for answering truly annoying wording ques-
  tions)
  Lords of the Night is published by Dreamscarred Press under the Open Game License version 1.0a Copy-
  right 2000 Wizards of the Coast, Inc.
  © 2015 Dreamscarred Press
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo 
  Publishing, LLC does not guarantee compatibility, and does not endorse this product. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.
  Product Identity for this product is identified as artwork, graphics, tradedress, and trademarks.
  Open Content for this product includes all text. No portion of this work other than material designated as Open 
  Game Content may be reproduced in any form without prior written permission.
  
  Lords of the Night
  3
  Contents
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4  
  Chapter One: In Sanguine Veritas  .  .  .  .  .  .  .  . 5
  Vampiric Nature  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  The Sinister Urge   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Post-Mortem Society   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Long in the Tooth  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Bring Out Your Dead   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Last Rites  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  The Lightless Depths   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Chapter Two: Dead Man’s Party   .  .  .  .  .  .  .  .  . 10
  Running a Vampire-Themed Campaign   . 10
  Vampire Player Characters  .  .  .  .  .  .  .  .  .  .  .  . 10
  Vampire Template   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Vampires and Class Levels   .  .  .  .  .  .  .  .  .  .  .  . 13
  Feeding  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Alerts   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Base Alert Levels .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Provocations  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Alert Levels  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  The Night Life  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  The Feast of Scraps - City Life  .  .  .  .  .  .  .  .  .  . 23
  Telling Vampiric Stories   .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Chapter Three: Powers of the Undying   .  .  . 26
  Archetypes  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 26
  Paladin Archetype - Nightguard  .  .  .  .  .  .  .  . 26
  Barbarian Archetype - Frenzied Slayer   . 27
  Prestige Classes  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Greater Vampire  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Lethe Adept  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Sussurratore  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  Black Templar  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  Feats  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
  The Scales of Mourning  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  Unquiet Grave  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
  Maneuver Descriptions  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
  Spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
  Powers   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 52
  Items  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 54
  Chapter Four: Sample NPCs  .  .  .  .  .  .  .  .  .  .  .  .  . 56
  Watch NPCs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 56
  Military NPCs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 59
  Adventurer NPCs   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 60
  Citizen NPCs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 62
  Chapter Five: Dead Culture  .  .  .  .  .  .  .  .  .  .  .  .  . 64
  The Leatherworkers’ Guild  .  .  .  .  .  .  .  .  .  .  .  . 64
  The Skinned Circle  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 65
  The Elder Alliance   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 68
  The Faithful of the Night  .  .  .  .  .  .  .  .  .  .  .  .  .  . 72
  Other Figures of Note  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 76
  The Living   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 78
  
  4
  Lords of the Night
  Introduction
  Vampires themselves need almost no introduc-
  tion. There is no culture on Earth that does not have 
  tales of blood-drinking undead, be it the nosferatu, the 
  demonic rabisu, or the disturbing penanggalan. These 
  undead have a rich heritage in myth and a storied his-
  tory within roleplaying games, dating back to the very 
  origins of the hobby. Sadly, there has been an astonish-
  ing lack of support for gamemasters and players who 
  want to explore vampiric themes in PFRPG. 
  Well, welcome to Lords of the Night.
  I’m not going to lie, this has been one of the strang-
  est projects I’ve been a part of. Creating a supplement 
  to transform a campaign, instead of just player charac-
  ters or monsters, is a unique challenge, but I believe 
  we’ve delivered. Within, you should be able to find 
  everything you need to run a campaign where the 
  players, not the NPCs, are the hidden monsters that 
  threaten the world of the living with intricate plots and 
  whispers of corruption. There’s plenty to enhance a 
  more typical campaign that wants to touch on themes 
  of undeath too!
  Happy gaming, 
  Jade Ripley
  Game Developer, Dreamscarred Press
  The first games I ever ran were vampire-
  focussed, and that set a trend that was to continue 
  right up until now. It didn’t matter what the rule 
  system was; there was always some role for vam-
  pires to play. Whether they were hidden adversaries 
  or inscrutable allies, vampires filled an important 
  niche. Vampires were also useful tools for exploring 
  more abstract ideas, such as how society predates 
  on the individual, or what it means to have your 
  humanity forcibly taken from you.
  Sadly, the PFRPG offers limited support for these 
  ideas, and I am very happy to have the opportunity 
  to fill that gap. This book aims to do so much more 
  than to simply offer a player-friendly template. A 
  world with vampires is so much wider than a col-
  lection of blood-drinking monsters: it is a way for 
  settlements to recognise to put down threats within 
  their walls, and hidden societies aiming to protect 
  themselves from those who would destroy them in 
  the name of all that is good and holy.
  A big thank you to to Jim Bishop who wrote 
  “Fang & Fury” (published by Green Ronin) which 
  served as the inspiration for this work. Bishop’s 
  work on integrating vampires into the ranks of PC 
  options 10 years ago showed us how the dead could 
  walk among the living.
  Alexander Clatworthy
  Freelancer
  
  Lords of the Night
  5
  Chapter One: 
  In Sanguine Veritas
  There is no humanoid society free of the taint of 
  undeath.
  From the elegant cities of the elves to the tunnels 
  of the dwarves, and even in the depths of the sea, the 
  undying stalk the living and prey upon them without 
  pity. Few undead, however, are as famous or feared 
  as the vampire. While other undead may be more 
  deadly or more vicious, vampires threaten mortals 
  within their safe havens, camouflaging themselves 
  against the crowds of living souls and preying on the 
  weak and ignorant. Most members of the living are 
  content to protect themselves against the undead and 
  learn their weaknesses, and only very few examine 
  the essence or nature of the vampire more close-
  ly. Those that do, however, find that vampires are 
  unique amongst their kind and offer mysteries that 
  tempt further exploration.
  Vampiric Nature
  Vampires have many things in common with 
  their fellow undead beings. Like all undead, vampires 
  are animated by negative energy and are vulnerable 
  to positive energy. Like many undead, vampires prey 
  upon the living to feed an unnatural hunger that can 
  never truly be sated. However, there are striking dif-
  ferences between vampires and their fellow undead 
  that set them apart and form the core of questions 
  that remain unanswered to this day.
  Vampires are amongst the very few corporeal 
  undead vulnerable to sunlight, a weakness that puz-
  zles scholars of the undead to this day. Half-substan-
  tiated legends abound, of course: the weakness is a 
  curse from a sun god, or the result of memories of life 
  wracking the vampire’s wounded soul. Ultimately, no 
  confirmed explanation exists, but the vampiric weak-
  ness to sunlight remains a powerful weapon wielded 
  by the living against the dead.
  Unique as well is the fact that vampires retain 
  their memories of life, and, indeed, strong elements 
  of their former personality. While many undead do 
  retain shadows of their former lives (wights and 
  mummies, for example), vampires enjoy near-com-
  plete memories, with only memories of certain sen-
  sations such as sunlight fading over time. Vampires 
  definitely go through a marked change in personality 
  as their souls twist, shifting towards evil as a result of 
  their transformations, but even through this they are 
  very recognizable as the sapient beings they were in 
  life – and a vampire who was formerly evil to begin 
  with may seem wholly unchanged. These memories 
  of life help the vampire to blend in to mortal society 
  in ways unparalleled by almost any other member of 
  the undead, but they can also form weaknesses that 
  can be exploited by the vampire’s enemies.
  Other vampiric strengths and weaknesses tend 
  to follow in “bloodlines”, passing down from one 
  vampire to its progeny, but this rule is far from set 
  in stone and exceptions abound with infuriating fre-
  quency. Not even supposedly universal traits such as 
  a lack of reflection are consistently true, and these 
  can sometimes even be trained or enchanted away 
  by enterprising members of the undead. Often a vam-
  pire hunter’s only recourse is to find some stealthy 
  way to infuse a potential undead being with positive 
  energy and see if it hurts the victim.
  Forever Young
  Vampiric children are an infrequent but persistent 
  tragedy. There are not many pragmatic reasons to 
  curse a child with undeath, but it does happen - 
  grieving parents who refuse to be separated from 
  their children sometimes turn them, as do well-
  meaning vampires who arrive too late to prevent 
  the child’s death. Either way, the resulting vampire 
  is one of the most vicious creatures the living could 
  ever hope to avoid meeting.
      Even mortal children can have problems with 
  empathy. The erosion of empathy caused by the 
  curse of undeath, coupled with heightened aggres-
  sion, makes vampiric children particularly hostile 
  predators. While usually weak physically, these 
  immortal youths often use their apparent age to 
  lure in prey, which is then savagely murdered. 
  Child vampires tend to be sloppy about their feed-
  ing, and while some learn the survival habits that 
  mark older undead, many don’t - and even the ones 
  that do often forget, or put it off, and get discovered. 
  Older vampires often cover for them out of a sense 
  of protectiveness or responsibility, which usually 
  only leads to more murders to hide the crime.
      All vampires have problems maturing. Vampiric 
  children, especially, face difficulties in “growing up” 
  - which is not to say they can’t. Such an undertak-
  ing is staggering in its scope, however, and requires 
  long-term commitment from someone dedicated to 
  helping the child find themselves and resist their 
  predatory urges long enough to think straight on a 
  regular basis. Too often, the attempt fails when the 
  living finally discover the killer in their midst and 
  destroy the child.
  
  6
  Lords of the Night
  The vampire’s attraction to blood is their single 
  best-known feature - and also possibly their great-
  est mystery. Vampires seem to derive almost nothing 
  from blood, save for a brief and temporary rush of 
  life force, and yet they crave it incessantly. No known 
  cases exist of a substitute for this craving, despite cen-
  tury upon century of research into the matter. Necro-
  mancer and cleric alike have no answers, though they 
  often tell convincing lies.
  The Sinister Urge
  Vampirism changes its victims in subtle ways, 
  which are sometimes attributed to the infusion of 
  negative energy and other times blamed on a warp-
  ing of their soul. Whatever the cause, vampires expe-
  rience a combination of changes that all add up to a 
  more hungry, unforgiving being. The instinct towards 
  mercy and empathy weakens, while predatory 
  instincts heighten and move towards the forefront of 
  their minds. Vampires are free-willed moral agents 
  and certainly capable of refraining from evil or even 
  actively seeking good, but it’s more difficult for them. 
  Vampires anger swiftly, and their hunger surges to 
  the forefront when they’re frightened or furious.
  This heightened attack instinct can – and does – work 
  against the vampire quite a bit. It’s easy for vampires 
  to become drunk on the power of undeath and forget 
  that they are far from the apex predators of their food 
  chains, or to lose their composure in a fit of temper 
  and expose themselves before mortals. Self-control is 
  not necessarily more difficult for vampires than it is 
  for the living; rather, they cannot learn the habits of 
  self-control the way that living beings can. No matter 
  how much one beats, trains, or conditions a vampire, 
  they still tend to react instinctively and emotionally 
  to stimuli and they have to remind themselves – even 
  in cases of pure self-interest – not to attack, flee, or 
  otherwise expose themselves. This need to conscious-
  ly restrain themselves becomes wearying over the 
  years, and older vampires trend towards evil because 
  of sheer exhaustion. Exceptions exist, of course, and 
  are all the more striking for the iron will displayed in 
  remaining virtuous.
  Post-Mortem Society
  Vampires tend to congregate in and around cities, 
  which have several alluring factors for the living 
  dead: easy access to prey, an abundance of loca-
  tions in which to hide corpses, a large population to 
  hide themselves amongst, and access to avenues of 
  socialization and special interests that the vampire 
  
  Lords of the Night
  7
  may carry over from life (such as politics, magical 
  research, or art). This tendency towards urban envi-
  ronments does mean that multiple vampires can and 
  do converge on the same city, sometimes in surpris-
  ing numbers – especially as one or more of the resi-
  dent vampires begins to create progeny.
  This can, obviously, create some issues, even 
  aside from the fact that several bloodthirsty preda-
  tors are living in close proximity with one another. 
  Vampires compete with other predators for prey 
  and secrecy, and often also for political or personal 
  resources such as votes, contacts, or businesses. 
  Other vampires are, of course, competition for these 
  things – but they can also be kindred spirits, and are 
  some of the few who understand the difficulties of 
  vampiric life. Most humanoids are social beings, and 
  the vampires created from them share those social 
  instincts. The result is a cautious, sort-of-society that 
  revolves around certain traditions; these traditions, 
  when followed, theoretically allow vampires to co-
  exist and compete safely. Obviously the system is not 
  perfect, but it works more often than it doesn’t, and 
  keeps night-to-night living moving forward.
  Hospitality
  The basic tenet of vampire culture is that anoth-
  er vampire’s home is her castle. The place a vam-
  pire calls their own territory, and especially their 
  own dwelling place, is sacrosanct, and to disturb it 
  without invitation is a declaration of war. Vampires 
  may grant permission to walk on their land (or even 
  declare some parts of it public) as a gesture of good-
  will, a mark of friendship, or even a display of power 
  to their fellow vampires. Even so, an invitation to a 
  vampire’s personal dwelling place, where they hide 
  away during their days, is a high honor and treated 
  as such. Insulting one’s host’s hospitality during such 
  a visit is not recommended.
  Solidarity
  Though less rigidly observed than hospitality, the 
  rule of solidarity states that vampires should band 
  together against non-vampiric threats. At its most basic 
  level, this means that vampires cooperate to hunt down 
  and subdue or slay non-vampire predators within their 
  communities, but some vampires take the practice fur-
  ther, actively furnishing alibis for their fellow undead 
  and helping to oppose vampire hunters, hide their 
  shadow communities, and calm the mortals when the 
  herds of the living become aware of the predators in 
  their midst. It is generally accepted that two vampires 
  that are enemies are not expected to show solidarity 
  with one another, but some members of the undead 
  choose to do so anyway. Assuming such brave souls sur-
  vive, they garner quite a bit of respect.
  Occultation
  The rule of occultation is simple but difficult 
  to obey. Simply put, it is the practice of keeping the 
  existence of vampires within a community, and the 
  identity of specific vampires, secret. Occultation is 
  the rule that forbids revealing one’s enemy to groups 
  that hunt vampires or exposing them to the rabble of 
  mortality, but the difficulty in cleaving to it is found 
  in the responsibility to prevent discovery, and there-
  fore to ensure that an indiscreet vampire is not in 
  any position to cause trouble. The logic behind the 
  rule is simple but undeniable – if you cannot keep the 
  community’s collective secret, you must be destroyed 
  before you can reveal it. Though the results can be 
  harsh, occultation is literally the foundation of trust 
  between one vampire and another, and no peaceful 
  coexistence may happen without it.
  Respect
  It seems like a curious contradiction with the 
  previous rule, but vampires are expected to con-
  duct their rivalries openly, with a certain amount 
  of respect for their enemies. While this is the most-
  commonly broken tradition, when followed it helps 
  to safeguard the vampiric community. The most basic 
  act, when following the rule of respect, is to state 
  your intentions to your enemy in some clear fashion 
  and to conduct your rivalry with a sense of propor-
  tion. Vampires that value the tradition of respect may 
  have “enemies” that are more like very old friends, 
  invited to social functions and given rights to visit 
  each other’s territory in matters that do not involve 
  their conflict. In other cases, vampires invoke the tra-
  dition of respect to settle matters through personal 
  duels rather than elaborate conflicts. No matter how 
  the tradition of respect is conducted, it is considered 
  polite to inform one’s allies and neighbors of a con-
  flict so that they might prepare for potential fallout.
  Long in the Tooth
  There are notable differences between the behav-
  ior of young vampires and old ones. Young vampires 
  tend to be brasher, quicker to anger, and without 
  many of the nuanced habits of survival that mark 
  their older kin. Conversely, young vampires tend to 
  have an easier time adapting to new habits, chang-
  ing circumstances, and disruptions in their nightly 
  routine. Because they lose less by doing so, relatively 
  speaking, young vampires are often the ones who 
  choose to create progeny, which can lead to situa-
  tions where a newly-made vampire is being raised 
  and taught by someone who barely knows more than 
  they do about undead life. On the other hand, this cre-
  ates a valuable support network that young vampires 
  
  8
  Lords of the Night
  can leverage against the interests of entrenched older 
  undead.
  Older vampires are defined by their patience, 
  caution, and planning. As a species, vampires tend 
  to die young, especially because discovery so often 
  equals swift and brutal destruction. Those vampires 
  who survive into old age are possessed of overwhelm-
  ing personal power, extensive information networks, 
  a remarkable talent for secrecy, or any combination 
  of the above. Though they can be more solitary than 
  younger vampires (the years winnow away friends 
  due to misfortune, betrayal, or circumstance), older 
  vampires make a point of gaining influence and 
  power within the mortal communities that hide 
  them, and they leverage this influence to secure their 
  own safety and comfort, and as a weapon against 
  their rivals. Old vampires create progeny much more 
  rarely than young vampires, and with a consider-
  ably greater amount of forethought. If they can keep 
  a good relation with their newly-turned child, how-
  ever, the rewards can be much greater for both par-
  ties involved - the new vampire gains access to her 
  maker’s resources, and her creator gains a trustwor-
  thy confederate and aide.
  Bring Out Your Dead
  Though almost any humanoid can theoretically 
  become a vampire, in practice few do. Logistically, of 
  course, any given community can only safely support 
  so many vampires before their numbers threaten col-
  lective exposure. However, this is not the primary 
  limiting factor on the number of vampires created 
  and maintained in any given community - indeed, 
  most worlds harbor far fewer vampires than they 
  might theoretically support. Destruction accounts for 
  this to an extent, but the largest reason, by and far, is 
  that even young vampires tend to be picky about who 
  they turn.
  Creating another vampire is an act of immense 
  will and sacrifice, and the resulting undead being is 
  not necessarily loyal or even grateful to its creator. As 
  a result, it pays to be selective with one’s “children”, as 
  a vampire. Most people who are purposefully trans-
  formed into vampires are selected for a combination 
  of survival instinct, sense of self, friendliness towards 
  the potential creator, interest in undeath (or fear of 
  death or old age), and personal prowess. The vampire 
  dances around the matter for months or even years to 
  be sure of their selection and then makes the prepara-
  tions. In an ideal scenario, the vampire-to-be is turned 
  with little fuss and remains under their creator’s pro-
  tection while they transform in death, though for a 
  valuable enough resource the vampire might attack 
  their selected child and attempt to persuade them of 
  the value of their “gift” post-mortem. 
  Ideal circumstances do not always happen, of 
  course. Emergencies, love, or political necessity can 
  cause unusual candidates to be made into vampires. 
  A vampire unable to heal a dying bystander or loved 
  one may bestow undeath upon them to preserve their 
  existence, and undeath is sometimes meted out as 
  punishment to nosy mortals that threaten to expose 
  the vampiric community. Sometimes a less-than-ideal 
  candidate simply has to be turned into a vampire to 
  ensure greater control over them, or to gain leverage, 
  or even as part of a bargain with another being. The 
  resulting undead beings tend to have mixed feelings 
  about their new state, and fit awkwardly into the cul-
  ture that they will now belong to for a very long time.
  As a general rule, older vampires are more picky 
  about their potential children than younger ones are, 
  and tend to spend years observing very promising 
  candidates before approaching any of them. Elder 
  vampires have been known, at times, to take in young 
  mortals and raise them with the explicit intention 
  of becoming the elder’s heir or strong right hand, 
  training them in the necessary skills and introduc-
  ing them slowly to the power of undeath before their 
  final transformation, usually in the prime of their life 
  so as to preserve their youth and beauty in reward 
  for their dedication. Younger vampires, on the other 
  hand, are more likely to turn a mortal out of love or 
  passion, or with only a year or two of observation, 
  simply because they lose less by doing so.
  Last Rites
  As sapient beings, vampires are just as likely to 
  seek faith as the living. Their relationship with divin-
  ity is, however, complicated by their undead state. A 
  vampire’s connection to their previous deity of choice 
  (if any) is disturbed by the infusion of negative energy 
  into their soul. The connection isn’t gone, but the god 
  in question is aware of the fate that has befallen the 
  new vampire, and a particularly attentive vampire - 
  or one versed in divine casting - is likewise aware that 
  something is not right.
  Many good or neutral aligned gods - and their 
  faiths - are justifiably concerned about vampiric 
  membership in their faith. Gods that despise undead 
  likely forsake the vampire entirely, who is left with a 
  distinct sense of refusal when they attempt to pray or 
  make contact with their former patron. Most gods are 
  at least willing to see how the vampire reacts to their 
  new circumstances. Often a vampire who was turned 
  by surprise will attempt to embrace their faith, and 
  those willing to provide patience and servitude may 
  eventually be rewarded with transformation back 
  into the living beings they once were. Others, justi-
  
  Lords of the Night
  9
  fiably afraid of any plan that involves them dying a 
  second time before it can be completed, try to make 
  the most of their new circumstances.
  Regardless of their relationship with their old - 
  or new - gods, vampires never shake that feeling of 
  disconnection. They have just enough of a sense of 
  their god to know that something isn’t right, even 
  when they choose to worship evil gods. Whether 
  they eventually learn it or not, what the vampire is 
  sensing is a change in their connection to their god, 
  which affects the bond that exists between the two 
  over the astral plane. Their soul, now charged or pos-
  sibly even replaced with negative energy, no longer 
  gives off quite the same energy as a faithful living 
  soul. Vampires with access to divine spellcasting are 
  often forced to route the flow of their power through 
  the negative energy plane, using its entropic power to 
  amplify their “voice” and be heard by their god. The 
  results are not particularly pleasant for either being, 
  though it is more of an annoyance than any kind of 
  active harm.
  Because vampires cannot enjoy the afterlife, they 
  tend to have a different relationship with their gods 
  (assuming a friendly relationship exists) than the 
  living do. Vampires tend to bargain with their deities 
  and in any event are difficult to motivate with prom-
  ises of paradise or threats of torment, simply because 
  neither are relevant to the undead being. Most vam-
  pires eventually settle into a state of offering respect 
  to gods but not truly serving any, out of mutual dis-
  interest and, perhaps, a whisper of sorrow for what 
  they once had as living beings. Those who remain 
  loyal or discover purpose in faith are exceptional 
  beings, often driven to accomplish great acts in the 
  name of their patrons.
  The Lightless Depths
  Societies that do not experience the light of the 
  sun have more to fear from vampires. Unrestricted 
  by their ancient weakness, vampires may move more 
  freely and hide more readily in the shadows of under-
  ground cultures such as drow or dwarven society, and 
  can move through the black depths of the sea unhin-
  dered by the sun. The reaction of the living to this fact 
  varies greatly from society to society.
  Evil societies, such as drow and sahuagin, are 
  essentially indifferent to the presence of the undead. 
  While it is usually still pragmatic to hide one’s vam-
  piric nature (although some sahuagin societies 
  openly bestow the gift of undeath to learned sages, 
  to preserve their knowledge), ultimately a vampire 
  is simply one more deadly thing in a society that 
  is already full of heinously lethal things. Defenses 
  against the undead are installed when an individual 
  worries about them, not societally.
  Dwarves and other non-evil societies worry a 
  bit more about the undead, but the closed-in nature 
  of their cities works against the vampire. It’s harder 
  to cover up murders or sloppy feedings in tight-knit 
  societies and easier to uncover the odd man out, and 
  as a result vampires do not particularly thrive in the 
  underground cities favored by dwarves and many 
  other races. Indeed, many such vampires are forced 
  to flee, either to the surface and the hateful sun, or to 
  the sunless wilds, where they prey on travelers and 
  monsters for their sustenance.
  
  10
  Lords of the Night
  Running a Vampire-
  Themed Campaign
  Vampire-centric campaigns present their own 
  unique challenges and difficulties that make them 
  different from other campaigns. Notably, vampires 
  follow a nocturnal life cycle and have great difficulty 
  acting during the day, but other concerns are also 
  present; the need to feed, remain secret, and the exis-
  tence of vampiric weaknesses among them. A party 
  mostly - or wholly - composed of vampires also poses 
  different storytelling challenges than one made up of 
  living creatures, in that it places players in the role of 
  predators who must work to conceal their presence 
  and ensure a steady supply of food.
  The following chapter presents mechanical alter-
  ations and suggestions to the game intended to make 
  running a vampire-centric campaign easier. There is 
  a fairly strong emphasis on urban-based campaigns; 
  after all, settlements are where the people, and thus 
  the food, is located. Some discussion of vampires on 
  more traditional campaigns can be found towards the 
  end of the chapter.
  Vampire Player 
  Characters
  The first part of running a vampire-centric 
  campaign is, obviously, vampiric player characters. 
  Undeath changes priorities about a character’s train-
  ing and tactics that can lead to an emphasis on certain 
  classes and skill sets, as well as behaviors.
  Presented below is an alternate vampire tem-
  plate meant for campaigns in which one or more 
  player characters are vampires. It is strongly sug-
  gested that you only use one vampire template in any 
  given campaign.
  Vampire
  Vampire is an acquired template that can be 
  added to any living, corporeal humanoid, fey, or mon-
  strous humanoid (hereafter referred to as the base 
  creature). A vampire uses the base creature’s stats and 
  abilities, except as noted below. To create a vampire, 
  the base creature must first be slain by a vampire’s 
  bite attack, then buried in earth or soil. At the next 
  new moon, the vampire which slew the base creature 
  Chapter Two:
  Dead Man’s Party
  
  Lords of the Night
  11
  may sacrifice XP sufficient to reduce his level by 1, 
  placing him at the minimum XP needed for that level 
  (vampires with only 1 level cannot create vampires).
  Creating a Vampire
  Senses: The base creature gains darkvision 60 ft. or 
  increases its existing darkvision by 30 ft.
  Alignment: The base creature’s alignment moves one 
  step towards evil. Its alignment on the law-chaos axis 
  is unchanged. Like other undead, vampires detect as 
  evil when subjected to detect evil and similar effects, 
  regardless of their actual alignment.
  Size and Type: Change the base creature’s type to 
  undead. Recalculate racial hit dice. Do not recalcu-
  late hit dice based on class levels. Do not alter its base 
  attack bonus, skill points, or class skills. Its size is 
  unchanged.
  Special Attacks: The base creature gains the follow-
  ing special attacks:
  • Vampire Fangs (Ex): The vampire gains a bite 
  natural attack that deals 1d6 damage (damage given 
  is for medium creatures). If this attack damages a 
  living corporeal creature (excluding constructs, ele-
  mentals, oozes and undead), the vampire gains gains 
  temporary hit points equal to 1/2 the damage dealt 
  and also slakes his thirst (see the thirst ability, below). 
  At the GM’s discretion, some creatures - such as a 
  golem made of animate blood - may also permit the 
  vampire to gain temporary hit points in this manner. 
  These temporary hit points stack with themselves, up 
  to a maximum equal to 1/2 the vampire’s full normal 
  hit point total, and last for up to 1 hour. 
  Channel Resistance (Ex): The vampire benefits from 
  +4 channel resistance.
  Vampiric Power: Vampires display a variety of 
  powers; the vampire chooses one of the following 
  abilities upon acquiring this template. The vampire 
  gains the chosen ability. Once made, this choice may 
  not be changed:
  • Familiar Stranger (Sp): The vampire may cast dis-
  guise self as a spell-like ability up to three times per 
  day, with a caster level equal to his character level. 
  Starting at 6th level, the vampire may communicate 
  telepathically with any creature within 100 ft. that 
  has a language. At 10th level, the vampire benefits 
  from a constant detect thoughts effect at a caster level 
  equal to his character level.           
  • Hypnotic (Sp): The vampire may cast charm 
  person and charm animal as spell-like abilities up to 
  twice per day, with a caster level equal to his char-
  acter level. At 6th level, the vampire may also cast 
  charm monster up to twice per day as a spell-like abil-
  ity with a caster level equal to his character level.
  • Servitor Beast (Ex): The vampire gains an animal 
  companion. His effective druid level is equal to his 
  character level minus three, which might mean that 
  the vampire does not attract a companion immediate-
  ly. If the vampire would gain an animal companion 
  from another source (such as druid levels), he instead 
  possesses a single animal companion at his highest 
  effective druid level, plus one.           
  • Undying Ferocity (Ex): The vampire gains 2 claw 
  attacks that deal 1d4 damage (or increases the base 
  creature’s existing claw damage by 1 die step; damage 
  given is for medium creatures) and gains temporary 
  hit points equal to 1/2 the damage dealt with these 
  claws (but does not slake his thirst). These temporary 
  hit points are treated as though gained through the 
  vampire’s vampire fangs ability for the purposes of 
  stacking, and last for up to 1 hour.
  Special Qualities: The base creature gains the fol-
  lowing special qualities:
  • Shadowless (Ex): A vampire casts no shadows 
  and shows no reflection in a mirror; in a room with 
  shadowy or better illumination, or with one or more 
  mirrors, creatures gain a +5 circumstance bonus on 
  their Knowledge (religion) checks to identify the vam-
  pire.
  • Thirst (Ex): A vampire must feed to sustain 
  themselves. If the vampire does not gain 10 tempo-
  rary hit points through his bite attack before sunrise 
  each morning, he becomes hungry, suffering a -2 
  penalty to all D20 rolls, as well as a -1 penalty to the 
  vampire’s save DCs. After three days without feed-
  ing, these penalties increase to a -4 to all D20 rolls, 
  -2 to the vampire’s save DCs, and a -2 penalty to the 
  vampire’s caster level, initiator level, and manifester 
  level. These penalties vanish after the vampire has 
  gained the required number of temporary hit points. 
  Vampires that are cut off from the sun (such as by 
  living underground) must meet their feeding require-
  ments every 24 hours.
  • Vampiric Weakness (Ex): The vampire is vul-
  nerable to sunlight; it becomes exhausted (ignoring 
  immunity) when exposed to direct sunlight and suf-
  fers a -4 penalty to its level-based variables (such 
  as those calculated based on caster level, initiator 
  level, manifester level, or character level, among 
  others) while so exposed. Additionally, choose one of 
  the weaknesses listed below. The vampire gains the 
  chosen weakness (once made, this choice may not be 
  altered):
  
  12
  Lords of the Night
  • Accursed Being (Ex): The vampire is vulner-
  able to holy symbols of good-aligned religions; if con-
  fronted by such a symbol (wielded by a member of its 
  faith as a standard action or used as part of casting a 
  divine spell) the vampire suffers a -2 penalty to attack 
  rolls and saving throws for 3 rounds. In addition, 
  the vampire cannot cast spells with the evil descrip-
  tor that target creatures bearing such symbols, nor 
  include those creatures in the area of spells with the 
  evil descriptor.
  • Arithmomania (Ex): Some vampires develop an 
  obsession with counting objects. The vampire suffers 
  a -2 penalty to attack rolls, skill checks, and concen-
  tration checks while in the presence of a group of 
  small objects (such as a bowl of rice or a pile of coins) 
  that he has not yet counted. This penalty does not 
  stack with itself, and persists as long as the vampire 
  can see the container or pile, or until he spends a full-
  round action doing nothing but count the objects (the 
  vampire may count up to two groups of objects with 
  the same full-round action, such as a pile of coins and 
  a bowl of rice). If there is more than one grouping of 
  small objects nearby, the penalty lasts until the vam-
  pire has counted them all (spending at least one full-
  round action per grouping).
  • Foot in the Grave (Ex): The vampire’s body has 
  been weakened by the transition to undeath. The 
  vampire gains a -2 penalty to its Strength and Dexter-
  ity whenever it is subjected to a critical hit or sneak 
  attack. This penalty stacks with itself and lasts until 
  the vampire can rest for eight hours.
  • Purification (Ex): The vampire’s corruption is 
  especially susceptible to fire; it suffers an additional 
  25% damage (rounded down) from fire damage. A 
  vampire that is immune to fire may not select this 
  weakness, and a vampire that selects this weak-
  ness may not gain fire immunity or fire resistance; 
  attempts to do so simply fail.
  • Spilled Blood (Ex): The vampire is not immune 
  to bleed damage or damage to its Strength and Dex-
  terity scores.
  • Unclean Being (Ex): The cleansing touch of 
  water is enough to hinder the vampire. While stand-
  ing in water at least an inch deep, the vampire is 
  slowed. When the vampire is affected by a spell of the 
  
  Lords of the Night
  13
  water descriptor, they must succeed at an additional 
  Reflex save (DC equal to the spell’s save DC) or suffer 
  1d6 damage per two caster levels of the spell’s source 
  (items typically have their own caster level).
  Abilities: Strength +2. Increase the base crea-
  ture’s Intelligence, Wisdom, or Charisma by +2. As an 
  undead creature, the vampire does not have a Consti-
  tution score.
  Skills: Bluff +2, Diplomacy +2
  Challenge Rating: +1
  Lessons in Death - Vampiric 
  Skills
  While vampires can theoretically spawn from all 
  walks of life, in practice successful vampires display 
  certain patterns of behavior and experience. While 
  rare and exceptional individuals - often “blessed” with 
  undeath by demonic cults - can get away with being 
  ravagers that leave trails of death strewn in their 
  wake, most vampires must cultivate careful behavior 
  and a talent for deception, suspicion, and patience 
  that serves them through their immortal unlives. 
  Most vampires invest quite a bit of time into training 
  their progeny in the habits that have kept themselves 
  alive, so as not to waste the time and effort it took to 
  turn the person to undeath in the first place.
  In terms of skills, almost all vampires acquire 
  Knowledge (religion) early in their undeath; cler-
  ics wield powers that can destroy vampires or strip 
  them of their will, and must be identified and then 
  eliminated as threats as swiftly as possible. A certain 
  aptitude for Bluff, Sense Motive, and Perception 
  helps most vampires hunt and blend into mortal 
  society, though more overt ones may favor Stealth 
  instead. Vampires do not tend to advance Profession 
  skills unless they have a prior interest or are spend-
  ing their days performing the Profession somehow; 
  the hunt consumes much of their active time outside 
  and among others. Quite a few do take up a Craft 
  that forms their hobby during daytime hours when 
  they dare not venture out of doors for fear of their 
  vulnerability.
  The Unquiet Dead: Vampires 
  and Class Levels
  Vampires advance by class level and are often 
  as, or more, potent than their living counterparts. 
  Certain classes make better fits for undeath than 
  others, and in some cases have mechanical alterations 
  brought about by the character’s new state. These are 
  discussed below.               
  Akashic Classes: Vampires use their Charisma in 
  place of their Constitution when qualifying for 
  Soon, the Living Shall Envy 
  the Dead
  When running a Lords of the Night campaign, 
  our suggestion is to let all PCs have the benefits 
  of the vampire template without worrying about 
  adjusting their level or otherwise compensating for 
  the increased power (aside, of course, from in your 
  encounter design). However, the template present-
  ed above can also be used to play a vampire in a 
  more traditional campaign. If you choose to allow 
  its use, some adjusting may be necessary.
  Existing rules cover the use of templates by 
  PCs. However, an alternate suggestion to the use of 
  these rules is to have the vampiric character gain 
  XP one track slower than the rest of the party; that 
  is, if the party is using the fast XP track, the vam-
  pire uses normal, and so forth (if the campaign is 
  using slow XP gain, the vampire remains 1 level 
  lower than the party and is treated as being of 
  equal level when calculating XP gained and aver-
  age party level).
  The reverse case - a living character in a Lords 
  of the Night campaign - may also be true, and 
  presents an interesting roleplaying opportunity. 
  Though you don’t necessarily have to “catch up” 
  such a living character to the power level of the 
  vampiric party members, GMs that wish to can do 
  so by offering small bonuses, such as an additional 
  character trait and a bonus feat at 1st level. Alter-
  nately, the living character could take a template 
  with a CR adjustment of +1 or lower (such as half-
  doppelganger), placing them into an equivalent 
  position to their vampiric compatriots.
  akashic feats and abilities, allowing them to leverage 
  their supernatural force of personality to deadly 
  effect. Whether it’s combining their undead savagery 
  with natural attack veils or combining their immortal 
  cunning with veils that entrance and immobilize their 
  foes, akashic vampires are amongst the deadliest of 
  undead.
  Arcane 
  Classes: 
  Vampiric 
  spellcasters 
  are 
  famed and feared for the terror of their magics. With 
  unlimited time to hone their art, ancient vampiric 
  mages can unleash spells from unknown periods of 
  history, display strange and bizarre magical items, 
  and layer their resting places in protective magics 
  and cunning traps. Vampiric spellcasters tend to favor 
  spells that paralyze or incapacitate their victims, 
  so that they can feed, though mind control is often 
  utilized for the same effect.
  Divine Classes: Relatively rare among vampires, 
  divine classes are often striking enough that they 
  
  14
  Lords of the Night
  seem more common than they are. Vampires that 
  can channel energy always channel negative energy 
  (even if their class or alignment normally cannot), 
  and they tend to prepare their spells at sunset or 
  midnight. Vampiric clerics always spontaneously 
  cast inflict spells (even if their alignment normally 
  does not), and vampiric druids replace their ability 
  to spontaneously cast summon nature’s ally with the 
  ability to spontaneously cast inflict spells, just as an 
  evil cleric does. Vampire paladins often make use of 
  the nightguard archetype (see chapter three); paladins 
  turned to vampires may elect to replace their class 
  features with those of the nightguard archetype upon 
  rising as undead. Those that do not take this option 
  pay a terrible price, as utilizing their lay on hands 
  ability causes them to suffer as though exposed to 
  direct sunlight for 2 rounds as they channel harmful 
  positive energy.
  Martial Classes: Possibly the rarest kind of 
  vampire, vampiric warriors are nearly unheard of. 
  Brawlers, fighters, monks, and swashbucklers lack 
  the tools of subtlety needed to survive in undeath. 
  Savage vampires sometimes train as barbarians, and 
  often favor the way of the frenzied slayer because 
  of its more defensive nature. Martial vampires are 
  found in three varieties, when they are encountered: 
  those with the social skills needed to blend in (often 
  warders or warlords), those whose food supply is 
  provided by another source, and those who can afford 
  to have their identity as one of the undead publicly 
  known. Others tend to die to mortal hunters in short 
  order, victims of an unsuitable skill set.
  Psionic Classes: Vampire psionicists can be 
  strange and terrifying foes to face, augmenting their 
  powers of undeath with new and strange capabilities. 
  Still, some trends can be seen: vampire aegii and 
  soulknives are comparatively rare, though vampiric 
  psychic warriors are not unknown. Vampiric vitalists 
  and tacticians turn their talents to leading hordes 
  of servants both living and undead, while vampire 
  psions, cryptics, and dreads exploit mortal society, 
  worming their way into positions of safety in which 
  to corrupt the living around them. It is notable that 
  more wilders become vampires than the other way 
  around; undeath dulls passions, making it harder for 
  a vampire to find the wilder’s path after their heart 
  has ceased to beat.
  Skillful Classes: Though it isn’t always easy, 
  vampiric bards, investigators, rangers, rogues, and 
  slayers all get by, though they are usually reduced to 
  crude murders in alleyways or sloppy seductions in 
  order to feed. These sorts of vampires thrive in poor 
  and violence-stricken parts of the urban environment, 
  preying upon the ignorance and injustice of the 
  populace around themselves to stay secret and safe. 
  As with wilders, more bards become vampires than 
  vampires become bards; though a vampire can see 
  the passion she stirs in others with her primal music, 
  she can never again experience that passion, and 
  too many set their instruments down and never pick 
  them back up.
  Feeding
  Feeding is all-important to vampires: their thirst 
  calls to them constantly, and if they do not slake it regu-
  larly they suffer incredible pain and lethargy. Just as 
  important as feeding, however, is concealing the vam-
  pire’s activities. The following rules relate to slaking a 
  vampire’s thirst.
  Death’s Kiss
  Given a sufficiently relaxed or unaware victim, 
  a vampire can feed with a minimum of sloppy gore 
  and waste. A vampire may make a Bluff or Diplomacy 
  check (opposed by the higher of its victim’s Percep-
  tion or Sense Motive) to engage in death’s kiss against 
  a creature with an attitude of friendly or better. A 
  successful Stealth check (opposed by its victim’s Per-
  ception) permits a vampire to engage in death’s kiss 
  against a flat-footed creature, regardless of its attitude 
  (failing this check alerts the victim to the vampire’s 
  presence). A vampire does not need to make a check 
  to engage in death’s kiss against a willing creature.
  While engaged in death’s kiss, the vampire and 
  its victim share a space. The victim is considered 
  helpless and suffers damage equal to 2 + the vam-
  pire’s strength modifier each round. The vampire 
  gains temporary hit points equal to the damage dealt 
  this way, which are treated as if coming from their 
  vampire fangs ability for stacking and slaking the 
  vampire’s thirst. The vampire is treated as flat-foot-
  ed while engaging in death’s kiss, but can end it as a 
  free action on their turn (this returns the vampire to 
  their space). Both the vampire and their victim expe-
  rience a euphoric rush during death’s kiss, which 
  can become addictive to mortals overexposed to it, 
  though a successful Will save (DC 10 + 1/2 the vam-
  pire’s character level + the vampire’s Charisma modi-
  fier) ends the effect and drives the vampire back into 
  its previously-occupied space. Any amount of damage 
  is sufficient to end death’s kiss, returning the vampire 
  to its own space. If the vampire engaged in death’s 
  kiss would reduce their victim to 0 or less hit points, 
  they may instead reduce that creature to 0 hit points.
  Death’s kiss leaves behind a pair of fang marks 
  that add a +2 circumstance bonus to Knowledge 
  (religion) checks made to realize that the victim was 
  
  Lords of the Night
  15
  attacked or slain by a vampire.
  Simplified Feeding
  It is not always appropriate to play through a vam-
  pire’s hunt from beginning to end at the table. When 
  appropriate, the GM can ask a player that wishes to 
  feed to roll a Bluff, Stealth, or Survival check (player’s 
  choice) vs. a DC of 15 + the area’s Alert Level. Success 
  indicates that the vampire has acquired 5 temporary 
  hit points that go towards slaking their thirst (see the 
  thirst ability of the vampire template), plus an addi-
  tional temporary hit point for every 5 points by which 
  the DC was exceeded. Failure raises the settlement’s 
  Alert Level by 2.
  Optional Variants
  Unlike the other variants in this chapter, 
  these mechanics are not considered necessary to 
  run a Lords of the Night campaign; instead, they 
  are presented as options to expand on the themes 
  of undeath for gamemasters interested in their 
  themes.
  The Sleep of Ages: For various reasons, a 
  vampire may wish to pass a large amount of time 
  all at once. These vampires may enter the sleep of 
  ages, a state in which they rest dormant for many 
  years while their body enters a preserved stasis. 
  The vampire enters the sleep of ages as a full-
  round action and becomes helpless. During this 
  time, the vampire may make Perception checks 
  to note his surroundings without penalty, but is 
  otherwise given over solely to dreams. The sleep 
  of ages lasts for a minimum of 10 years, plus any 
  additional number of years the vampire wishes to 
  extend it by, and may only be ended early if the 
  vampire detects hostile creatures within 30 feet of 
  himself or suffers damage. Upon waking, the vam-
  pire suffers penalties as if he’d gone three days 
  without feeding.
  Scourge: When using this variant, vampires 
  must sustain themselves from sapient life force: 
  the vampire can only slake his thirst when feeding 
  on living creatures with an Intelligence score of 3 
  or higher.  
  Simplified Spawning: When using this vari-
  ant, creating another vampire is not the involved 
  process described earlier in this chapter. Instead, 
  whenever a creature eligible to become a vampire 
  is slain by a vampire’s bite attack, they rise as a 
  vampire three days after being buried in the earth. 
  If the creature is not buried within one month, it 
  does not rise as a vampire.
  Alerts
  The world is full of hidden threats that lurk 
  amongst a populace, from cunning spies concealing 
  themselves in urban settlements to shapeshifters, 
  vampires, and sinister cults using a city’s popula-
  tion to hide their dark arts. All of these threats trade 
  on secrecy to execute their agendas, but mistakes 
  - or unavoidable consequences from their acts - can 
  reveal the hidden monsters to the residents around 
  them.
  The following Alert system measures the general 
  wariness of a Settlement (here defined as a village, 
  town, or neighborhood) and suspicion of a hidden 
  threat in their midst. It is not intended to measure a 
  reaction to a known or ongoing threat, such as nearby 
  woods full of dire wolves or an impending invasion.
  The Alert system measures a settlement’s Alert 
  Level, which is rated 0 (Peaceful) through 10 (Man-
  hunt). Each Settlement has a Base Alert Level, at 
  which it tends to begin and to which it will eventu-
  ally return. Certain events, known as Provocations, 
  modify a Settlement’s Alert Level by either raising or 
  lowering it. Some Provocations abate after a set time 
  period, whereas others can be resolved, removing 
  their modification. In order to increase a Settlement’s 
  Alert Level to the next increment, the Settlement 
  needs to experience Provocations with a modification 
  equal to its current Alert Level. For example, in order 
  for a Settlement’s Alert level to go from 5 (Suspicious) 
  to 6 (Vigilant), that Settlement must experience five 
  points worth of Provocations.
  For a game that includes vampires as player 
  characters, managing the Alert Level of their home 
  or temporary residence is all-important. Detection by 
  the mortal herds can lead to the vampire’s destruc-
  tion, and is, at the very least, highly inconvenient, 
  possibly causing the loss of property and political 
  contacts. The vampire must watch not only their own 
  behavior, but ensure that other killers and villains 
  do not disturb the mortals and give them a reason to 
  keep an eye out for the predator in their midst.
  Base Alert Levels
  All Settlements have their own unique attitudes, 
  mores, and problems. All of these add up to a Base 
  Alert Level that shows how wary and prepared the 
  Settlement is on a regular basis. An inner kingdom 
  village with few problems probably defaults to a 
  Peaceful state, where a crime-ridden neighborhood 
  might be Wary or even Suspicious as a general rule. 
  The following are examples of reasons a settlement 
  might have a higher or lower base alert level (and 
  resolving or changing those reasons may affect its 
  base alert level). A settlement may have more than 
  
  16
  Lords of the Night
  one influence on its Base Alert Level; use the follow-
  ing as guidelines for the sort of mechanics used to 
  help flesh out a settlement’s attitudes and prepared-
  ness.
  Secret: The settlement has a secret that it feels 
  the need to hide from outsiders, be it a dark cult or 
  a sacred artifact. The settlement’s default Alert Level 
  is 3 (Wary), and checks made to influence its natives 
  with social skills suffer a -2 circumstance penalty. 
  Ordinary citizens are probably armed, and band 
  together to shut out and discourage - or murder - out-
  siders.
  Superstitious: The settlement has beliefs or 
  superstitions that make it react poorly to changes in 
  daily routine. The settlement’s default Alert Level is 2 
  (Wary), and any Provocation that increases the Settle-
  ment’s Alert Level has a 25% chance to increase its 
  Alert level by an additional 1.
  Threat: The settlement faces a persistent threat 
  of some variety, such as a nearby den of monsters or 
  an ongoing military conflict. The settlement’s default 
  Alert Level is 2 (Wary), and ordinary citizens pos-
  sess arms and armor and probably have heroic class 
  levels. Strangers to the settlement that help fight 
  against the persistent threat benefit from a +1 cir-
  cumstance bonus to skill checks made to influence 
  the natives socially.
  Time of Peace: The settlement enjoys relative 
  peace and security; it may have a strong military 
  presence, be known for its law and order, or just 
  seem blessed with avoiding tragedy. The settlement’s 
  default Alert Level is 0 (Peaceful), and it tends to wel-
  come strangers with open arms. The first Provocation 
  that increases the Settlement’s Alert Level increases it 
  by an additional 1.
  Bad Neighborhood: The Settlement has a high 
  native crime rate. Treat relatively anonymous low-
  profile murders, which would normally fall under the 
  Suspicious Death Provocation, as though it were the 
  Natural or Accidental Death Provocation, except that 
  the suspicious deaths are counted along a separate 
  track from accidental and natural deaths. The Settle-
  ment’s Base Alert Level defaults to 4 (Suspicious).
  Provocations
  Provocations, despite their name, are any event 
  which might modify a Settlement’s Alert Level, wheth-
  er to increase it or decrease it. Provocations are often 
  modified by how the Settlement perceives an event, 
  rather than what actually happened. The following 
  list is an example of Provocations that might affect a 
  Settlement’s Alert Level, though it is not intended to 
  be exhaustive.
  Settlement Rules
  Here are some tips about how the existing set-
  tlement rules might interact with the Alerts system.
  Corruption: A society with high corruption is 
  generally advantageous to vampires. Guards can be 
  convinced to look the other way (via a bribe) or that 
  the whole thing is too much effort (via a Bluff check, 
  adding the settlement’s corruption modifier to the 
  result of this check). Anyone sneaking through the 
  streets benefits from this apathy, adding the settle-
  ment’s corruption score to their Stealth checks.
  Crime: A high crime is both a help and a hin-
  drance to vampires, as it helps to camouflage their 
  own wrongdoings while also making the population 
  more alert. A citizen adds the settlement’s crime 
  modifier to their Sense Motive checks to avoid 
  being bluffed, but there is a chance that a crime will 
  go unnoticed. Each time a crime would cause the 
  settlement’s alert level to rise by more than 1 point, 
  make a crime check (d20 + settlement’s crime modi-
  fier) DC21. If successful, the alert level only rises by 
  1 point.
  Economy: A booming economy is attractive to 
  a certain sort of vampire, but does not help them in 
  any way (apart from the minor crime and corrup-
  tion that often accompany a lot of money moving 
  about).
  Law: A strict settlement can be advantageous 
  to a vampire dealing with city officials (add the law 
  modifier to any Diplomacy roll against an official). 
  However, a higher law modifier indicates more 
  thorough patrols and more thorough investigations 
  by the watch.
  Lore: An educated society works against a vam-
  pire, as a citizen adds the settlement’s lore modifier 
  to their Knowledge checks to identify creatures (it 
  is assumed that the citizens have easy access to a 
  public library or similar).
  Society: A cosmopolitan society is the great-
  est boon a vampire could ask for. A vampire adds 
  the settlement’s society modifier to their Disguise 
  checks, as well as to their Diplomacy checks to 
  alter the attitude of any citizen (except officials, see 
  “Law” above).
  Death, Accidental or Natural: Seemingly acci-
  dental or natural deaths (a tree falls on a lumberjack, 
  an old woman dies of heart failure) are not neces-
  sarily suspicious in and of themselves. However, as 
  the death toll mounts, the Settlement begins to grow 
  more worried. The first 3 - 5 (depending on the Settle-
  ment’s Base Alert Level) accidental or natural deaths 
  
  Lords of the Night
  17
  per thousand citizens in any given month beyond the 
  normal natural death rate for that area do not modify 
  the Settlement’s Alert Level, but each death (per thou-
  sand citizens) thereafter grants one point of Provoca-
  tion, then an additional 1 point if the victim died in a 
  similar or identical fashion to one of the previous vic-
  tims. It takes approximately one month of no further 
  deaths for the modification from this Provocation to 
  abate.
  Death, Suspicious: An identifiable murder or 
  attack is a cause for concern and alarm. The Settle-
  ment gains 2 points of provocation and the local 
  watch and/or militia are immediately involved. The 
  points gained from this Provocation abates after six 
  months or when the community believes it has cap-
  tured or slain the perpetrator of the attack, whatever 
  comes first.
  Missing Person: A known citizen or visitor to the 
  Settlement is missing, either without explanation, or 
  with some evidence of an attack or struggle. If they 
  do not resurface within 3 days, the Settlement gains 
  1 point of Provocation (or 2 if there is evidence of a 
  struggle or attack). The points gained from this Provo-
  cation abates after three months or after the missing 
  
  18
  Lords of the Night
  You Must Be This Tall To Join 
  The Angry Mob
  Ultimately, the Alerts system presented here is 
  not meant to be a simulation; we cannot possibly 
  re-create the way a society would act or react to 
  hidden threats with any degree of accuracy, let 
  alone one that mirrors how real people behave. To 
  this end, it should be noted that Alerts are not meant 
  to be omnipresent or all-consuming. Rather, they 
  are meant to reflect the consequences of cavalier 
  recklessness and narratively significant events.
      As a general rule, in a campaign in which 
  the PCs desire a lower Alert level (such as one in 
  which they are playing vampires), NPCs should 
  not influence a Settlement’s Alert level without 
  the chance for the player characters to intervene. 
  That might mean stopping an attack before it 
  can happen, but it could also mean covering up 
  someone else’s sloppy murder, faking an accident, 
  forging suicide notes, or more. Additionally, 
  narratively insignificant or ‘off-screen’ actions by 
  NPC vampires don’t always need to be accounted 
  for - if it doesn’t add anything to the game, you don’t 
  need to care about how often other vampires need 
  to feed, or how they cover it up. Give your players 
  the benefit of the doubt when it comes to managing 
  a Settlement’s Alert.
  citizen is found and their absence explained (possibly 
  entailing the capture or death of their abductor).
  Attacker Identified: The monster responsible 
  has been identified and reported by a reliable source. 
  The Settlement’s Alert Level increases to 6 unless it 
  is already higher. Local military elements and/or law 
  enforcement actively distribute information about 
  the threat; citizens of the Settlement do not need to 
  make Knowledge checks to identify the threat’s type 
  and/or subtypes and the strengths and weaknesses 
  granted by its type and subtypes (they still may need 
  to succeed at an appropriate Knowledge check to 
  identify its other abilities and history). The modifica-
  tion from this Provocation abates after six months or 
  whenever the Settlement believes the threat has been 
  slain, captured, or driven out.
  Threat Sighted: A citizen of the Settlement has 
  seen a threat (an orcish spy, a lurking ghoul) and 
  reported it to others. The Settlement gains 1 point 
  of Provocation, and an additional 1 if the threat was 
  spotted attacking a citizen. The points gained from 
  this Provocation abates after one month or whenever 
  the Settlement believes the threat has been slain, cap-
  tured, or driven out.
  Call for Peace: A trusted civic leader states that 
  the problem is under control and citizens should go 
  back to their lives. (Reduce the points of provocation 
  by 1, or 2 in lawful-aligned settlements). The modi-
  fication from this Provocation abates after the next 
  time the alert level is raised.
  Call for Alarm: A trusted civic leader calls for 
  alarm, asking the population to be extra prepared 
  and ready to oppose the threat ( add 1 point of Provo-
  cation). The reasoning behind this may not be entire-
  ly in the civic interest, though simply eliminating the 
  leader is more likely to provoke the settlement further 
  than it is to help. The points gained from this Provoca-
  tion abate after one month or when the leader calls 
  for peace.
  Strange Happenings: Events out of the ordinary 
  (a new tree grows overnight, bottles rearrange them-
  selves) begin happening in the Settlement. The Settle-
  ment gains 1 point of Provocation and an additional 
  1 if the strange events injure any citizens, to a maxi-
  mum of 4 (6 if the events injure citizens). The points 
  gained by this Provocation abates one week after the 
  events cease or are otherwise contained or revealed 
  to be benevolent.
  Property Damage, Mild: A piece of public or pri-
  vate property has been maliciously assaulted. This 
  Provocation covers such occurrences as threaten-
  ing messages, broken locks, and murdered livestock; 
  minor occurrences such as graffiti or accidents do not 
  modify the Settlement’s Alert Level.  The Settlement 
  gains 1 point of Provocation for each such event (this 
  cannot raise a Settlement’s Alert Level beyond 5). 
  The  points gained from this Provocation abates two 
  weeks after the attacks stop.
  Property Damage, Major: A building has been 
  destroyed or thoroughly ravaged, a sacred space 
  defiled, or a public icon toppled. The settlement gains 
  2 points of Provocation for each such event, plus an 
  additional 1 if the property destroyed was a source 
  of safety or calm in the community (such as a watch 
  house or a temple). The points gained from this Prov-
  ocation abate one month after the attacks stop. Note 
  that any citizens killed in these attacks count as Suspi-
  cious Deaths.
  Warning: The Settlement has been convinced 
  to arm themselves against some hidden threat or 
  danger, usually by evidence of the threat or by being 
  persuaded somehow. The Settlement gains 2 points of 
  Provocation. Citizens of the Settlement gain a +2 cir-
  cumstance bonus to Knowledge checks made to iden-
  tity the foretold threat. The points gained from this 
  Provocation abate after the foretold threat is slain or 
  
  Lords of the Night
  19
  driven off, or if the Settlement can be convinced that 
  the warning was a sham.
  Alert Levels
  The 
  following 
  describes 
  the 
  effects 
  of 
  a 
  Settlement’s Alert Level on its citizens. These effects 
  are most appropriate when the PCs are the threat or a 
  potential threat; in a more standard campaign, where 
  the PCs are adventurers who aid society, these rules 
  are somewhat extraneous, though they may be useful 
  to model situations where a Settlement is hostile to 
  outsiders but secretive about their attitude.
  Peaceful 
  (0-1): 
  Many 
  Settlements 
  default 
  to a Peaceful state, in which routines have been 
  established, life is relatively free of crime or surprises, 
  and people tend to feel safe or at least not threatened. 
  While people still take precautions appropriate for 
  the area (such as carrying weapons in case of wild 
  animals in a frontier town), citizens generally do not 
  feel the need to be armed and do not gain any special 
  bonuses.
  Wary (2-3): Wary Settlements might be located in 
  dangerous places, have a high crime rate, or simply 
  have their hackles raised for some other reason. 
  Citizens stay actively alert (+1 circumstance bonus to 
  Perception checks) and know where the weapons are 
  kept in their homes. Wary Settlements field trained 
  combatants (such as watch members, gangsters, 
  or militia) who keep an eye out for trouble. Life 
  functions normally, however, with no disturbance in 
  daily routine and a general sense of safety.
  Suspicious (4-5): The citizens of the Settlement 
  begin to feel threatened. Weapons are kept close to 
  hand, and additional combatants may be brought out 
  to help ensure the peace or to root out a suspected 
  threat. Citizens benefit from a +2 circumstance bonus 
  to Perception checks, as well as to Knowledge checks 
  made to identify a publicly-suspected threat (the 
  latter presumes that information about the suspected 
  threat is available and distributed). A bounty on 
  information or the suspected threat may be posted, 
  and the Settlement has a cumulative 5% chance 
  to attract a party of adventurers for each month it 
  passes at this Alert Level, which resets to 0% after a 
  party is attracted or if the Settlement’s Alert Level is 
  reduced to Wary or lower.
  Vigilant (6-7): The Settlement is convinced that it 
  is under attack by some hidden threat and may even 
  know the nature, if not the location, of that threat. 
  Patrols are doubled, and the local militia (if any) may 
  be pressed into service. Citizens stay armed and lock 
  their doors, and  the measures taken to remain safe 
  
  20
  Lords of the Night
  have disrupted normal life. If any information on 
  known threats is available it will be distributed, and 
  as a result the citizens of the Settlement benefit from 
  a +3 circumstance bonus to Perception checks, as well 
  as to Knowledge checks made to identify any known 
  threat.
  Alarmed (8-9): Citizens of the Settlement travel 
  in groups to secure their own safety (and benefit 
  from a +4 circumstance bonus to Perception checks, 
  as well as to Knowledge checks made to identify the 
  known threats, if any). Adventurers and mercenaries 
  are called in if the Settlement can afford them, and 
  military backup may be requested if the Settlement 
  remains at this Alert Level for more than a week 
  and can get a message out. Specific countermeasures 
  to the threat, if they exist (such as holy water if the 
  threat is known to be undead), are distributed to 
  the citizenry and the combatants that protect the 
  Settlement. Existing bounties may have their rewards 
  increased.
  Manhunt (10): The citizenry rise in their fear 
  and wrath to oust the threat from their community, 
  forming angry mobs with weapons in hand backed 
  up by trained combatants and available adventuring 
  parties. The bounty on the threat(s) present is likely 
  to be quite high at this point, and those hunting for 
  the threat benefit from a +5 circumstance bonus to 
  Perception checks, as well as to Knowledge checks 
  made to identify the threat. No Settlement can sustain 
  this level of activity for long; after three days, its Alert 
  Level is reduced to 9, and cannot be raised to this 
  level again for 1 week.
  The following is additional information on how 
  Settlements of various sizes tend to behave at the 
  various Alert Levels.
  Village
  These small Settlements often have few resourc-
  es, though a village located along a trade route may 
  have a high transient population that gives it better-
  than-average responses to threats. Local law enforce-
  ment usually consists of one sheriff, who may also 
  be the captain of the local militia, and one or two 
  deputies. While villages are often lacking in trained 
  combatants, they are also often the home of retired 
  adventurers, who can be much more dangerous than 
  their simple facade might suggest. Villages may have 
  a shrine or small church, and often have a resident 
  adept or, more rarely, a heroic spellcaster.
  Peaceful: Life in the village continues as normal. 
  People are mostly happy and the village is welcoming 
  and hospitable to travelers. Most inner-kingdom vil-
  lages default to a Peaceful state.
  Wary: Frontier villages and trade villages (espe-
  cially river or ocean villages) tend to default to Wary 
  as their Base Alert Level. Wary villages maintain an 
  active militia, which may be trained or led by a retired 
  adventurer, and attend to the safety of the Settlement 
  as part of their daily routine. The village may have (or 
  construct) a wall or palisade, and the sheriff or her 
  deputies can usually be seen around the public places 
  in town keeping an eye on trouble spots.
  Suspicious: The village responds as if under 
  attack: the militia is called out to active service and 
  reinforcements, if they are available, are called for 
  immediately. The villagers gather around a strong 
  central leader to plan against the threat (eliminating 
  this leader may break the village’s morale, causing 
  the citizens to flee for safer pastures). Something akin 
  to martial law is implemented, as the village’s normal 
  rules take a back seat to the needs of the moment.
  Vigilant: Citizens may begin to flee the village, 
  which sends out regular calls for reinforcements until 
  they arrive. Adventuring parties begin to appear, 
  seeking bounties on whatever dark force is threaten-
  ing life in the Settlement. Normal life has ground to 
  a halt.
  Alarmed: Those villagers who choose to remain 
  gather in a defensible central location and may not be 
  be willing to leave the safety of the group to attempt 
  to get a message out. Escape attempts are likely, espe-
  cially if they know the threat does not, or cannot, act 
  during a certain time.
  Manhunt: Mobs with pitchforks led by soldiers 
  and any remaining or surviving adventurers. Further 
  elaboration is probably not needed.
  Town
  Larger and more defensible than villages, towns 
  tend to benefit from native defenses (usually at least a 
  wall and gate of some variety), and usually have more 
  law enforcement and either a local military group 
  (usually a militia) or a detachment of their nation’s 
  military on hand, even if it’s just a recruitment office 
  and a dozen rookies. While towns offer more places 
  for a potential threat to hide than a village does, the 
  risks are still amazingly high - especially if the town 
  figures out it is under attack and closes the gates, 
  trapping the monster inside with their hunters.
  Peaceful:  Most towns default to a Peaceful state, 
  but the feeling is notably different from that of a vil-
  lage at this Alert Level; law enforcement is visible 
  (even if it is only a guard or two in the town square) 
  
  Lords of the Night
  21
  and the basic defense of the town is a part of the 
  daily routine. Soldiers manning the wall or on patrol 
  nearby are not unusual. A town may host an adven-
  turing party semi-permanently, or one may be pass-
  ing through to spend its newfound riches.
  Wary: Frontier towns, as well as those located 
  along coasts or rivers, tend to default to Wary. The 
  town keeps a more active militia or augments its 
  local military presence with citizen volunteers, and 
  citizens take basic defensive precautions with their 
  homes and property, such as having stout locks and 
  keeping weapons at home or under the counters of 
  their stores.
  Suspicious: Towns pushed this far are actively 
  hunting the threat in their midst. Patrols double and 
  civilian volunteers help to keep an eye on the streets 
  while soldiers and watchmen search the nooks and 
  crannies. Adventurers are called out to hunt the local 
  wilderness for the source of the threat. Reinforce-
  ments are not necessarily called for, though there’s 
  a chance they may arrive anyway because of reports 
  from private citizens or travelers.
  Vigilant: Life begins to resemble martial law. Cit-
  izens are encouraged to stay in their homes and most 
  business and trade grinds to a halt. Those leaving the 
  town are questioned and possibly even inspected to 
  ensure that they aren’t smuggling the threat out.
  Alarmed: At this Alert Level, most towns will try 
  to move non-combatants into defensible central loca-
  tions. Anyone on the streets is a trained combatant 
  or has a damn good reason to be away from safety. If 
  kept at this level for long enough, a threat may move 
  on simply because of a lack of available prey.
  Manhunt: Soldiers and watchmen comb the 
  streets and, depending on the Settlement in question, 
  may kick open the doors to homes and businesses to 
  search them for the threat. Towns pushed this far 
  likely remain in martial law for up to one month as 
  they sort out the after-effects of the threat and the 
  damage caused by both it and the hunt for it.
  Neighborhoods and Cities
  The sheer size of cities makes them easy for 
  even obviously unusual or monstrous threats to hide 
  within, and also makes them difficult to model in this 
  system. Any given city, as a whole, is not modeled 
  as a Settlement; instead, common parts of the city, 
  referred to as Neighborhoods (or districts) are treat-
  ed as related Settlements. The reason for this is fairly 
  simple: while any given part of a city is related to the 
  others, sometimes activity within a Neighborhood is 
  simply not important or unusual in the perception of 
  other Neighborhoods. Another murder in the slums 
  is hardly noteworthy, but one in the affluent market 
  district is much more unusual.
  Ultimately these sorts of relationships are diffi-
  cult to codify or model without intimate knowledge 
  of the city in question, but the rule of thumb is this: 
  if one Neighborhood is intimately related to another 
  (for example, if the noble’s district and the market 
  district have a lot of interaction with each other), they 
  share Provocations unless they stop being related for 
  some reason. So if, in the above example, a man is 
  found murdered in the merchant’s district inside his 
  own shop, both the merchant’s district and the noble’s 
  district treat it as a Suspicious Death and modify their 
  Alert Level accordingly.
  The following descriptions describe only life in 
  the affected Neighborhoods.
  Peaceful: Affluent and/or well-policed Neighbor-
  hoods tend to default to Peaceful; law enforcement is 
  present and well-kept, and people feel safe in their 
  own homes. Basic safety precautions are part of day-
  to-day life (locking the door to one’s home, owning 
  or carrying weapons), but people feel comfortable 
  within the Neighborhood and are not afraid to report 
  goings-on to the watch if they feel the need to.
  Wary: Neighborhoods afflicted with poverty or 
  that play host to a large transient population probably 
  default to Wary. People stay alert and attend to their 
  own safety and belongings, but socialization happens 
  and people still walk the streets at night.
  Suspicious: Truly bad Neighborhoods may 
  default to Suspicious, especially in cities with rela-
  tively weak or absent law enforcement. Most citizens 
  avoid the region if they can; those who cannot are 
  always armed and often have concealed weapons 
  as well. In Neighborhoods with a lower default Alert 
  Level, civilians arm themselves and may take to vigi-
  lante action to try and root out the threat, unless the 
  law intervenes.
  Vigilant: At this point, the Neighborhood has a 
  siege mentality against the threat; patrols double (or 
  triple) if available, and citizens call in what aid they 
  can. Nearby Neighborhoods likely lend aid if they can 
  spare it. Bounties may be posted, which draw adven-
  turers to combat the hidden menace.
  Alarmed: The Neighborhood teeters on the 
  brink; martial law may be declared in the area in an 
  effort to contain the spread of chaos.
  Manhunt: The citizenry spills into the streets 
  looking to destroy the thing that has disturbed their 
  life. A riot (or riots) may ensue, and criminals certain-
  ly take advantage of the unleashed chaos. The threat, 
  if captured, is almost certain to be summarily slain.
  
  22
  Lords of the Night
  Night to Night Living - 
  Running a Vampiric 
  Campaign
  An all or mostly-vampire party changes a lot of 
  the basic assumptions of the game, starting with the 
  activity cycle (vampires are, after all, nocturnal) and 
  continuing with other concerns. Vampires must feed 
  to survive, and that often means preying on sapient 
  beings - beings that are just as smart as the vampire 
  is, and will organize to destroy the predator in their 
  midst. The following section details concerns raised 
  by running a vampire-centric game, as well as mat-
  ters of tone, theme, and examples of plot hooks.
  The Night Life
  Nocturnal campaigns change things, but not 
  always as much as one might think. Many races are 
  very capable of seeing in the dark (elves, orcs, and 
  dwarves, for example) and as a result do not neces-
  sarily have a strictly diurnal activity cycle. Even in 
  primarily human settlements, there is a portion of 
  the evening in which people are still social and many 
  businesses - most notably taverns, brothels, and inns 
  - are still operating. While members of certain profes-
  sions may be active mostly during the night, a vam-
  pire hoping to blend in to a town or city environment 
  faces the challenge of not being present or active 
  during the day, especially since their vulnerability to 
  sunlight would expose them for what they are.
  There are some solutions that have been taken up 
  by vampires over the years to help hide themselves. 
  While the classic choice is, of course, to simply lair 
  somewhere remote and inaccessible (an underwater 
  cave near the docks, or a tomb), some actually take up 
  day jobs. Vampires don’t need to sleep, so if they have 
  sufficient protection from sunlight a vampire might 
  work as an innkeeper during the day, or labor away 
  in dark craft rooms or a blacksmith’s forge. A vampire 
  that can keep up a day job benefits from a +1 circum-
  stance bonus to checks made to convince others that 
  they are not undead, though it takes approximately a 
  month of steady work to establish the cover.
  Secrecy
  Even more than blood, vampires require secrecy 
  in order to survive. All but the most puissant of vam-
  piric beings can - and will - eventually be overcome 
  by mortal foes if their nature becomes public. Outside 
  of the rare solution of finding acceptance in general 
  society, a vampire keeps its nature hidden for, quite 
  literally, all that its unlife is worth. Fortunately, vam-
  
  Lords of the Night
  23
  pires have several advantages to aid them in remain-
  ing hidden. Knowledge checks to identify a vampire 
  suffer a -4 penalty until or unless the being making the 
  check observes a clue to the vampire’s nature, such as 
  its lack of reflection, catching the vampire in the act of 
  feeding, or a vampiric weakness. Vampires gain a +2 
  circumstance bonus to checks made to disguise them-
  selves as a member of the living as well.
  A vampire being identified within a settlement 
  raises its Alert level by at least 2 (and might raise it 
  more depending on local attitudes) and will rapidly 
  result in reinforcements being called to deal with 
  the undead menace unless the matter is contained 
  or resolved somehow. Angry and frightened mortals 
  most likely attack places they know the vampire to 
  value or frequent - his home or business, for example 
  - and target his known associates.
  Dead Men Walking
  Vampires only rarely take up traditional adven-
  turing - that is, travel-heavy lifestyles in which one 
  works in a mercenary or para-military capacity. 
  This has much less to do with a lack of altruism 
  (adventuring often pays well, after all) and much 
  more to do with the sheer logistics involved. Vam-
  pires are hideously vulnerable during the day and, 
  unlike mortals, cannot train themselves to with-
  stand starvation either. Most of the time moving 
  through the roadways on a regular basis with no 
  certified access to food or shelter is simply too risky, 
  especially if the vampire gets caught out during the 
  daylight, to dare it.
  There are exceptions, of course. In lands that 
  do not know sunlight (the deep ocean, for exam-
  ple), vampires move and hunt freely and may 
  indeed take up adventuring. Still, feeding remains 
  the foremost concern, and that’s hard to do on the 
  road. Any vampire that wants to take up adventur-
  ing needs this all-important issue solved.
  The Feast of Scraps - City 
  Life
  The overwhelming majority of vampires dwell in 
  urban centers, for the single and undeniable reason 
  that all of the food is there. Even with all of the poten-
  tial risks - discovery, rivals, and a higher number of 
  native spellcasters among them - the rewards can be 
  great. Cities offer socialization (both with the living 
  and the undead), political power, plentiful feeding, 
  wealth, stability, and a plethora of places in which to 
  make one’s lair with convenient access to both food 
  and escape. Anything a vampire might want can, 
  eventually, be found in a city, though an intelligent 
  vampire remains mindful of a few things.
  Coming Out of the Coffin
  It’s rare, but sometimes a vampire can get away 
  with admitting her true nature to the living society 
  around her. Most frequently this happens in evil 
  societies, where the vampire relies on her personal 
  power to protect herself, but this happens less often 
  than people might think; evil living creatures are 
  not any more likely to tolerate the predator in their 
  midst than good-aligned ones are.
  Obviously being openly undead in good-aligned 
  societies is nearly unheard of - yet, it can happen. 
  A vampire may approach a temple, begging their 
  sanctuary and understanding. Others take a legal 
  approach, suing for their citizenship rights and 
  demonstrating non-harmful methods of sustenance 
  in order to secure their place. A vampire with will-
  ing servants may make the legal argument that 
  feeding with consent is not a crime, which some-
  times holds enough water for them to have a place 
  in public society. Such vampires can expect to be 
  closely watched and distrusted by good-aligned 
  churches - and the living in general - but assum-
  ing they either behave or contrive not to be caught 
  at their various crimes, they can live in surprising 
  comfort, even garnering goodwill and protection 
  from hunters.
  Of course, the threat of being framed for some-
  one else’s crimes always looms...
  Rivals
  Rival predators are a major concern for vam-
  pires. Vampires require live prey and secrecy in order 
  to thrive, and, quite aside from rival predators threat-
  ening the vampire’s food supply, sloppy feeding or 
  attacks can get the mortals spooked and angry, which 
  only makes it harder for the vampire to feed. Most 
  vampires are loathe to simply butcher said rival and 
  then parade the corpse around town, as that would 
  harm their facades or even expose their vampiric 
  power. The ideal solution is to murder or drive out 
  a potential rival before they can harm any members 
  of the vampire’s community, but failing that, most 
  vampires either pack up and leave or get very good at 
  arranging for someone else to kill those monsters (or 
  to look like they did, at least).
  spellcasters
  Magic-users - and psionicists - often have the tools 
  needed to identify a vampire, and they can be much 
  more present in a city than in rural environments, 
  and somewhat harder to avoid. The best way to avoid 
  general detection by spellcasters is to be one yourself, 
  
  24
  Lords of the Night
  but this is not always an option for vampires. Most do 
  their best to blend in to the society around them and 
  give no reason to be picked out from the  herd of the 
  living. Those with the means to do so may invest in 
  magical items or other resources to hide their undead 
  nature, or employ minions willing to do so.
  Politics
  For vampires that choose to involve themselves 
  in politics of some stripe - even if it’s just gang vio-
  lence - security is even more paramount. Where in 
  normal proceedings a political spy or snoop might 
  reveal a sordid affair or illegal business dealings, a 
  vampire has a much worse secret, and failing to keep 
  it properly will result in their horrible death. The 
  most time-honored - and effective - solution to this 
  is to live nowhere near where the vampire claims to 
  actually be living, though that means ensuring that 
  they aren’t followed back to their true dwelling place. 
  Information control within the vampire’s own net-
  work can also be vital, and servants entrusted with 
  knowledge of the vampire’s undead nature must be 
  shielded from mind-influencing powers.
  Telling Vampiric Stories
  Though we have discussed some of the changes 
  in tone in running a primarily vampiric campaign, 
  an equally important consideration is how a vam-
  piric party changes the interaction between the play-
  ers and the game world, and, to a different extent, 
  between the players and the game master. Quite aside 
  from the previously-mentioned difficulties in adven-
  turing, vampires are predators within the setting. 
  Many - perhaps even most - games involve an adven-
  turing party responding to some dark or sinister hap-
  pening and attempting to unearth and then stop it, 
  but in a vampiric campaign, the player characters are 
  a dark and sinister happening, even if they’re not the 
  only ones. The following advice is aimed primarily at 
  game masters looking to run vampire-themed cam-
  paigns.
  On the Hunt
  Vampires thrive best as proactive members of 
  a particular community or region, which will often 
  be a city of some variety. What this means, more 
  than anything else, is that they need goals to work 
  towards, to be proactive rather than reactive. Exam-
  ples of those goals might be political power, revenge, 
  or the protection of a particular neighborhood or 
  even object. Most campaigns present scenarios the 
  players react to, such as a demonic uprising or a 
  sinister plot by a dark cult. As the GM of a vampiric 
  campaign, you instead present obstacles to the play-
  ers’ goals, as well as opportunities to help achieve 
  those goals. Do the players want territory? Maybe an 
  elder vampire is offering some, if they’ll clean up a 
  problem for him. Their campaign for political influ-
  ence might be suddenly complicated by the election 
  of a paladin to the city’s legislation or a rival’s under-
  handed influence that opposes them from the shad-
  ows.
  This does of course lead to the question of what 
  happens when, and if, the players reach their goals, 
  but those goals are always able to be threatened. The 
  vampiric need for both secrecy and blood means 
  that resting on their laurels is not particularly possi-
  ble, especially as other up-and-comers seek to curry 
  their favor or eliminate them as rivals. The charac-
  ters may even dare to dream bigger, seeking influ-
  ence or goals on a national scale when they find that 
  local power pales. These are good things. Encourage 
  your players’ ambitions and they’ll reward you with 
  a bottomless supply of plot hooks. 
  Biting Back
  The proactive nature of vampiric campaigns 
  does not preclude the existence of essentially reac-
  tive events. Indeed, such events make for great com-
  plications to the player characters’ goals. However, 
  the important thing to keep in mind is to permit, and 
  indeed encourage, the PCs to come up with their own 
  solutions to these problems. A new temple moving 
  in to the city and bolstering its flagging law enforce-
  ment with divine foot soldiers is a potential problem, 
  for instance, but do the vampires subvert the temple? 
  Destroy it? Discredit it in the eyes of the law or frame 
  it for dark deeds? Pack up and move someplace less 
  holy? Running campaigns with open-ended solutions 
  may be slightly more difficult at first, but it’s essential 
  for preserving the feeling that the player characters 
  are dangerous predators hiding in the midst of soci-
  ety.
  Sample Plot Hooks
  The following are ideas and inspiration for reactive 
  plot hooks in a vampire-focused campaign.
  • Shady Job Offer: The player characters are 
  approached by a quiet man who tells them he has a 
  job opportunity for them. The gentleman represents a 
  demonic cult who wants the vampires’ power to back 
  its schemes, and the offer is very generous. Things 
  aren’t that simple, though: aside from the obvious 
  trust issues, demonic cults have this habit of killing 
  all of the food, and if they get sloppy they might alert 
  the populace and threaten the vampires indirectly.
  • Paranoia Agent: There’s been a murder in the 
  Settlement, and the player characters were lucky 
  enough to find it before any of the mortals did - but 
  
  Lords of the Night
  25
  they didn’t do it. There’s another predator in the city 
  and they need to both find it and cover up the evi-
  dence of its sloppy feeding before the mortals can 
  panic and destroy both groups.
  • Ancient Hunger: A truly old vampire has 
  emerged within the city, recently freed of thousands 
  of years of confinement, and she’s tearing a swath 
  through the mortal populace in an effort to feed her 
  hunger. Killing her may be more complicated than 
  it sounds, and in any event she may have power or 
  knowledge the player characters can exploit - if they 
  can calm her down before all the food is dead.
  • The Benefactor: The player characters begin 
  receiving mysterious aid - information, items of 
  power, and blackmail intelligence - from an anony-
  mous benefactor. There’s no strings attached at first, 
  but then the letters from their hidden patron begin 
  demanding favors or tasks from them.
  • The Penitent: A vampiric rival of the player 
  characters has recently created progeny, and she 
  shows incredible promise as a member of the undead 
  community - except one night she approaches the PCs 
  and begs for help escaping her creator. She did not 
  want the gift of undeath and begs their help in escap-
  ing the city and reaching a far-away temple where 
  she can avoid harming the innocent. Is it a trap? And 
  if it’s not, do they dare to help her?
  
  26
  Lords of the Night
  Archetypes
  The following archetypes are appropriate for 
  characters of any race unless otherwise noted, but 
  may be especially attractive to vampires.
  Paladin Archetype - 
  Nightguard
  Nightguards are paladins of a sort; instead of dedi-
  cating themselves to righteousness,  nightguards dedi-
  cate their lives to hunting down and destroying those 
  monsters and forces that threaten civilization. The 
  distinction seems subtle, but is all-important. Night-
  guards kill monsters, and leave defending the weak to 
  others. Thus while nightguards are sometimes consid-
  ered paladins, they do not use that title for themselves, 
  and usually encourage others not to as well.
  Alignment: Any lawful (see code of conduct, below). 
  Aura of Law (Ex): A nightguard’s aura of law (see the 
  detect law spell) is equal to her class level. This replac-
  es aura of good.
  Gravekeeper’s Blade (Su): Beginning at 2nd level, 
  weapons and natural attacks wielded by the night-
  guard gain the ghost touch property in addition to any 
  other properties, even if they are not otherwise magi-
  cal. This replaces lay on hands.
  Aura of Resilience (Su): At 3rd level, the nightguard 
  and allies within 10 feet of her benefit from a +4 bonus 
  to their AC against critical hit confirmation rolls. This 
  replaces aura of courage.
  Nemesis (Su): At 3rd level and again every 3 levels 
  thereafter, the nightguard selects a nemesis from the 
  list below. Once made, this choice may not be changed. 
  Some nemeses add additional effects to the night-
  guard’s smite evil ability. She may only use one such 
  nemesis per smite; she chooses which to use at the 
  time she declares her use of smite evil.
  At 3rd level the nightguard may choose from the 
  following initial nemeses:
  • Specter’s Bane: Armor and shields worn or wield-
  ed by the nightguard gain the ghost touch property in 
  addition to any other properties, even if they are not 
  otherwise magical.
  • Wolfsbane: Weapons and natural attacks wielded 
  by the nightguard are treated as silver in addition to 
  their actual materials for the purpose of overcoming 
  damage reduction.
  • Combat Feat: The nightguard gains a bonus 
  combat feat.
  At 6th level, the nightguard adds the following nem-
  eses to the list that may be selected from:
  • Judge: The nightguard may smite any non-good 
  creature with her smite evil ability. All other restric-
  tions of smite evil still apply.
  • Exacerbate: The nightguard’s smite evil reduces 
  the effects of magical healing used upon its victims by 
  50%, to a minimum of 1 point of damage healed. 
  • Smite: The nightguard gains an additional use per 
  day of her smite evil ability.
  At 9th level, the nightguard adds the following nem-
  eses to the list that may be selected from:
  • Incarcerate: Victims of the nightguard’s smite evil 
  have their movement speeds reduced by 15 ft.
  • Demonbane: Weapons and natural attacks wield-
  ed by the nightguard count as cold iron in addition to 
  their other materials for the purposes of overcoming 
  damage reduction, and she deals additional damage 
  equal to her Charisma modifier when making melee 
  attacks against evil-aligned outsiders.
  • Undying Fury: The nightguard is not staggered at 0 
  or fewer hit points (unless another effect would cause 
  her to be staggered) and does not become unconscious 
  when dying. When the nightguard dies, it immediately 
  becomes her turn, interrupting whatever turn is cur-
  rently ongoing. For this turn, she may act as if she were 
  not dead. No action she takes during this turn can undo 
  or prevent her death. When she completes this turn, 
  she is dead, and the interrupted turn resumes. This 
  does not affect the nightguard’s initiative, should she 
  be raised from the dead during the same encounter. 
  Additionally, undead nightguards who select this abili-
  ty are no longer destroyed when they reach 0 hit points 
  and must be reduced a number of hit points equal to 
  their Charisma below 0 before they are destroyed.
  • Gravekeeper’s Vigil: The bonus to AC granted by 
  the nightguard’s aura of resilience also applies against 
  touch attacks (such as incorporeal touch attacks or 
  rays). 
  • Lichbane: Victims of the nightguard’s smite evil 
  ability lose access to their highest level of maneuvers, 
  powers, and/or spells known while the effects of the 
  smite persist. 
  Chapter Three:
  Powers of the Undying
  
  Lords of the Night
  27
  At 12th level, the nightguard adds the following nem-
  eses to the list that may be selected from:
  • Weaken: Abilities, maneuvers, powers, and spells 
  used by the victims of the nightguard’s smite evil abil-
  ity suffer a -3 penalty to their save DCs (a successful 
  Will save (DC 10 + ½ the nightguard’s class level + her 
  Charisma modifier) reduces this penalty to -1).
  • Condemn: Creatures that damage the nightguard 
  with melee attacks or melee touch attacks cannot ben-
  efit from healing of any kind for a number of rounds 
  equal to the nightguard’s Charisma modifier.
  • Guilt Wrack: Creatures affected by the night-
  guard’s smite evil ability also become confused for a 
  number of rounds equal to 1/2 her Charisma modifier.
  • Imprison: Victims of the nightguard’s smite evil 
  are subjected to a dimensional anchor effect (no save). 
  This replaces mercies.
  Channel Positive Energy: Nightguards do not gain the 
  ability to channel positive energy.
  Aura of Resolve (Su): If the Nightguard is undead, she 
  gains positive energy resistance equal to her character 
  level instead of immunity to charm effects. This modi-
  fies aura of resolve.
  Aura of Righteousness (Su): If the Nightguard is 
  undead, she becomes immune to the effects of chan-
  nel energy, unless she chooses to be affected, instead 
  of immunity to compulsion effects.This modifies aura 
  of righteousness.
  Immortal Vengeance (Su): At 20th level, the night-
  guard’s hunt transforms her on a fundamental level. 
  Her DR increases to 10/evil. Victims of her smite evil 
  ability cannot communicate or cast spells with verbal 
  components. Additionally, weapons and natural 
  attacks wielded by the nightguard gain the axiomatic 
  property in addition to their other properties, even 
  if they aren’t otherwise magical. This replaces holy 
  champion.
  Code of Conduct: A nightguard must be of lawful align-
  ment and loses access to all class features if she ceases 
  being lawful until such a time as she becomes lawful 
  again. Additionally, the nightguard’s code requires her 
  to destroy those that threaten or harm the innocent 
  unless those beings can prove that they are no longer a 
  threat to the innocent (she may still choose to destroy 
  such beings), destroy or safely contain artifacts harm-
  ful to the innocent, and to actively ensure the safety of 
  lawful societies.
  Ex-nightguards: A nightguard who ceases to be lawful 
  or who grossly violates her code of conduct (such as 
  by collaborating with a monster to extort the innocent) 
  loses access to her paladin spells and class features. If 
  she lost access by ceasing to be lawful, her spells and 
  abilities are restored to her when she resumes a lawful 
  alignment. If she violated her code of conduct, the 
  nightguard must seek atonement through the atone-
  ment spell. This replaces the paladin’s code of conduct.
  Barbarian Archetype - 
  Frenzied Slayer
  Some barbarians do not focus on the raw power 
  of rage and instead push themselves to new heights 
  of strength and speed, gaining a killing focus that 
  propels them to blinding acts of violence. Undead 
  barbarians are often frenzied slayers, since the more 
  defensive style permits them to preserve their unlife 
  more wholly.
  Frenzy (Ex): At 1st level, the frenzied slayer may 
  enter a frenzy for a number of rounds per day equal 
  to 4 + her Dexterity modifier. At each level after 1st, 
  she may remain in a frenzy for 2 additional rounds. 
  A frenzied slayer may enter a frenzy as a free action. 
  Temporary increases to Dexterity, such as from the 
  cat’s grace spell, do not increase the total number of 
  rounds the frenzied slayer may be in a frenzy per day. 
  The total number of rounds per day is renewed after 
  eight hours of rest, though these hours need not be 
  consecutive.
  When in a frenzy, the frenzied slayer gains a +4 
  insight bonus to her Strength, as well as a +2 dodge 
  bonus to AC and Reflex saves. While in a frenzy, the 
  frenzied slayer may make an additional attack at her 
  highest attack bonus, though all attacks made that 
  round suffer a -2 penalty (this includes any attacks 
  of opportunity the frenzied slayer might make before 
  her next action).
  A frenzied slayer can end her frenzy as a free 
  action and is fatigued after frenzy for a number of 
  rounds equal to 2 times the number of rounds spent 
  frenzying. A frenzied slayer cannot enter a new 
  frenzy while fatigued or exhausted but can otherwise 
  enter frenzy multiple times during a single encounter 
  or combat. If a frenzied slayer falls unconscious, her 
  frenzy immediately ends.This replaces rage.
  Rage Powers (Ex): The frenzied slayer gains the 
  benefits of her rage powers while in a frenzy rather 
  than while raging. This modifies rage powers. Unlike 
  most archetypes, frenzied slayer may be combined 
  with archetypes that replace rage powers, provided 
  that they do not otherwise replace or modify other 
  features already replaced or modified by the frenzied 
  slayer archetype.  
  
  28
  Lords of the Night
  Greater Frenzy (Ex): At 11th level, the Strength 
  bonus granted by the frenzied slayer’s frenzy abil-
  ity increases to +6, and the AC and Reflex save bonus 
  increases to +3. This replaces greater rage.
  Evasion (Ex): At 14th level, the frenzied slayer gains 
  the evasion special ability while she is in a frenzy. 
  This replaces indomitable will.
  Tireless Frenzy (Ex): At 17th level the frenzied 
  slayer is no longer fatigued at the end of her frenzy. 
  This replaces tireless rage.
  Mighty Frenzy: At 20th level, the Strength bonus 
  granted by the frenzied slayer’s frenzy ability increas-
  es to +8, and the AC and Reflex save bonus increases 
  to +4. This replaces mighty rage.
  Prestige Classes
  The following prestige classes are appropriate 
  for Lords of the Night campaigns. With the exception 
  of greater vampire, each is also potentially usable in 
  more typical campaigns. Some features - such as the 
  psychic vampire class feature of the lethe adept pres-
  tige class - may require minor tweaks to be compat-
  ible with campaigns not using the vampire template 
  presented in the previous chapter.
  Greater Vampire
  While all vampires are graced with the power of 
  undeath, most are content to take the gifts that death 
  has given them and rely primarily upon the training 
  and power they enjoyed in life. This is, to an extent, 
  understandable - even the most evil and monstrous 
  of vampires is not likely to enjoy constant remind-
  ers of their death, nor of the fragility of their current 
  existence. But some vampires can taste greater power 
  at the edges of their being, a promise that whispers 
  itself in the aftertaste of hot blood and in the silent 
  moments beneath the sickle moon. Even then, many 
  of these leave such power alone. But those that choose 
  to embrace death become something more than the 
  vampires they were. These beings are known, out of 
  both respect and fear, as greater vampires.
  Greater vampires come from all walks of life, 
  though generally only successful vampires manage to 
  survive long enough to follow this path. In particular, 
  vampires that favor subtlety of action stand to benefit 
  most from the powers afforded to them by reaching 
  deeper into their deathly nature.
  Alignment: Any
  Hit Die: d8
  Role: Any; greater vampires 
  tend to resemble their previous 
  classes in how they approach 
  their problems.
  Requirements
  To qualify to become a greater vampire, a character 
  must meet the following requirements:
  Race: Vampire
  Skills: 
  Knowledge (religion) 3 ranks
  Feats: 
  Positive 
  Energy 
  Resistance
  Special: 
  Base 
  Attack 
  Bonus +3, or able to cast 
  2nd level or higher spells, 
  or able to initiate 2nd level 
  
  Lords of the Night
  29
  or higher maneuvers, or able to manifest 2nd level 
  or higher powers, or able to shape at least 3 veils per 
  day.
      
  Class Skills 
  The greater vampire’s class skill (and the key ability 
  for each skill) is: Knowledge (religion) (Int).
  Skill Ranks at Each Level: 4 + Int modifier
  Class Features
  All the following are class features of the greater vam-
  pire prestige class.
  Weapon and Armor Proficiency: Greater vampires 
  gain no proficiency with any weapon or armor.
  Class Features: At 2nd level, and again at 4th level, 
  the greater vampire advances class features just as if 
  she had gained a level in a class she belonged to previ-
  ously. She does not, however, gain any other benefit 
  that a member of that class might have gained (such as 
  Hit Dice, base attack bonus increases, or skill points). 
  This essentially means that she adds those levels of 
  greater vampire to her levels of the previous class 
  and determines her class features (such as power 
  points, initiator level, and bonus feats) accordingly. If 
  the greater vampire had more than one class before 
  she became a greater vampire, she must choose one 
  of them to augment with this benefit; once made, this 
  choice cannot be changed.
  Deathly Speed (Ex): The greater vampire’s body 
  reacts much faster than other vampires. At first level 
  she increases her Dexterity by 2 and gains Lightning 
  Reflexes as a bonus feat.
  Feast of Scraps (Su): Starting at 2nd level, the greater 
  vampire learns incredible feats of parasitic regenera-
  tion. As a swift action, she may expend any number 
  of temporary hit points and heal damage equal to ½ 
  (rounded down) the temporary hit points expended 
  this way. Any excess healing that would bring the 
  greater vampire above her full maximum hit point 
  total is lost.
  Mist Form (Sp): Starting at third level, the greater 
  vampire may use gaseous form as a spell-like ability 
  up to twice per day (with a caster level equal to her 
  character level), except that its casting time is 1 swift 
  action. At fifth level, she may use this ability at will.
  Advanced Vampirism: The greater vampire’s deathly 
  power grows, pouring strength through her undead 
  body. At 4th level, she may select an additional vam-
  piric power (see the vampiric power ability under the 
  vampire template in Chapter 2) and gain the benefits 
  of that power, just as if she’d selected it when acquir-
  ing the vampire template. She may not select a vam-
  piric power she already possesses.
  Master Vampire (Sp): At 5th level, the greater vam-
  pire reaches the pinnacle of her deathly power, 
  enabling her to command the dead and living alike. 
  She may use command undead as a spell-like ability at 
  will (with a caster level equal to her character level). 
  Additionally, the greater vampire may cast dominate 
  person up to twice per day as a spell-like ability (with 
  a caster level equal to her character level).
  Lethe Adept
  Lethe adepts are amongst the most feared of 
  psionicists. Enamored with the power of the mind, 
  these dark telepaths attack the innermost thoughts of 
  others and drink deep of their personalities, enslav-
  ing the will-less husks of their victims.
  Psions, dreads, and cryptics are the most likely to 
  become lethe adepts, though dark vitalists and certain 
  wilders also pursue this path. Once started down this 
  road, the prudent lethe adept hides their power for all 
  their lives are worth, both to better effect their goals 
  and to prevent themselves from being destroyed out 
  of well-justified fear.
  Level
  Base Attack Bonus
  Fort Save
  Reflex Save
  Will 
  Save
  Special
  Class Features
  1
  +0
  +1
  +0
  +1
  Deathly Speed
  -
  2
  +1
  +1
  +0
  +1
  Feast of Scraps
  +1 level of previous class
  3
  +2
  +2
  +1
  +2
  Mist Form
  -
  4
  +3
  +2
  +1
  +2
  Advanced 
  Vampirism
  +1 level of previous class
  5
  +3
  +3
  +1
  +3
  Master Vampire
  -
  Table 3-1: Greater Vampire
  
  30
  Lords of the Night
  Alignment: Any nongood
  Hit Die: d8
  Role: Control. Lethe adepts decimate enemies with 
  mental effects that render them incapable of fighting.
  Requirements
  To qualify to become a lethe adept, a character must 
  fulfill the following requirements:
  Skills: Knowledge (psionics) 5 ranks, Knowledge (reli-
  gion) 2 ranks
  Feats: Psionic Meditation, Psychomachy
  Psionics: Able to manifest 3rd level or higher powers, 
  at least one of which deals mental ability damage.
      
  Class Skills 
  The lethe adept’s class skill (and the key ability for 
  each skill) is: Knowledge (religion) (Int)
  Skill Ranks at Each Level: 4 + Int modifier
  Class Features
  All the following are class features of the lethe adept 
  prestige class.
  Weapon and Armor Proficiency: Lethe adepts gain 
  no proficiency with any weapon or armor.
  Powers Known: At every level except 1st, 5th, and 
  10th, the lethe adept gains additional power points 
  per day and access to new powers as if she had 
  also gained a level in any one manifesting class she 
  belonged to previously. She does not, however, gain 
  any other benefit that class would have gained (such 
  as bonus feats or class features). This essentially 
  means that she adds those levels of lethe adept to the 
  level of whatever other manifesting class the char-
  acter has, then determines power points per day, 
  powers known, and manifester level accordingly. If 
  the lethe adept had more than one manifesting class 
  before she became a lethe adept, she must decide to 
  which class she adds each level of lethe adept for pur-
  pose of determining power points per day, powers 
  known, and manifester level.
  Psychic Vampire (Su): Lethe adepts drain vital 
  energy from the minds they destroy. Whenever the 
  lethe adept deals ability damage to a mental ability 
  score with a psionic power, psi-like ability, or super-
  natural ability, she gains 2 temporary hit points per 
  point of ability damage dealt. These temporary hit 
  points stack with themselves to a maximum equal to 
  double the lethe adept’s manifester level and last for 
  up to an hour. Lethe adepts that are vampires may 
  count temporary hit points gained through this abil-
  ity towards their daily feeding requirements.
  Expanded Knowledge: At 1st level, and again at 5th 
  level and 8th level, the lethe adept gains Expanded 
  Knowledge as a bonus feat. She must learn a power 
  from the telepathy discipline with this feat.
  Telepathic Adept (Ex): At 2nd level, the lethe adept’s 
  powers over the mind expand further. She increas-
  es the save DC for telepathy powers she manifests 
  by 1. Additionally, she gains a +4 competence bonus 
  to Spellcraft checks made to identify powers of the 
  telepathy discipline and to Knowledge (psionics) 
  checks made to identify psionic items that require 
  one or more powers of the telepathy discipline in 
  their construction.
  Mindbreaker (Su): A lethe adept of 3rd level or 
  higher knows how to exploit the weaknesses she 
  creates in the minds of others, sapping their will to 
  Level
  Base Attack 
  Bonus
  Fort Save
  Reflex 
  Save
  Will 
  Save
  Special
  Class Features
  1
  +0
  +1
  +0
  +1
  Psychic Vampire, 
  Expanded Knowledge
  -
  2
  +1
  +1
  +0
  +1
  Telepathic Adept
  +1 level of existing class
  3
  +2
  +2
  +1
  +2
  Mindbreaker
  +1 level of existing class
  4
  +3
  +2
  +1
  +2
  Hollow Puppets
  +1 level of existing class
  5
  +3
  +3
  +1
  +3
  Expanded Knowledge
  -
  6
  +3
  +3
  +2
  +3
  Greater Mindbreaker
  +1 level of existing class
  7
  +4
  +4
  +2
  +4
  Psychic Backlash
  +1 level of existing class
  8
  +4
  +4
  +2
  +4
  Expanded Knowledge
  +1 level of existing class
  9
  +5
  +5
  +3
  +5
  Telepathic Mastery
  +1 level of existing class
  10
  +5
  +5
  +3
  +5
  Chains of No Iron
  -
  Table 3-2: Lethe Adept
  
  Lords of the Night
  31
  fight. Creatures that fail their saving throws against 
  the lethe adept’s mind-affecting abilities suffer from a 
  -2 penalty to their attack rolls, checks made to dispel 
  magical or psionic effects, checks to penetrate power 
  resistance or spell resistance, and skill checks for a 
  number of rounds equal to the lethe adept’s mani-
  fester level.
  Hollow Puppets (Su): The lethe adept learns what 
  is possibly her most terrifying ability at 4th level. 
  Whenever she reduces one of a creature’s mental 
  ability scores to 0 or lower, that creature falls under 
  her control instead of the usual effects of having that 
  score at 0 or lower, just as if the lethe adept had used 
  Geth’s mind control on that creature. This control lasts 
  for a number of rounds equal to the lethe adept’s key 
  ability modifier (if she has more than one, use the 
  highest), after which the creature suffers the normal 
  effects of its ability damage. While under the lethe 
  adept’s control in this fashion, the victim is treated 
  as having the lethe adept’s mental ability scores for 
  the purposes of understanding commands and is 
  treated as having a common language with the lethe 
  adept even if it doesn’t share a language or speak any 
  languages at all. A creature that breaks free of the 
  lethe adept’s control immediately suffers the normal 
  effects of its ability damage.
  Greater Mindbreaker (Su): Starting at 6th level, 
  creatures suffering from the lethe adept’s mindbreak-
  er ability also suffer a -2 penalty to saving throws 
  made against mind-affecting abilities.
  Psychic Backlash (Su): Resisting the lethe adept’s 
  power does not free her victims from its pain; start-
  ing at 7th level, creatures that succeed their saving 
  throws against her mind-affecting psi-like abilities, 
  powers, and supernatural abilities suffer damage 
  equal to ½ the lethe adept’s manifester level.
  Telepathic Mastery (Ex): At 9th level, the lethe 
  adept’s powers of telepathy sharpen even further. 
  She treats her manifester level as being 2 levels 
  higher than it actually is when manifesting powers of 
  the telepathy discipline or using such powers as psi-
  like abilities.
  Chains of No Iron (Ex): At 10th level, the duration 
  of the lethe adept’s hollow puppets class feature 
  increases to a number of rounds equal to her mani-
  fester level. Additionally, once per day she may slay a 
  creature controlled by her hollow puppets ability (no 
  save) as a standard action and regain power points 
  equal to that creature’s Hit Dice.
  Sussurratore
  Sussuratori are the grim secret-keepers of vam-
  piric society. Charged with guarding the existence of 
  individual vampiric communities and counteracting 
  the activities of vampire hunters and traitors to the 
  undead, these grim knights engage in a silent vigil 
  designed to keep the fear of death in the undying. 
  When asked why they do not turn over their fellow 
  undead to vampire hunters, any given vampire 
  is likely to list the wrath of the sussuratori as their 
  prime reason.
  Curiously, many - perhaps even most - sussura-
  tori are living creatures, the better to effect their pur-
  pose and also to keep suspicions of corruption and 
  personal ambition from marring their work. These 
  mortals are generally drawn from the ranks of those 
  who serve vampires, having been selected for service 
  Level
  Base Attack 
  Bonus
  Fort Save
  Reflex 
  Save
  Will 
  Save
  Special
  Maneuvers 
  Known
  Maneuvers
  Readied
  1
  +1
  +1
  +0
  +1
  Silent Blade, Subdual 
  Training
  0
  0
  2
  +2
  +1
  +0
  +1
  Stench of Guilt
  1
  0
  3
  +3
  +2
  +1
  +2
  Night’s Children
  0
  1
  4
  +4
  +2
  +1
  +2
  Coffin Call
  1
  0
  5
  +5
  +3
  +1
  +3
  Shepherd’s Sense
  0
  0
  6
  +6
  +3
  +2
  +3
  Silencing Strike
  1
  1
  7
  +7
  +4
  +2
  +4
  Death’s Challenge
  0
  0
  8
  +8
  +4
  +2
  +4
  Writ of Passage
  1
  0
  9
  +9
  +5
  +3
  +5
  Silent Tomb
  0
  1
  10
  +10
  +5
  +3
  +5
  The Forbidden Name
  1
  0
  Table 3-3: Sussuratore
  
  32
  Lords of the Night
  by the sussurratori. Some, however, petition to join 
  the ranks of the whisperers out of a sense of gratitude 
  or obligation towards the undead, or because they 
  hope loyal service will eventually be rewarded with 
  undeath. Warlords and stalkers are the most common 
  sussuratori, though mystics, harbingers,and rangers 
  form a strong minority of the membership.
  Alignment: Any lawful
  Hit Die: d8
  Role: Sussurratori engage in a combination of mar-
  tial prowess and stealth, and may also serve as a sec-
  ondary face for the party.
  Requirements
  To qualify to become a sussurratore, a character must 
  fulfill the following requirements:
  Base Attack Bonus: +5
  Skills: Knowledge (religion) 5 ranks, Stealth 5 ranks
  Maneuvers: Able to initiate third-level or higher 
  maneuvers, at least one of which is from the Unquiet 
  Grave or Veiled Moon disciplines. 
   
  Class Skills 
  The sussurratore’s class skills (and the key ability for 
  each skill) are: Bluff (Cha), Diplomacy (Cha), Percep-
  tion (Wis), Sense Motive (Wis) and Stealth (Dex).
      
  Skill Points Per Level: 4 + Int modifier
  Class Features
  All the following are class features of the sussurratore 
  prestige class.
  Weapon and Armor Proficiency: Sussurratori gain 
  no proficiency with any weapon or armor.
  Maneuvers Known and Readied: At 2nd, 4th, 6th, 
  8th, and 10th level, a sussurratore gains new maneu-
  vers known from the Black Seraph, Scarlet Throne, 
  Shattered Mirror, Unquiet Grave and Veiled Moon 
  disciplines. She must meet a maneuver’s prerequi-
  sites to learn it. She adds her full sussurratore levels 
  to her initiator level to determine her total initiator 
  level and highest-level maneuvers known. 
  At 3rd, 6th, and 9th level, she gains additional 
  maneuvers readied per day, and at 2nd, 5th, and 8th 
  level she may exchange a known maneuver for a dif-
  ferent maneuver that she qualifies for.
  Silent Blade (Su): The presence of the sussurratore 
  muffles the sounds of any battle in which they par-
  ticipate, stifling the normal ring and din of combat. 
  When the sussurratore rolls initiative (or after the 
  surprise round, if there is one), she may also make a 
  Stealth check. Creatures not in combat with her must 
  succeed at a Perception check (DC equal to the sussur-
  ratore’s Stealth check) in order to hear the sounds of 
  the battle, applying the usual penalties for distance 
  or distraction. This replaces the usual DC to hear the 
  sounds of battle. This ability muffles the sounds of 
  battle within medium range (100 ft. plus 10 ft. per 
  class level) of the sussurratore; combat outside of this 
  range may be heard normally.
  Subdual Training (Ex): Sussurratori are often 
  expected to bring their victims in alive, either to avoid 
  panicking the mortals in the area or to extract more 
  information on a possible conspiracy. A sussurratore 
  may convert all damage from a melee attack, martial 
  maneuver, or ranged attack they make to nonlethal 
  damage at no penalty. If the attack or maneuver in 
  question normally deals nonlethal damage, improve 
  its damage by one die step.
  Stench of Guilt (Su): At second level the sussurra-
  tore gains a preternatural awareness of the guilt of 
  others. She gains a +4 axiomatic bonus to Diplomacy 
  checks made to gather information, as well as Sense 
  Motive checks. Furthermore, she may make Diplo-
  macy checks to gather information in half the normal 
  time (1-2 hours).
  Night’s Children (Su): Starting at third level, the sus-
  surratore benefits from a constant speak with animals 
  effect, except that she may only speak to bats, dogs, 
  owls, rats, and wolves. 
  Furthermore, she may identify vampires on sight 
  without having to succeed at a Knowledge (religion) 
  check to do so, though learning additional informa-
  tion beyond the effects of the vampire template may 
  still require a successful Knowledge check.
  Coffin Call (Su): A sussurratore of fourth level or 
  higher may prepare a coffin with a special ritual 
  which requires one hour and 100 gp of special materi-
  als. Once per day, as a full-round action, the sussurra-
  tore may teleport herself or another helpless (or will-
  ing) creature within 100 ft. to one of her prepared cof-
  fins that is large enough to contain the creature; the 
  teleported creature (and all of its worn and carried 
  equipment) arrives comfortably inside the coffin. If 
  there are restraints built into the coffin, such as ropes 
  or manacles, the sussurratore may choose to engage 
  them when she transports the creature. If she does, 
  the creature arrives bound and must make the usual 
  checks to free itself (to say nothing of escaping the 
  
  Lords of the Night
  33
  coffin). The sussurratore may maintain a maximum 
  number of these coffins equal to her Charisma modi-
  fier (minimum 1). 
  Shepherd’s Sense (Sp): Starting at fifth level, the sus-
  surratore may use augury up to twice per day as a 
  spell-like ability, with a caster level equal to her char-
  acter level. Questions asked with this ability must 
  relate to calming a mortal populace, covering up 
  evidence of vampiric activity, or the identity of sapi-
  ent beings revealing vampiric secrets to mortals. At 
  eighth level, the sussurratore gains an additional use 
  per day of this ability. 
  Silencing Strike (Su): Starting at sixth level, the 
  sussurratore learns a quieting strike that swallows 
  the sounds her victims attempt to make. She may 
  expend one of her readied strikes as a standard 
  action and make a melee or ranged attack. If it hits, it 
  deals weapon damage as normal plus 6d6 nonlethal 
  damage, and her victim must succeed at a Will save 
  (DC 10 + the sussurratore’s class level + her initiation 
  modifier) or become utterly incapable of making 
  sound, even by indirect action, for a number of 
  rounds equal to the sussurratore’s initiation modifier. 
  The victim is treated as if within the area of a silence 
  spell, and their actions produce no sound whatsoever 
  - glass shatters in silence, weapons break soundlessly, 
  and the victim cannot deal sonic damage or use sonic 
  effects.
  Death’s Challenge (Sp): Starting at seventh level, the 
  sussurratore may challenge a creature within 100 ft. 
  as a standard action. If she does, both she and that 
  creature are subjected to the effects of the dimen-
  sional anchor spell (no save) for a number of rounds 
  equal to the sussurratore’s class level. Furthermore, 
  the sussurratore and the challenged creature are 
  aware of each other’s exact position during this time, 
  and neither benefits from concealment of any kind 
  against the other.
  Writ of Passage (Su): Sussurratori are called to hunt 
  vampires who would dare to betray their kind to 
  outsiders and break the law of occultation. Starting 
  at eighth level, the sussurratore may move through 
  walls and other solid objects as though she (and her 
  worn and carried equipment) were incorporeal, pro-
  vided that the object(s) are owned by a vampire or 
  part of a building owned, operated, or whose owners 
  owe fealty to a vampire. She may identify such objects 
  and buildings when within at least 100 ft. of them; 
  she senses the touch of undeath upon them. This does 
  not afford the sussurratore any additional defense 
  against attacks made by vampires. 
  Silent Tomb (Sp): Starting at ninth level, the sussur-
  ratore may use forcecage once per day as a spell-like 
  ability with a caster level equal to her character level. 
  Creatures trapped within her forcecage are subject-
  ed to the effects of a silence spell in addition to the 
  normal effects of forcecage.
  The Forbidden Name (Su): At 10th level, the sussur-
  ratore’s powers of secrecy reach their pinnacle. Once 
  per week, she may activate this ability as a free part 
  of her silent blade ability triggering. If she does, any 
  participants or witnesses to the encounter (aside from 
  the sussurratore herself) must succeed at a Will save 
  (DC 20 + the sussuratore’s initiation modifier) to be 
  able to communicate about the event in any fashion, 
  even indirectly. Furthermore, existing writing and 
  information on the event - such as battle orders writ-
  ten beforehand - shrivel and erase themselves, inflict-
  ing a -10 penalty on all attempts made to research 
  information on the event.
  Black Templar
  Black templars are blights upon the living. Train-
  ing in dark techniques that allow them to steal the 
  life-force of others and transform it into akashic 
  energy they can turn to their own purposes, black 
  templars are reviled as vampires and necromancers 
  by the unenlightened. The fear they inspire in those 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Veilweaving
  1
  +0
  +1
  +0
  +1
  Drain Essence
  +1 level of existing veilweaving class
  2
  +1
  +1
  +0
  +1
  Black Defilement
  +1 level of existing veilweaving class
  3
  +2
  +2
  +1
  +2
  Create Husk
  +1 level of existing veilweaving class
  4
  +3
  +2
  +1
  +2
  Poison Essence
  +1 level of existing veilweaving class
  5
  +3
  +3
  +1
  +3
  Blackened Soul
  +1 level of existing veilweaving class
  Table 3-4: Black Templar
  
  34
  Lords of the Night
  who know of their true nature is even more terrible, 
  as those who practice the akashic arts are particu-
  larly vulnerable to a templar’s powers: when a black 
  templar’s wrath is turned against such a target, he 
  can drain not only their life but their essence, until 
  nothing is left but an unliving husk under his control.
  Black templars can come from any origin, but 
  usually their ranks are filled with veilweavers and 
  others whose knowledge of akashic energy leads 
  them down these darkened paths.
  Role: Black templars must touch their victims in 
  order to exercise their powers, and as a result are 
  often found at the forefront of battle, relying on their 
  akashic abilities to protect them while they decimate 
  all opposition.
  Alignment: Black templars are never of good align-
  ment, as the first act in awakening their powers is to 
  drain a sentient being to death; they use that dark act 
  to create a hungering hollowness in their own being 
  that is the source of their power.
  Hit Die: d8.
  Requirements
  To qualify to become a black templar, a character 
  must fulfill all the following criteria.
  Skills: Knowledge (Arcana) 5 ranks
  Veilweaving: Must have an Essence Pool of at least 3 
  and the ability to have at least 2 veils shaped.
  Special: The character must participate in the ritual 
  sacrifice of a sentient creature, using the damage 
  done to their soul by such a deed and the harvested 
  energy to unlock their abilities.
  Class Skills
  The black templar’s class skills (and the key ability for 
  each skill) are: Heal (Wis), Intimidate (Cha), Knowl-
  edge (arcana) (Int), Knowledge (religion) (Int), and 
  Spellcraft (Int).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  All the following are class features of the black tem-
  plar prestige class.
  Weapon and Armor Proficiency: Black templars 
  gain proficiency with medium armor and bucklers.
  Veilweaving: Starting at 1st level, the black tem-
  plar gains new veils shaped and binds as though he 
  had gained a level in any one veilweaving class he 
  belonged to before he added the prestige class. He 
  does not, however, gain any other benefits that a 
  character of that class would have gained.  If a char-
  acter had more than one veilweaving class before he 
  became a black templar, he must decide to which class 
  he adds each level of black templar for the purpose of 
  determining his veils shaped and binds known.
  Drain Essence (Su): The black templar learns how 
  to drain the life and essence out of his opponents, 
  empowering himself with this stolen energy. As a 
  melee touch attack that can be taken in place of any 
  attack, the templar may inflict an amount of damage 
  equal to 1d8 per class level plus his Constitution mod-
  ifier to an opponent, gaining an equivalent number 
  of temporary hit points and adding 1 point of tem-
  porary essence to his essence pool. The temporary 
  essence gained increases by 1 for each class level 
  the black templar gains after the first. If the targeted 
  opponent is a veilweaver or other character with an 
  essence pool of at least 1, the black templar doubles 
  the temporary essence gained and this ability also 
  inflicts 1 point of essence burn per class level. The 
  black templar cannot have more temporary essence 
  in his essence pool at any given time from this ability 
  than twice his class level. The temporary hit points 
  and temporary essence last for a number of minutes 
  equal to the templar’s class level plus his Constitution 
  modifier.
  Black Defilement (Su): Starting at 2nd level, if the 
  black templar has a temporary pool of hit points 
  from his drain essence ability, he can expend those 
  temporary hit points as a swift action to create a zone 
  of defilement centered around himself; all living 
  creatures within this zone take a penalty to attack 
  rolls and saving throws equal to the templar’s class 
  level. The zone extends in a radius around the tem-
  plar whose distance is a number of feet equal to the 
  temporary hit points expended to activate this abil-
  ity. These temporary hit points must be expended in 
  units of 5; if the black templar does not have at least 5 
  temporary hit points available from his drain essence 
  ability, he cannot activate black defilement. The zone 
  moves with the templar and lasts for a number of 
  rounds equal to his Constitution modifier.
  Create Husk (Su): Starting at 3rd level, the black tem-
  plar can transform his victims into shambling husks 
  under his control. Whenever a black templar reduces 
  an opponent to 0 or fewer hit points with his drain 
  essence ability, he can take 1 point of essence burn 
  to transform the defeated opponent into a zombie 
  under his control. The zombie has a number of Hit 
  Dice equal to the base creature. The zombie may act 
  immediately on the templar’s turn and moves and 
  
  Lords of the Night
  35
  attacks as the templar directs. The darkened energy 
  empowering the zombie fades quickly, however, 
  and after a number of hours equal to the templar’s 
  class level plus his Constitution modifier the zombie 
  becomes an inanimate corpse.
  Poison Essence (Su): Starting at 4th level, whenev-
  er the black templar reduces an opponent’s essence 
  pool to 0 with his drain essence ability, he may take 
  5 points of essence burn as an immediate action to 
  poison the target’s essence. The target regains an 
  amount of essence equal to the black templar’s class 
  level, but this essence has been twisted and corrupted 
  by the templar’s influence. The target takes a number 
  of points of damage each round equal to twice the poi-
  soned essence, an amount of Strength damage equal 
  to the poisoned essence, and a penalty to their natu-
  ral armor equal to the poisoned essence (this cannot 
  lower their natural armor below 0). These penalties 
  last for a number of rounds equal to the black tem-
  plar’s Constitution modifier, after which the target’s 
  body is able to re-assimilate the poisoned essence and 
  purify it of the templar’s influence.
  Blackened Soul (Su): At 5th level, the black templar’s 
  corrupting influence reaches new levels of depravity. 
  Once a day when he would activate his create husk 
  ability, he can instead create a more powerful and 
  permanent undead: instead of the normal effects of 
  create husk, the templar may instead treat the target 
  as though they were a corpse targeted by a create 
  undead spell with a caster level equal to his charac-
  ter level +1. This undead follows the black templar’s 
  instructions to the best of its ability, but the templar 
  can only maintain one such undead at a time. Unless 
  it’s destroyed, the undead remains active and under 
  the templar’s control until he uses blackened soul to 
  create a new undead, at which point any undead pre-
  viously animated by this ability immediately reverts 
  to an inanimate corpse.
  Feats
  The following feats are appropriate for vampire-
  themed campaigns. Feats tagged with the [Vampire] 
  descriptor are meant to only be used in the campaign 
  style outlined in this book. Feats without that descrip-
  tor may be appropriate for other campaigns as well.
  Blush of Life [Vampire]
  You have learned to hide the signs of your undeath.
  Prerequisite: Vampire
  Benefit: You lose the shadowless racial trait. Addi-
  tionally, you detect as your actual alignment when 
  subjected to the detect evil spell or similar abilities 
  (unless you have another ability that would alter how 
  you are detected), and Knowledge (religion) checks 
  made to identify you as undead or discern your vam-
  piric nature suffer a -4 penalty.
  Normal: Undead always detect as evil when subject-
  ed to the detect evil spell.
  Dirgesinger [General]
  You have learned to affect the undead with your bardic 
  power.
  Benefit: You may affect undead with your bardic per-
  formances as though they were not immune to mind-
  affecting abilities. Mindless undead remain immune 
  to your performances.
  Draining Spell [Metamagic]
  Your spells leech life from your foes, granting it to you.
  Prerequisites: Empower Spell and/or vampire
  Benefit: You gain temporary hit points equal to half 
  of the hit point damage dealt by a draining spell, plus 
  half of the ability damage dealt by the draining spell. 
  If the draining spell deals damage to multiple victims 
  (such as a draining fireball), calculate the temporary 
  hit points gained based on the victim that suffered the 
  most damage. These temporary hit points do not stack 
  with themselves and last for up to 1 hour. A draining 
  spell uses up a spell slot 1 level higher than the spell’s 
  actual level.
  Fang and Fury [Combat]
  You combine savagery and martial training.
  Prerequisites: base attack bonus +6, able to initiate 
  3rd level or higher maneuvers, bite natural attack
  Benefit: Once per round you may make a bite attack 
  as an additional part of initiating a strike. This bite 
  attack must be made against one of the targets of your 
  strike. It does not gain any of the benefits of the strike 
  (though it might benefit from other effects, such as 
  boosts or stances).
  Ghaarzon Telepathy [Psionic]
  You have learned to affect sapient undead with your 
  telepathic abilities.
  Prerequisites: 2 or more powers known from the 
  telepathy discipline, one of which must be 2nd level 
  or higher
  Benefit: Your powers, psi-like abilities, and supernat-
  ural abilities ignore the immunity to mind-affecting 
  abilities enjoyed by undead creatures; such creatures 
  benefit from a +2 circumstance bonus to their saving 
  throws vs. your mind-affecting abilities. Mindless 
  undead retain their immunity.
  
  36
  Lords of the Night
  Grave’s Embrace [Heritage]
  You enhance your deathly nature, granting you some 
  measure of control.
  Prerequisites: Mixed Blood (undead) and/or grave-
  blood subtype
  Benefit: You may choose to count as undead only if 
  it would be advantageous to you when resolving the 
  effects of spells and abilities (you still do not gain 
  undead immunities unless you are actually undead). 
  Once per day you may drain your own life force to 
  gain power; as a swift action you suffer a -4 penalty 
  to your Constitution and gain a +4 untyped bonus to 
  another ability score of your choice. Both bonus and 
  penalty last for up to 1 minute.
  Normal: Graveblood creatures count as undead for 
  the purpose of resolving spells and abilities (they still 
  do not gain undead immunities unless they are actu-
  ally undead).
  Imitate Corpse [Combat]
  You can use your undead nature to pull a classic ruse.
  Prerequisites: Undead type
  Benefit: When you use the Bluff or Knowledge 
  (religion) skills to appear fully dead (as opposed to 
  undead), you may do so as an immediate action. Add 
  a +4 circumstance bonus to this check if you activated 
  this ability in response to suffering damage. As usual, 
  you fall prone and observing creatures must succeed 
  at a Knowledge (religion) or Perception check with a 
  DC equal to your check’s result to realize that you are 
  not fully dead.
  Normal: It takes a move action for an undead crea-
  ture to appear fully dead using the Bluff or Knowl-
  edge (religion) skills.
  Improved Channel Resistance 
  [General]
  You are harder to influence with channeled energy.
  Prerequisite: Undead type
  Benefit: Your channel resistance increases by +4 
  (even if you didn’t have channel resistance).
  Special: You may take this feat multiple times. Its 
  effects stack.
  Mixed Blood [Heritage]
  You come from a family with diverse heritage.
  Benefit: Choose one: Aberration, Air, Chaotic, Cold, 
  Dragon, Dwarf, Earth, Elf, Evil, Fey, Fire, Giant, 
  Gnome, Goblinoid, Good, Halfling, Lawful, Magical 
  Beast, Monstrous Humanoid, Orc, Ooze, Outsider, 
  Plant, Reptilian, Undead, or Water. Gain the benefits 
  associated with your chosen type or subtype from 
  the table below. You may choose a subtype that is not 
  appropriate for your creature type (such as a mon
  Mixed Blood
  The Mixed Blood feat has been reprinted here 
  from Bloodforge for the sake of completeness and 
  because it serves as the most common entry point into 
  the Grave’s Embrace feat, above.
  Additionally, Mixed Blood (undead) can be a great 
  way to represent a vampire blessing an underling 
  with just a taste of deathless power, or to represent a 
  character’s successful experiments with undeath. 
  strous humanoid gaining the dwarf subtype through 
  this feat). Do not recalculate your base attack bonus, 
  saving throws, skill points, or hit dice.
  Special: You may take this feat multiple times. Each 
  time, you choose a different type and/or subtype from 
  the above list. You may not select a type or subtype 
  you already possess or gain both the cold and fire 
  subtypes through this feat. Unlike other creatures 
  with the giant subtype, a creature who gains the giant 
  subtype with this feat does not necessarily have racial 
  hit dice.
  Positive Energy Resistance [General]
  You have adapted to become resilient to positive energy 
  damage.
  Prerequisites: Undead type
  Benefit: You gain positive energy resistance equal to 
  5 + your Hit Dice.
  Special: This feat may be retrained at no cost if you 
  cease being undead. It still takes time to retrain.
  Psychomachy [Metapsionic]
  You are adept at assaulting the minds of your victims.
  Prerequisites: One or more metapsionic feats
  Benefit: If a power you manifest deals damage to a 
  mental ability score (such as ego whip’s damage to 
  Charisma), you may expend your psionic focus as part 
  of manifesting that power. If you do, it instead deals 
  damage to the mental ability score of your choice.     
              
  Undead Companion [General]
  Your companion or familiar becomes undead.
  Prerequisites: animal companion, dark messenger, 
  or familiar 
  Benefit: Your animal companion, dark messenger, 
  or familiar gains the undead type (if you have more 
  than one of these features, choose one upon gaining 
  this feat). Do not recalculate its base attack bonus, hit 
  points, saving throws, or skill points. If the creature’s 
  Charisma score was less than its Constitution score 
  would permanently alter the affected creature’s type 
  (such as the sorrow’s shadow class feature), instead 
  improve its positive energy resistance by +5 and its 
  
  Lords of the Night
  37
  Table 3-5: Mixed Blood Type Bonuses
  Base Creature Type
  Benefits
  aberration
  You gain the aberrant subtype. Additionally, you gain 
  darkvision 60 ft. or your existing darkvision improves by 30 
  ft.
  air
  You gain the air subtype, and you gain a +1 dodge bonus to 
  AC vs. ranged attacks as well as immunity to inhaled poisons.
  chaotic
  You gain the chaotic subtype, and you gain a +2 racial bonus 
  on saves against effects with the lawful descriptor.
  cold
  You gain cold resistance equal to 5 + your level. At 7 Hit Dice, 
  you gain the cold subtype.
  dragon
  You gain the drakeblood subtype, and you gain the scent 
  special quality.
  dwarf
  You gain the dwarf subtype, and you gain a +2 competence 
  bonus to your CMD when resisting a bull rush or trip attempt 
  while standing on the ground.
  earth
  You gain the earth subtype, and your natural armor bonus 
  increases by 1.
  elf
  You gain the elf subtype, and you gain a +1 racial bonus on 
  Perception checks and ranged attack rolls involving a bow, 
  crossbow, or firearm.
  evil
  You gain the evil subtype, and you gain a +2 racial bonus on 
  saves against effects with the good descriptor.
  fey
  You gain the feyblood subtype, and you gain a +2 racial 
  bonus on saves against compulsions.
  fire
  You gain fire resistance equal to 5 + your level. At 7 Hit Dice, 
  you gain the fire subtype.
  giant
  You gain the giant subtype, and you gain a +2 racial bonus 
  on Intimidate checks and a +1 competence bonus on CMB 
  and CMD.
  gnome
  You gain the gnome subtype, and you gain a +1 racial bonus 
  to Craft and Perception checks.
  goblinoid
  You gain the goblinoid subtype, and you gain a +2 racial 
  bonus on Stealth checks.
  good
  You gain the good subtype, and you gain a +2 racial bonus on 
  saves against effects with the evil descriptor.
  halfling
  You gain the halfling subtype, and you gain a +1 racial 
  bonus on Acrobatics checks and attacks made with thrown 
  weapons.
  lawful
  You gain the lawful subtype, and you gain a +2 racial bonus 
  on saves against effects with the chaotic descriptor.
  magical beast
  You gain the beastblood subtype, and you gain a +1 racial 
  bonus to Fortitude saves.
  monstrous humanoid
  You gain the crossblood subtype, and your natural armor 
  bonus increases by 1.
  orc
  You gain the orc subtype, and you gain a +1 racial bonus on 
  melee attack and damage rolls.
  ooze
  You gain the slimeblood subtype, and you gain acid resistance 
  5. 
  outsider
  Your type changes to outsider (native), and you gain a +2 
  racial bonus to Knowledge (planes) checks.
  plant
  You gain the earthblood subtype, and you gain low-light 
  vision and do not need food to survive, provided you spend 
  at least 1  hour a day in sunlight.
  reptilian
  You gain the reptilian subtype, and you gain a 15 ft. climb 
  speed.
  undead
  You gain the graveblood subtype, and you gain negative 
  energy resistance 5.
  water
  You gain the water subtype and a swim speed equal to your 
  land speed.
  
  38
  Lords of the Night
  before becoming undead, its Charisma score becomes 
  equal to its former Constitution. Additionally, it gains 
  channel resistance +4. If another ability you possess 
  channel resistance by +2. 
  Special: You may take this feat multiple times. Each 
  time you do, choose another animal companion, dark 
  messenger, or familiar that you possess to be affected.
  Maneuvers
  The following section presents a new Martial Tradi-
  tion and martial discipline, both of which are suitable 
  for any campaign.
  The Scales of Mourning
  Alignment: Any
  Symbol: A set of scales; one side is made of gold, 
  the other of bleached bone
  Disciplines: A Judge of the Scales of Mourning 
  may trade access to one of her martial disciplines for 
  access to the Unquiet Grave discipline.
  Oath: The ceremony administered to a potential 
  Judge depends on if they have chosen to seek out 
  the eternal youth offered by the Scales of Mourning. 
  Those who do not are sworn to the oath in a simple 
  ceremony involving three other Judges. Recruits who 
  desire immortality, however, are taken to a quiet 
  place where a circle of both healers and necroman-
  cers administer the Transcendent Rite to them and 
  then asked to swear the following oath with their 
  skin still smoldering from the conflicting energies.
  
  Lords of the Night
  39
  “I swear on my honor and in the name of my ances-
  tors before me that I will uphold the balance between 
  life and death. I will hunt threats to this balance when 
  it is right to do so, trade life for death and death for life 
  when it is needful, and use restraint when exercising 
  my powers over life and death. May my mortal husk 
  crumble to ash if I fail in my oath.”
      
  Allegiance Benefit: In addition to access to 
  Unquiet Grave (trading a discipline of their choice), 
  Judges of the Scales of Mourning benefit from a +2 
  sacred bonus to saving throws and armor class against 
  undead creatures and their abilities, as well as a +2 
  competence bonus to Heal, Knowledge (planes), and 
  Knowledge (religion) checks.
  Upon joining the Scales of Mourning, a non-
  undead Judge has the option of pursuing immortal-
  ity (this option may also be pursued at a later date). 
  If they take this option, the ceremony takes approxi-
  mately four hours and requires a special ritual pow-
  ered by both positive and negative energy. Once com-
  plete, the Judge participating in the ceremony ceases 
  to age, and gains no benefits or penalties from aging 
  other than those they’ve already accrued. A Judge 
  may cease to be immortal as a full-round action (they 
  may not be magically compelled into forgoing their 
  immortality), though if they do they may never again 
  benefit from this avenue of eternal youth.
  A Judge who violates her oath (such as by wan-
  tonly upsetting the balance between life and death) 
  loses access to her sacred bonus to saves, as well as 
  her bonus to skill checks, until she atones by spend-
  ing seven days in contemplation of life and death 
  or else by completing a heroic act to restore the bal-
  ance (such as by closing a rogue portal to the positive 
  energy plane). If she has sought immortality through 
  this order, her aging resumes until she atones, though 
  she once again gains eternal youth upon successful 
  atonement. Leaving this Tradition strips a Judge of 
  any immortality gained through its rituals.
  Description: The quiet Judges of the Scales of 
  Mourning are a group of semi-mortal warriors who 
  pursue a long-term balance between life and death. 
  This order began its existence as a very different sort 
  of group, one which crusaded against the undead and 
  the influence of negative energy. Eventually retreat-
  ing to a small island in an effort to experiment with 
  the effects of driving out all negative energy influ-
  ence, the Scales completed their grand experiment, 
  sealing their home away from the negative energy 
  plane entirely.
  They no longer live on that island, which they 
  refer to only as the Great Failure.
  The survivors, scarred and ravaged by cancer-
  ous growths, staggered onto the mainland and began 
  training students in order to ensure that no one who 
  followed them would make the same mistake. This 
  first generation of students rebranded themselves 
  the Judges of the Scales of Mourning and spread into 
  the world to recruit like-minded souls, the better to 
  preserve the delicate balance of positive and negative 
  energy in the world.
  Today, the Scales of Mourning quietly monitor 
  the relative amounts of positive and negative energy 
  within a given region. Most areas, they find, essen-
  tially take care of themselves. However, certain 
  events - a keris dragon taking a lair, a necromancer 
  raising armies of undead, great atrocity - can upset 
  the balance of life and death, leading to a slow but 
  dangerous degradation in one direction or another. 
  The Judges usually prefer non-invasive solutions if 
  they can be applied; an upwelling of positive energy 
  from a keris dragon might be matched by the Judges 
  moving a lich into the area, for example. More often 
  than not, however, the Scales of Mourning must cor-
  rect the problem by force, and usually follows up 
  by assigning several junior members to the area to 
  ensure that there is no long-term fallout.
  Aside from their ongoing task, the Scales of 
  Mourning collect what lore they can find on the inter-
  actions between planes of existence, but especially the 
  interactions between the Prime Material and other 
  planes, in an effort to better understand the complex 
  relationships involved. Their history has taught them 
  the painful lesson that even the seemingly destruc-
  tive negative energy plane is vital to existence as they 
  know it, and they gather, and sometimes spread, their 
  knowledge in the hopes of preventing anyone else 
  from having to learn the same lesson.
  Common Tasks: Judges without long-term 
  assignments can sometimes feel like they’re bouncing 
  between contradictory orders. A Judge may be asked 
  to save an undead being (and its library of knowl-
  edge) only to turn around and put down a nest of 
  wraiths the next week. They close portals, open them, 
  seek natural confluences with other planes and some-
  times, regrettably, just plain kill people. The work is 
  almost always messy.
  Available Services: Quite aside from their exten-
  sive libraries on planar lore - and planar denizens - 
  the Scales of Mourning collect items and artifacts 
  relating to positive energy, negative energy, or both. 
  As a result they maintain vast but well-balanced 
  armories that contain a staggering mix of weapons, 
  healing, curses, and even, sometimes, more exotic 
  things. Members get a steep discount (based on the 
  idea that they can be trusted), but they’ll sell to out-
  siders, especially if they can arrange for the item in 
  
  40
  Lords of the Night
  question to be used to further the balance (such as by 
  selling discounted wands of cure disease to a plague-
  ravaged city).
  Unquiet Grave
  Practitioners of Unquiet Grave utilize the power 
  of negative energy, enhancing their attacks with 
  entropic power. Thought to have originated from 
  ancient vampiric warlords, this necromantic disci-
  pline is used to scourge living opponents and infuse 
  its practitioners with the powers of undeath. Though 
  somewhat rare, Unquiet Grave remains popular 
  amongst undead warriors, as well as assassins who 
  specialize in living victims.
  Maneuvers of the Unquiet Grave discipline 
  are infused with negative energy and the power of 
  undeath. As such, they are supernatural abilities. 
  Additionally, a creature that knows 1 or more Unqui-
  et Grave strikes may expend one of those strikes as a 
  standard action to touch a creature that is healed by 
  negative energy and infuse it with negative energy; 
  the touch heals the creature for 1d8 hit points per 
  level of the expended strike. As usual, a strike must 
  be readied before it may be expended.
  Many maneuvers of the Unquiet Grave disci-
  pline have additional, or different, effects if the crea-
  ture that initiates them is undead. These effects are 
  marked “Grave Call” in the maneuvers’ descriptions. 
  If an Unquiet Grave maneuver is initiated by a non-
  undead creature that is healed by negative energy, an 
  undead creature that is healed by positive energy, or a 
  creature with the graveblood subtype, then they may 
  choose whether or not to utilize its grave call each 
  time they initiate that maneuver. Additionally, some 
  maneuvers of the Unquiet Grave discipline grant 
  temporary hit points. These temporary hit points 
  stack with themselves and with temporary hit points 
  gained through other maneuvers of this discipline, 
  up to a maximum equal to 1/2 the initiator’s normal 
  maximum hit points, and last for up to 1 hour.
  Associated Classes: Harbingers, mystics, stalkers, 
  and warlords may exchange access to one of their 
  martial disciplines for access to the Unquiet Grave 
  discipline. They gain Knowledge (religion) as a class 
  skill if they didn’t already have it.
  Associated Weapon Groups: Axes, natural, pole-
  arms. Scythes are considered discipline weapons for 
  the Unquiet Grave discipline.
  Associated Skill: Knowledge (religion).
  
  Lords of the Night
  41
  Maneuver List
  1st Level
  Bean nighe Attitude: Stance - Gain a prophetic 
  awareness of impending death that increases your 
  saving throws.
  Gravekeeper’s Hood: Boost - Become immune to 
  blindness for 1 round.
  Hungry Stillness Strike: Strike - Make a melee 
  attack and deal an additional 1d8 negative energy 
  damage.
  Starving Vampire Stance: Stance - Gain tempo-
  rary hit points whenever you slay a creature.
  Thirsting Axe Strike: Strike - Make a melee attack 
  and gain temporary hit points.
  Whisper of Undeath: Counter - Gain negative 
  energy resistance 5, +1 bonus on saving throws vs. 
  death effects and energy drain.
  2nd Level
   Chilling Grave Defense: Counter - Opponent suf-
  fers -4 penalty to Strength and Dexterity in response 
  to an attack.
  Headstone Breaking Strike: Strike - Make a 
  melee attack; the victim suffers 4 points of damage to 
  a physical ability score. This ignores undead immu-
  nity.
  Raging Specter Strike: Strike - Make a melee 
  attack as a touch attack.
  Rattling Skeleton Parry: Counter - Gain DR 5/
  bludgeoning and magic and cold resistance 10 until 
  the beginning of your next turn.
  Stalking Ghoul: Boost - Gain a +4 bonus to Stealth 
  checks; move out of cover or concealment without 
  losing Stealth.
  3rd Level
  Avenging Revenant’s Advance: Stance - You 
  are healed by negative energy and harmed by posi-
  tive energy, and your movement speeds may not be 
  reduced below 1/2 their normal values.
  Darkened Axe Style: Boost - Your melee attacks 
  deal an additional 2d8 negative energy damage until 
  the beginning of your next turn.
  Life Sealing Strike: Strike [Curse] - Make a 
  melee attack, deal an additional 2d8 negative energy 
  damage and your victim cannot benefit from healing.
  Wight’s Blow: Strike - Make a melee attack, deal 
  an additional 1d8 negative energy damage and your 
  victim gains a negative level.
  4th Level
  Hunting Mohrg Strike: Strike - Make a melee 
  attack, deal an additional 2d8 negative energy 
  damage and your victim becomes paralyzed.
  Rotting Axe Style: Boost - Your melee attacks 
  ignore hardness and some damage reduction until 
  the beginning of your next turn.
  Shrieking Shadow Axe: Strike - Make a melee 
  attack, deal an additional 1d8 Strength damage and 
  gain temporary hit points.
  Wretched Ghast Riposte: Counter - Opponent 
  who attacks you becomes sickened and may become 
  nauseated.
  5th Level
  Ancient Lich Parry: Counter - Gain spell resistance 
  equal to 15 + your initiator level until the beginning of 
  your next turn.
  Flowing Gore Blow: Strike - Make a melee attack, 
  deal an additional 4d8 bleed damage that is difficult to 
  heal.  
  Howling Banshee Strike: Strike - Make a melee 
  attack, deal an additional 4d8 negative energy damage 
  and your victim becomes deafened.
  Mourning Ghost Attitude: Stance - Your armor 
  gains the ghost touch special property, and you may 
  move through solid objects as though incorporeal.
  6th Level
  Ascending Necromancer Style: Counter - Gain 
  immunity to energy drain and Constitution damage 
  until the beginning of your next turn.
  Feasting Wraith Strike: Make a melee attack, 
  deal an additional 2d4 Constitution damage and your 
  victim becomes shaken.
  Headsman’s Descending Axe: Strike - Make a 
  melee attack, deal an additional 6d8 negative energy 
  damage or execute creature at 1/4 its maximum hit 
  points or lower and you gain temporary hit points.
  Looming Nightwalker Parry: Counter - Gain DR 
  15/silver and good and negative energy resistance 20 
  until the beginning of your next turn.
  7th Level
  Charging Dullahan’s Advance: Stance - You 
  do not provoke attacks of opportunity for moving 
  through threatened squares. Creatures you flank 
  suffer additional negative energy damage from 
  attacks made by you and your allies.
  Poltergeist’s Wrath: Strike - Make a melee attack 
  
  42
  Lords of the Night
  at range, deal an additional 6d8 negative energy 
  damage and your victim is knocked prone by phan-
  tasmal wrath.
  Scything Reaper Riposte: Counter - Opponent 
  attacking you must succeed at a saving throw or gain 
  2d4 negative levels.
  8th Level
  Chilling Mist Sidestep: Counter - Assume a misty 
  form in response to an attack and the attacker suffers 
  7d8 negative energy damage.
  Laughing Demilich Attitude: Stance - Gain 
  undead immunities, flight, and death knell fallen ene-
  mies.
  Soul Drinking Strike: Strike - Make a melee 
  attack, deal an additional 3d4 Intelligence, Wisdom, 
  and Charisma damage.
  9th Level
  Pitiless Axe of the Executioner: Strike - Make 
  a melee attack, deal an additional 3d6 Constitution 
  damage and 9d6 bleed damage and leave behind 
  cursed wounds.
  Maneuver Descriptions
  The maneuvers below are listed first by level, 
  then in alphabetical order.
  BEAN NIGHE ATTITUDE
  Discipline: Unquiet Grave (Stance)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  By reading whispers of impending death, you 
  stay one step ahead of your fate, avoiding even magi-
  cal attempts on your life. While you maintain this 
  stance, your clothing and equipment takes on a rav-
  aged, blood-splattered appearance, as though you 
  have been horrifically slain; additionally, you gain a 
  +1 insight bonus on saving throws, which improves 
  by 1 at 4th level and again every 4 levels thereafter.
  GRAVEKEEPER’S HOOD
  Unquiet Grave (Boost)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Drawing on the power that gives sight to the 
  sightless dead, your vision transcends mortal limits. 
  You become immune to the blinded condition for 1 
  round.
  Grave Call: An undead creature initiating this 
  boost may instead increase their channel resistance 
  by 6 for 1 round.
  HUNGRY STILLNESS STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  You infuse your weapon with negative energy as 
  you strike your foe. Make a melee attack. If it hits, it 
  deals weapon damage as normal plus an additional 
  1d8 points of negative energy damage.
  STARVING VAMPIRE STANCE
  Discipline: Unquiet Grave (Stance)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  When you assume this stance, you skin gains a 
  deathly pallor, and your canines, if any, sharpen and 
  elongate. While maintaining this stance, whenever 
  you reduce a creature to 0 or fewer hit points, you 
  gain twice that creature’s Hit Dice in temporary hit 
  points. The temporary hit points gained from this 
  stance stack with those gained from other Unquiet 
  Grave maneuvers, up to the normal maximum.
  THIRSTING AXE STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  
  Lords of the Night
  43
  Duration: Instantaneous
  Drawing on the primal hunger of the negative 
  energy plane, you lash out at your victim. Make a 
  melee attack. If it hits, it deals weapon damage as 
  normal and you gain temporary hit points equal to 
  the damage dealt. The temporary hit points gained 
  from this maneuver stack with those gained from 
  other Unquiet Grave maneuvers, to the normal maxi-
  mum.
  WHISPERS OF UNDEATH
  Discipline: Unquiet Grave (Counter)
  Level: 1
  Prerequisites: None
  Initiation Action: 1 immediate action
  Range: Personal    
  Target: You
  Duration: 1 round
  You infuse yourself with subtle threads of nega-
  tive energy. When you initiate this counter, you gain 
  negative energy resistance 5, as well as a +1 bonus to 
  saving throws vs. energy drain and death effects, for 
  1 round.
  Grave Call: An undead creature initiating this 
  maneuver instead improves their positive energy 
  resistance by 5 and gains a +1 bonus to saving throws 
  vs. effects with the good and/or light descriptors for 
  1 round.
  CHILLING GRAVE DEFENSE
  Discipline: Unquiet Grave (Counter)
  Level: 2
  Prerequisites: None
  Initiation Action: 1 immediate action
  Range: Close (25 ft. plus 5 ft. per 2 levels)
  Target: 1 creature
  Duration: 1 round
  You afflict an attacker with the chill of the grave, 
  sapping the strength from their limbs. You may acti-
  vate this counter in response to a melee or ranged 
  attack being made against you. The creature making 
  that attack suffers a -4 penalty to its Strength and Dex-
  terity for 1 round. Apply these penalties before calcu-
  lating the attack and damage rolls for the attack (this 
  may cause the attack to miss).
  HEADSTONE BREAKING STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 2
  Prerequisites: None
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  You mimic the savage fury of the undying, break-
  ing the bodies of your foes. Make a melee attack. If 
  it hits, it deals weapon damage as normal, plus an 
  additional 1d4 points of damage to a physical ability 
  score of your choice. This ability damage ignores the 
  normal immunity to physical ability damage enjoyed 
  by undead creatures, though they still cannot suffer 
  Constitution damage.
  RAGING SPECTER STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 2
  Prerequisites: None
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  You transmute your weapon into a semi-ethere-
  al state, striking with the undying hate of a specter. 
  Make a melee attack against your opponent’s touch 
  AC. If it hits, it deals weapon damage as normal. Unlike 
  normal touch attacks, you may use Power Attack to 
  enhance the damage dealt by this maneuver.
  RATTLING SKELETON PARRY
  Discipline: Unquiet Grave (Counter)
  Level: 2
  Prerequisites: None
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: 1 round
  Your flesh shrivels, revealing hard bones that 
  turn aside enemy weapons. When you initiate this 
  counter, you gain DR 5/bludgeoning and magic, as 
  well as cold resistance 10, until the beginning of your 
  next turn.
  Grave Call: Undead creatures initiating this 
  maneuver also improve their natural armor by 1.
  
  44
  Lords of the Night
  STALKING GHOUL
  Discipline: Unquiet Grave (Boost)
  Level: 2
  Prerequisites: None
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You move with the swiftness and cunning of the 
  cannibalistic ghouls. When you initiate this boost you 
  gain a +4 competence bonus to Stealth checks for 1 
  round. During that time, you do not require cover or 
  concealment to remain hidden using the Stealth skill, 
  which may permit you to move in the open without 
  being detected. You still suffer the usual effects of 
  not having cover or concealment while using Stealth 
  when the duration of this boost expires.
  AVENGING REVENANT’S ADVANCE
  Discipline: Unquiet Grave (Stance)
  Level: 3
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  When you assume this stance, your skin pales 
  and your breath fogs with the chill of the grave. While 
  you maintain this stance, you are healed by nega-
  tive energy and harmed by positive energy, just as 
  an undead creature is (you gain no other benefit or 
  drawback of being undead). Additionally, the unstop-
  pable vengeance of revenants drives you: your move-
  ment speeds may not be reduced to less than 1/2 their 
  normal value while you maintain this stance.
  Grave Call: An undead creature maintaining this 
  stance is healed by cold damage in the same manner 
  that it is healed by negative energy damage instead of 
  the normal effects of this stance. Its movement speeds 
  still cannot be reduced to less than ½ their normal 
  value while it maintains this stance.
  DARKENED AXE STYLE
  Discpline: Unquiet Grave (Boost)
  Level: 3
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You infuse your attacks with negative energy, 
  draining the life of your victims. When you initiate 
  this boost, your melee attacks deal an additional 2d8 
  points of negative energy damage for 1 round.
  LIFE-SEALING STRIKE
  Discpline: Unquiet Grave (Strike) [Curse]
  Level: 3
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous and special; see text
  You afflict your victim with an entropic curse, 
  sealing their life force away from succor. Make a 
  melee attack. If it hits, it deals weapon damage as 
  normal, plus an additional 2d8 points of negative 
  energy damage, and your victim must succeed at a 
  Will save or become cursed and unable to heal hit 
  point damage (by any means) for a number of rounds 
  equal to your initiation modifier.
  WIGHT’S BLOW
  Discipline: Unquiet Grave (Strike)
  Level: 3
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  You call upon the anger of the hungry wight, 
  draining the vital essence of your foes. Make a melee 
  attack. If it hits, it deals weapon damage as normal, 
  plus an additional 1d8 points of negative energy 
  damage. The creature struck also gains a negative 
  level, which lasts until the end of the encounter.
  HUNTING MOHRG STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 4
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous and special; see text
  Your axe lashes out like a hungry mohrg. Make 
  a melee attack. If it hits, it deals weapon damage as 
  normal, plus an additional 2d8 points of negative 
  energy damage, and your victim must succeed at a 
  
  Lords of the Night
  45
  Fortitude save or become paralyzed for 1 round.
  ROTTING AXE STYLE
  Discipline: Unquiet Grave (Boost)
  Level: 4
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 swift action    
  Range: Personal
  Target: You
  Duration: 1 round
  You draw upon the destructive entropy of the 
  negative energy plane, infusing it into your strikes. 
  When you initiate this boost, your melee attacks 
  ignore hardness and overcome an amount of damage 
  reduction equal to your initiator level for 1 round.
  Grave Call: Attacks by undead creatures initiat-
  ing this boost overcome damage reduction entirely 
  for the duration of this boost.
  SHRIEKING SHADOW AXE
  Discipline: Unquiet Grave (Strike)
  Level: 4
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  You wrap your weapon in tenebrous energy that 
  saps the strength of your victims. Make a melee attack. 
  If it hits, it deals weapon damage as normal, plus 1d8 
  points of Strength damage. You gain temporary hit 
  points equal to twice the Strength damage dealt by 
  this strike. The temporary hit points gained from this 
  maneuver stack with those gained from other Unqui-
  et Grave maneuvers, to the normal maximum.
  WRETCHED GHAST RIPOSTE
  Discipline: Unquiet Grave (Counter)
  Level: 4
  Prerequisites: 1 Unquiet Grave maneuver
  Initiation Action: 1 immediate action
  Range: Close (25 ft. plus 5 ft. per 2 levels)
  Target: 1 creature
  Duration: 1 round
  You afflict an attacker with the charnel stench 
  of the ghast, ruining their blow. You may initiate 
  this counter in response to a melee or ranged attack 
  being made against you. The creature attacking you 
  becomes sickened for 1 round and must succeed at a 
  Fortitude save or also become nauseated for 1 round. 
  Apply these penalties before calculating the attack 
  and damage rolls for the attack (this may cause the 
  attack to miss or not occur).
  ANCIENT LICH PARRY
  Discipline: Unquiet Grave (Counter)
  Level: 5
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Special (see text)
  You shield yourself with webs of entropic energy 
  that sap at magic directed at you. When you initiate 
  this counter, you gain spell resistance equal to 15 plus 
  your initiator level until the beginning of your next 
  turn.
  Grave Call: An undead creature initiating this 
  counter also gains an equal amount of positive energy 
  resistance until the beginning of its next turn.
  FLOWING GORE BLOW
  Discipline: Unquiet Grave (Strike)
  Level: 5
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  Your axe flows forth with negative energy, creat-
  ing a cursed wound. Make a melee attack. If it  hits, it 
  deals weapon damage as normal, plus an additional 
  4d8 points of bleed damage. The wound left behind 
  is laced with negative energy; the caster of a heal-
  ing spell or similar effect must succeed at a caster 
  level check (DC 11 + initiator level) to halt the bleed 
  damage (healing from the spell or effect still occurs 
  even if the check fails to halt the bleeding), and the 
  DC to apply first aid with the Heal skill increases by 5 
  + your initiation modifier.                      
  HOWLING BANSHEE STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 5
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  
  46
  Lords of the Night
  Target: Creature struck
  Duration: Instantaneous and special (see text)
  Your weapon screams like a grieving banshee as 
  you drive it into your foe. Make a melee attack. If it 
  hits, it deals weapon damage as normal, plus an addi-
  tional 4d8 points of negative energy damage, and the 
  creature struck becomes deafened for a number of 
  rounds equal to your initiation modifier.
  MOURNING GHOST ATTITUDE
  Discipline: Unquiet Grave (Stance)
  Level: 5
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  When you assume this stance, your outline 
  smudges gently and your hair and equipment become 
  semi-transparent, as though you had become a ghost. 
  While you maintain this stance, your armor has 
  the ghost touch property (even if it is not otherwise 
  magical) and you - along with your worn, carried, or 
  held equipment - may move through solid objects as 
  though you were incorporeal, provided you do not 
  end your movement within a solid object.
  ASCENDING NECROMANCER STYLE
  Discipline: Unquiet Grave (Counter)
  Level: 6
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Special (see text)
  You wrap yourself in armoring layers of nega-
  tive energy, shielding your life force with the touch of 
  undeath. When you initiate this counter, you become 
  immune to energy drain and Constitution damage 
  until the beginning of your next turn.
  Grave Call: An undead creature initiating this 
  maneuver instead becomes immune to channeling 
  and positive energy damage until the beginning of its 
  next turn.
  FEASTING WRAITH STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 6
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  Sickly gray tar clings to your blade as you initi-
  ate this dread strike. Make a melee attack. If it hits, 
  it deals weapon damage as normal plus 2d4 points 
  of Constitution damage, and your victim becomes 
  shaken for a number of rounds equal to your initia-
  tion modifier. A successful Will save halves the Con-
  stitution damage and prevents the shaken condition.
  HEADSMAN’S DESCENDING AXE
  Discipline: Unquiet Grave (Strike)
  Level: 6
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  You cleave into your foe with an executioner’s 
  strike. Make a melee attack. If it hits and your victim 
  is at more than 1/4 their maximum hit point total, it 
  deals weapon damage as normal, plus an additional 
  6d8 points of negative energy damage. If your victim 
  is at 1/4 or less of their maximum hit point total, that 
  creature instead dies (no save) and you gain tempo-
  rary hit points equal to twice its Hit Dice. The tempo-
  rary hit points gained from this maneuver stack with 
  those gained from other Unquiet Grave maneuvers, 
  to the normal maximum.
  LOOMING NIGHTWALKER PARRY
  Discipline: Unquiet Grave (Counter)
  Level: 6
  Prerequisites: 2 Unquiet Grave maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Special (see text)
  You transform your body into shadowy energy, 
  turning blows aside. When you initiate this boost, you 
  gain negative energy resistance 20 and DR 15/silver 
  and good until the beginning of your next turn.
  
  Lords of the Night
  47
  Grave Call: An undead creature initiating this 
  boost gains positive energy resistance 20 instead of 
  negative energy resistance.
  CHARGING DULLAHAN’S ADVANCE
  Discipline: Unquiet Grave (Stance)
  Level: 7
  Prerequisites: 3 Unquiet Grave maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  Your head vanishes when you assume this stance, 
  leaving behind a dripping, bloody neck stump (this 
  may complicate attempts to identify you). You suffer 
  no ill effects from not having a head, such as blind-
  ness or an inability to utilize potions or head slot 
  items. While maintaining this stance, you do not 
  provoke attacks of opportunity for moving through 
  threatened spaces (you may still provoke attacks of 
  opportunity for other reasons). Furthermore, you 
  and other allies within 30 ft. deal additional negative 
  energy damage equal to your initiator level against 
  creatures you are flanking. Your other allies do not 
  necessarily have to also be flanking such creatures.
  Grave Call: Additionally, an undead creature 
  maintaining this stance may imbue its mount with 
  this power; its mount does not provoke attacks of 
  opportunity for moving through threatened squares 
  (it might still provoke attacks of opportunity for other 
  reasons).
  POLTERGEIST’S WRATH
  Discipline: Unquiet Grave (Strike)
  Level: 7
  Prerequisites: 3 Unquiet Grave strikes
  Initiation Action: 1 standard action
  Range: Medium (100 ft. plus 10 ft. per level)
  Target: 1 creature
  Duration: Instantaneous
  You strike out with your weapon and emit a wave 
  of rage and sorrow that brings your victim to their 
  knees. Choose a creature within range, then make 
  a melee attack against that creature (even if you 
  don’t threaten the chosen creature). If it hits, it deals 
  weapon damage as normal, plus an additional 6d8 
  points of negative energy damage, and your victim is 
  knocked prone (no save).
  SCYTHING REAPER RIPOSTE
  Discipline: Unquiet Grave (Counter)
  Level: 7
  Prerequisites: 3 Unquiet Grave maneuvers
  Initiation Action: 1 immediate action
  Range: Close (25 ft. plus 5 ft. per 2 levels)
  Target: 1 creature
  Duration: Instantaneous
  You form a scythe of crackling negative energy 
  and sweep it through your attacker, draining their 
  vital essence. You may initiate this counter in response 
  to a melee or ranged attack being made against you. 
  The creature attacking you gains 2d4 negative levels 
  (Will save half) that last until the end of the encoun-
  ter.
  CHILLING MIST SIDESTEP
  Discipline: Unquiet Grave (Counter)
  Level: 8
  Prerequisites: 3 Unquiet Grave maneuvers
  Initiation Action: 1 immediate action
  Range: Personal
  Target: You
  Duration: Special (see text)
  You turn into dark mist that crackles with nega-
  tive energy. You may initiate this counter in response 
  to a melee or ranged attack being made against you. 
  Until the beginning of your next turn, you are immune 
  to weapon damage, and spells targeted against you 
  have a 50% miss chance. If you initiated this counter 
  in response to a melee attack, the creature attacking 
  you suffers 7d8 points of negative energy damage.
  LAUGHING DEMILICH ATTITUDE
  Discipline: Unquiet Grave (Stance)
  Level: 8
  Prerequisites: 3 Unquiet Grave maneuvers
  Initiation Action: 1 swift action
  Range: Personal
  Target: You
  Duration: Stance
  The skin and muscle of your face pull tightly 
  against your skull when you assume this stance, 
  revealing yellow bone studded with phantasmal gem-
  stones that crackle and dance with negative energy. 
  While you maintain this stance, you gain a 100 ft. fly 
  speed (or improve your existing fly speed by 50 ft.) 
  with Good maneuverability, as well as the immuni-
  ties enjoyed by creatures with the undead type. You 
  
  48
  Lords of the Night
  do not gain any of the other benefits or drawbacks of 
  being undead (notably, you are not healed by negative 
  energy, nor are you vulnerable to effects that specifi-
  cally target undead creatures). Additionally, you may 
  use death knell as a spell-like ability once per round 
  as a free action, though any bonuses gained this way 
  fade when you leave this stance.
  Grave Call: Undead creatures maintaining this 
  stance do not gain the immunities enjoyed by the 
  undead type; instead, they become immune to posi-
  tive energy damage and gain DR 20/bludgeoning and 
  good. They still benefit from the other effects of this 
  stance.
  SOUL DRINKING STRIKE
  Discipline: Unquiet Grave (Strike)
  Level: 8
  Prerequisites: 3 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  You channel the all-consuming void through your 
  axe, brutally rending your victim’s soul. Make a melee 
  attack. If it hits, it deals weapon damage as normal, 
  plus an additional 3d4 points of Intelligence, Wisdom, 
  and Charisma damage. A successful Will save halves 
  this damage.
  PITILESS AXE OF THE EXECUTIONER
  Discipline: Unquiet Grave (Strike)
  Level: 9
  Prerequisites: 4 Unquiet Grave maneuvers
  Initiation Action: 1 standard action
  Range: Melee attack
  Target: Creature struck
  Duration: Instantaneous
  Your weapon descends in a merciless swing, its 
  cursed edge crawling into the wounds of your vic-
  tims. Make a melee attack. If it hits, it deals weapon 
  damage as normal, plus an additional 3d6 Consti-
  tution damage and 9d8 bleed damage that ignores 
  immunity to bleed. The wound left behind is laced 
  with negative energy; the caster of a healing spell or 
  similar effect must succeed at a caster level check (DC 
  11 + initiator level) to halt the bleed damage (healing 
  from the spell or effect still occurs even if the check 
  fails to halt the bleeding), and the DC to apply first 
  aid with the Heal skill increases by 9 + your initiation 
  modifier.             
  Grave Call: An undead creature initiating this 
  maneuver gains temporary hit points equal to twice 
  the Hit Dice of the creature struck. The temporary hit 
  points gained from this maneuver stack with those 
  gained from other Unquiet Grave maneuvers, to the 
  normal maximum.
  Spells and Powers
  The following new spells and powers are suitable 
  for any campaigns.
  Spells
  CLUTCH OF UNDEATH
  School: necromancy 
  Level antipaladin 1, cleric 2, magus 2, oracle 2, sor-
  cerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V,S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You prevent positive energy from reaching the 
  target. Increase the target’s positive energy resistance 
  by an amount equal to 10 + your caster level. Reduce 
  healing that positive energy effects (such as cure 
  spells) would grant to the target by an equal amount.
  DEATHLY CLOUD
  School: necromancy 
  Level bard 2, cleric 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V,S
  Area 20 ft. radius emanation, centered on you
  Duration Concentration (see text)
  Saving Throw Will half; Spell Resistance yes
  You belch forth the gusts of the grave, filling the 
  air with negative energy. For as long as you concen-
  trate (up to a maximum of one round/level), creatures 
  (other than you) who enter or end their turn in the 
  deathly cloud suffer 1d4 points of negative energy 
  damage per caster level (maximum 5d4 points at 
  level 5).
  FALSE DAWN
  School: evocation [light] 
  Level cleric 4, druid 4, oracle 4, witch 4
  Components V,S,DF
  Casting Time 1 standard action
  Area 20-ft.-radius sphere, centered on you
  
  Lords of the Night
  49
  Range 20 ft.
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  Sunlight blazes from your body, filling the area 
  around you with dazzling white radiance. Any enemy 
  caught in the area of effect is blinded for 1d6 rounds. 
  Additionally, any undead creature within the area of 
  effect suffers 1d6 points of damage per caster level 
  (maximum 15d6). A successful Reflex save negates 
  the blindness and halves the damage, if any.
  FORBIDDEN PAGE
  School: enchantment (compulsion) [mind-affecting]
  Level cleric 3, bard 3, magus 4, oracle 3, paladin 3, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 minute
  Components V, S
  Range touch
  Target text touched
  Duration 1 week/level
  Saving Throw Will partial; Spell Resistance yes
  This subtle enchantment renders the contents 
  of a written work secret. When you cast this spell on 
  a work of text (anything as short as one sentence to 
  as long as an entire novel or reference book) it gains 
  an enchantment that affects those who read the text 
  thereafter. Once a creature has read the enchanted 
  text, they must succeed at a Will save to be able to 
  communicate about the contents of that text in any 
  way except to other creatures that already know 
  them. This save must be attempted each and every 
  time the creature attempts to communicate about the 
  contents of the enchanted text, even indirectly, until 
  the spell’s duration expires.
  GIFT OF LIFE
  School: conjuration (healing) 
  Level cleric 6, oracle 6
  Casting Time 1 standard action
  Components V,S,M (500gp worth of diamond dust)
  Range touch
  Target intelligent undead creature touched
  Duration 1 day/level
  Saving Throw Will negates; Spell Resistance yes
  For the duration of the spell, the target of the 
  spell is restored to life. The creature no longer counts 
  as undead (or incorporeal, if applicable) and regains 
  the Constitution score and creature type it had before 
  being raised as an undead (if inapplicable, it gains 
  Constitution score equal to 6 + half your caster level). 
  This spell has no effect on undead creatures that were 
  never living beings, such as nightwalkers.
  The creature retains its personality and memo-
  ries from its time spent as an undead, and has its 
  body restored to the age and health it was before 
  its death (this might mean that an undead creature 
  raised after dying of old age simply becomes a corpse 
  for the duration of the spell). The creature is only 
  alive on the most superficial level; it retains its spe-
  cial attacks and abilities (except those derived from 
  the undead type itself) and must continue to sustain 
  any feeding requirements appropriate for its variety 
  of undead being, such as a vampire’s need to drink 
  blood. While the creature may consume more typi-
  cal food and drink while benefitting from this spell, it 
  gains no nourishment from doing so.
  HUNGERING BLADE
  School: divination 
  Level alchemist 4, bard 4, magus 4, paladin 3, witch 4
  Casting Time 1 standard action
  Components V,S
  Range touch
  Target weapon touched
  Duration 1 min./level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  You imbue a touched weapon with an attraction 
  to the most vital places of your foes. Attacks made 
  with the affected weapon also deal an additional 1 
  Constitution damage. Creatures immune to critical 
  hits are immune to this damage.
  HUNGERING BLADE, GREATER
  School: divination 
  Level alchemist 6, bard 6, magus 6, witch 6
  Casting Time 1 standard action
  Components V,S
  Range touch
  Target one weapon or 50 projectiles (all of which 
  must be together at time of casting)
  Duration 1 min./level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  This spell functions like hungering blade, except 
  that the affected weapon deals 1d4 Constitution 
  damage (roll separately for each attack). A successful 
  Fortitude save (DC equal to the spell’s save DC) halves 
  this Constitution damage.
  Alternatively, you can affect as many as 50 
  arrows, bolts, or bullets. The projectiles must be of 
  
  50
  Lords of the Night
  
  Lords of the Night
  51
  the same kind, and they have to be together (in the 
  same quiver or other container). Projectiles, but not 
  thrown weapons, lose their transmutation after they 
  are used. Treat shuriken as projectiles, rather than as 
  thrown weapons, for the purpose of this spell.
  MURDEROUS HAND
  School: necromancy 
  Level antipaladin 2, bard 4, magus 4, witch 4
  Casting Time 1 immediate action
  Components V
  Range close (25 ft. + 5 ft./level)
  Target one living creature
  Duration instantaneous
  Saving Throw Fortitude partial (see text); Spell 
  Resistance yes
  You cause a creature’s arm or other limb to vio-
  lently spasm, forcing them to strike themselves with 
  their own attack. You may cast this spell in response 
  to being targeted by a melee or ranged attack. Your 
  attacker must succeed at a Fortitude save or instead 
  strike themselves with their own attack, dealing 
  weapon damage as normal (the creature is still enti-
  tled to any further attacks it might make). Creatures 
  that succeed their Fortitude saves against this spell 
  still suffer a -2 penalty to their attack roll.
  SANGUINE ERUPTION
  School: necromancy 
  Level sorcerer/wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S
  Range Medium (100 ft. +10 ft. per level)
  Target 1 creature
  Duration instantaneous and 1 round/level (see text)
  Saving Throw Fortitude partial; Spell Resistance yes
  You shoot a thin red ray at your victim, causing 
  them to erupt in blood. Make a ranged touch attack. If 
  it hits, that creature must make a Fortitude save; suc-
  cess indicates that they suffer 7d6 points of damage. 
  However, failure causes them to lose 1/2 their current 
  hit points (rounded down) as their blood violently 
  sprays from their pores in a 15 ft. burst centered on 
  the creature. Spaces within this burst become filled 
  with a cloud of sticky blood and are treated as diffi-
  cult terrain for 1 round per caster level.
  SPEAK WITH UNDEAD
  School: necromancy [language dependent] 
  Level cleric 3, oracle 3, witch 3
  Casting Time 10 minutes
  Components V,S,DF
  Target one mindless undead creature
  Duration 1 min./level
  Saving Throw Will negates; see text; Spell Resis-
  tance Yes
  You gain the ability to speak to mindless undead, 
  and question them on things that they have witnessed 
  since being raised. You can ask one question per two 
  caster levels.  The creature remembers nothing of its 
  previous life, and retains none of their former per-
  sonality. Answers are in the same language in which 
  they were asked. They are brief and simple (although 
  honest), reflecting the creature’s vicious nature. 
  Undead are creatures of hunger and destruction, and 
  view the world through a simple, violent lens. If the 
  caster of this spell is not the same as the caster who 
  animated the undead, the creature is allowed a Will 
  save. If successful, the creature babbles loudly, and 
  does not produce coherent speech.
  If the corpse has been subject to speak with dead or 
  speak with undead within the past week, the spell 
  fails. The creature does not need a mouth in order 
  to answer the questions. This spell does not affect a 
  destroyed undead creature.
  SPRAY OF BLOOD
  School: necromancy 
  Level cleric 1, druid 1, inquisitor 1, magus 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V,S
  Range 15 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance no
  Your outstretched hand erupts in a shower of 
  clinging blood. Creatures within the cone thus pro-
  duced that fail their Fortitude saves are knocked 
  prone by the force of the blood and become sickened 
  for 1 round.
  SWARMING BAT SURGE
  School: transmutation 
  Level bard 3, magus 3, sorcerer/wizard 3, witch 3
  Casting Time 1 swift action
  
  52
  Lords of the Night
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target you
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You dissipate into a swarm of bats, move to anoth-
  er location, and reform. Choose a location within 
  range. You (and your worn and carried equipment) 
  explode into a cloud of bats and move to the chosen 
  location. You do not provoke attacks of opportunity 
  for this movement and may maintain the results of 
  any Stealth check you have made even if you leave 
  cover or concealment during the course of your 
  movement.
  VASCULAR SNARE
  School: necromancy 
  Level bard 3, magus 3, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V,S
  Range medium (100 ft. + 10ft./level)
  Target 15 ft. square
  Duration 1 round/level
  Saving Throw Reflex negates; Spell Resistance yes
  You cause the ground to erupt a disgusting mass 
  of veins that ensnare and partially merge with crea-
  tures caught in the area. Any creature that fails their 
  save is entangled and has their movement speeds 
  reduced to 0. A creature can be freed by making a 
  Strength check (DC 5 + your caster level), or by deal-
  ing 5 points of piercing or slashing damage to the 
  veins at their feet.
  Living creatures who are forcibly freed from the 
  spell’s effect suffer 1d6 points of untyped damage per 
  caster level (maximum 10d6).
  Powers
  CAUSTIC RETRIBUTION
  Discipline: Psychometabolism [Acid]
  Level: dread 3, psion/wilder 3, psychic warrior 3, 
  vitalist 3
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw Will negates (harmless) Power Resis-
  tance Yes
  Power Points: 5
  You alter a creature’s blood into a caustic fluid 
  and adjust their veins and arteries to accommodate it. 
  The target gains acid resistance 10. Additionally, when 
  the target is damaged by a melee attack, its attacker 
  must succeed at a Reflex save or take 3d6 points of 
  acid damage. Attackers using a natural weapon suffer 
  a -4 penalty to their save.
  Whenever the target takes damage from a bleed 
  effect, creatures adjacent to the target must succeed 
  at a Reflex save or suffer 3d6 points of acid damage.
  Augment: You may augment this power in the 
  following ways:
  1. For every 2 power points you spend, its damage 
  increases by one die (d6).
  2. If you spend an additional 4 power points, crea-
  tures damaged by this power who fail their saves are 
  also blinded until the beginning of their next turn.
  CAUSTIC TRANSFUSION
  Discipline: Psychometabolism [Acid]
  Level: dread 3, psion/wilder 3, vitalist 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature (see text)
  Duration: Concentration (up to 1 round per level) 
  plus 1 round
  Saving Throw Fortitude partial (see text) Power 
  Resistance Yes
  Power Points: 5
  You convert large portions of your target’s blood 
  to a caustic fluid, wracking them with pain and 
  misery. The target takes 2d6 acid damage at the start 
  of their turn and becomes fatigued until the beginning 
  of their text turn. A successful Fortitude save halves 
  the damage and negates the fatigued condition. If the 
  target is suffering bleed damage at the beginning of 
  its turn, adjacent creatures must succeed at a Reflex 
  save or suffer the damage dealt by this power as well.
  Augment: You may augment this power in the 
  following ways:
  1. For every 2 power points you spend, its damage 
  increases by one die (d6).
  2. If you spend an additional 4 power points, vic-
  tims that fail their saving throws also become nause-
  ated for 1 round.
  In addition, for every 2 power points spent to 
  achieve either of these results, increase the save DC 
  of this power by 1.
  
  Lords of the Night
  53
  EPIDERMAL FISSURE
  Discipline: Psychometabolism
  Level: dread 2, psion/wilder 2, psychic warrior 2, tac-
  tician 2, vitalist 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw Fortitude negates Power Resistance 
  Yes
  Power Points: 3
  You engorge the muscles of your target, shred-
  ding their skin and exposing the tissue beneath. The 
  target gains a +4 enhancement bonus to Strength and 
  a +4 enhancement bonus to Intimidate checks. Addi-
  tionally, the target suffers 2 points of bleed damage at 
  the start of their turns.
  Augment: You may augment this power in the 
  following ways:
  1. If you spend 3 additional power points, the 
  Strength and Intimidate bonuses increase by 2.
  2. For every 2 additional power points you spend, 
  the bleed damage increases by 2
  3. For every 2 additional power points you spend, 
  the target suffers a -2 penalty to their natural armor 
  (this cannot reduce their natural armor below 0).
  Additionally, for every 2 power points you spend 
  to achieve the above results, increase this power’s 
  save DC by 1.
  KYRIA’S VASCULAR DISRUPTION
  Discipline: Psychometabolism
  Level: cryptic 5, dread 5, psion/wilder 6
  Display: Visual, auditory
  Manifesting Time: 1 Standard action
  Range: Medium (100 ft. plus 10 ft. per level)
  Target: 1 creature
  Duration: Instantaneous and 1 round per level (see 
  text)
  Saving Throw Fortitude partial Power Resistance 
  Yes
  Power Points: cryptic 9, dread 9, psion/wilder 11
  You violently disturb your victim’s vascular 
  system, sending an eruption of gooey blood from 
  their body. Your victim suffers 9d6 points of damage 
  and erupts in a 20 ft. burst of blood. Creatures within 
  the burst (including the victim) become entangled for 
  1 round/level as the blood congeals into a web-like 
  mass that constricts their movement. A successful 
  Fortitude save halves the damage and prevents the 
  burst of blood. Creatures without blood or an equiva-
  lent bodily fluid (including, but not limited to, most 
  forms of undead, constructs, and elementals) are 
  immune to the effects of this power.
  Augment: You may augment this power in the 
  following ways.
  1. For every 1 additional power point you spend, 
  this power’s damage increases by one die (d6). For 
  each two extra dice of damage, this power’s save DC 
  increases by 1.
  2. If you spend 4 additional power points, the 
  eruption of blood occurs even if the victim succeeds 
  at their saving throw.
  Surge Augmentation: If you invoke your wild 
  surge while manifesting this power, you may affect 
  creatures that do not have blood or equivalent bodily 
  fluids; you convert part of their form to liquid and 
  force it outward.
  MIND TRAP
  Discipline: Telepathy [mind-affecting]
  Level: cryptic 5, dread 5, psion/wilder 5, tactician 5
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until discharged
  Saving Throw None Power Resistance No
  Power Points: 9
  You store a single power in your mind as a trap 
  to any who would trespass there. When you manifest 
  this power, select another power you know with a 
  range of close or greater, and a target of ‘one crea-
  ture’. That power is stored inside your mind trap (you 
  may still manifest it normally).
  When you succeed at a saving throw against a 
  mind-affecting power, spell, or ability, you may trig-
  ger the stored power, targeting the source of the effect 
  you saved against (regardless of the distance between 
  you and that source). You must pay all costs associ-
  ated with the power, and may augment it as normal.
  Augment: You may augment this power in the 
  following ways:
  1. For every 4 additional power points you spend, 
  you may trigger the power stored in your mind trap 
  an additional time. You still need to pay all costs asso-
  ciated with the triggered power each time you use it.
  
  54
  Lords of the Night
  MYRA’S OCCULTATION
  Discipline: Telepathy [mind-affecting]
  Level: cryptic 2, dread 2, psion/wilder 3, tactician 3
  Display: None
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Saving Throw None Power Resistance No
  Power Points: cryptic 3, dread 3, psion/wilder 5, tacti-
  cian 5
  You distort the way others perceive and remem-
  ber you, making it hard for creatures to recall knowl-
  edge of you and your kind. Creatures attempting 
  Knowledge checks to identify you and your traits 
  (such as abilities or weaknesses) suffer a -4 penalty to 
  do so. This does not affect Knowledge checks made to 
  research you or information related to you (such as at 
  a public library) or other forms of information-gath-
  ering related to you (such as Sense Motive or Diplo-
  macy checks). Creatures that fail Knowledge checks 
  to identify you and your traits learn false information 
  instead of learning nothing.
  Augment: You may augment this power in the 
  following ways:
  1. For every additional power point you spend, 
  the penalty to Knowledge checks increases by 2.
  2. If you spend 2 additional power points, you 
  may determine the form of misinformation learned 
  by creatures failing their Knowledge checks.
  SANGUINE DISPLACEMENT
  Discipline: Psychoportation
  Level: dread 3, psion/wilder 3, vitalist 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. plus 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw Fortitude partial Power Resistance 
  Yes
  Power Points: 5
  You teleport blood and vital fluids from your tar-
  get’s body. The target suffers 1d4 points of Constitu-
  tion damage (save for half). If you feed on blood or 
  life force (such as if you are a vampire or a wight), 
  you may teleport the removed fluids into your own 
  body, gaining 3 temporary hit points per point of Con-
  stitution damage dealt by this power; these do not 
  stack with other uses of this power, and last for up 
  to 1 hour. These temporary hit points may be used to 
  satisfy feeding requirements, if applicable.
  Augment: You may augment this power in the 
  following ways
  1. For every 4 power points you spend, the 
  damage of this power increases by one die (d4) and 
  its save DC is increased by 2.
  Items
  The following items are suitable for use in any cam-
  paign.
  WATCHMAN’S WATER
  Price 10gp; Weight -
  DESCRIPTION
  Watchman’s water can help find old bloodstains. A 
  single dose is enough to spray a 5 ft. square; one bottle 
  typically contains 10 doses. Any part of the sprayed 
  surface that has been in contact with blood within 
  the past year glows faintly purple. The alchemical 
  ingredients of watchman’s water are extremely sensi-
  tive, and no amount of washing is sufficient to hide 
  the traces it reacts to. Watchman’s water grants a +4 
  alchemical bonus on checks to spot such stains, such 
  as a Perception check when looking for clues or a Sur-
  vival check to track a wounded creature.
  PROTECTIVE PARASOL
  Aura faint evocation; CL 3rd
  Price 4,360 gp; Slot none; Weight 2 lbs.
  DESCRIPTION
  This parasol is made of shiny black leather secured 
  with a silver latch, with a handle ending in a small 
  clasp. The clasp is generally attached to one’s shoul-
  der, allowing the parasol to hang freely. If the bearer 
  is exposed to sunlight, they may take an immediate 
  action to unlatch the parasol, causing it to instantly 
  open and shade the bearer. Unlike other immediate 
  actions, the bearer can activate the parasol while 
  flat-footed. The parasol protects the bearer from the 
  effects of sunlight (such as a vampire’s weakness to 
  sunlight) for 1 minute. The parasol can be used for 
  up to 10 minutes per day. This duration doesn’t need 
  to be continuous, but must be used in 1-minute incre-
  ments
  While open, the parasol makes for an easy target, as it 
  has has a hardness of 0 and 5 hit points.
  
  Lords of the Night
  55
  CONSTRUCTION 
  Requirements Craft Wondrous Item, protective pen-
  umbra, open/close; Cost 2,180 gp
  SKULKER’S SKULLCAP
  Aura faint (no school); CL 7th
  Price 800 gp; Slot head; Weight -
  DESCRIPTION
  A skulker’s skullcap is made of scraps of the skin 
  of cave-dwelling creatures, typically bats, rats and 
  moles, crudely sewn together, and covers the top of 
  the head. Up to three times per day, the wearer of the 
  skullcap can cast a spell with the darkness descrip-
  tor without verbal or somatic components as though 
  using both the Silent Spell and Still Spell feats. This 
  does not change the spell slot of the altered spell or 
  the altered spell’s casting time.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, Silent Spell, Still 
  Spell; Cost 400 gp
  BLOOD VAULT
  Aura moderate necromancy; CL 5th
  Price 8,500 gp; Slot none; Weight 8 lbs.
  DESCRIPTION
  A blood vault is a jar made of undecorated blackened 
  clay filled with a thick, oily liquid, and stands 8 inches 
  tall. A vampire can attune themselves to an unat-
  tuned blood vault as a full-round action; any given 
  blood vault may only be attuned to up to one vam-
  pire. While attuned to the vault, whenever the vam-
  pire would gain temporary hit points through their 
  vampire fangs ability, they can allocate any number 
  of those temporary hit points to the blood vault, pro-
  vided that the jar is within 1 mile of the vampire (the 
  vampire does not gain those temporary hit points and 
  they do not count towards her feeding requirements). 
  A vampire touching the blood vault to which they are 
  attuned can withdraw any number of temporary hit 
  points from it as a full-round action that provokes 
  attacks of opportunity, up to the normal cap imposed 
  by her vampire fangs ability; the vampire gains these 
  temporary hit points, just as if she had fed, and counts 
  them towards her feeding requirements. 
  Storing part of one’s essence in the blood vault is 
  not without risk. If a blood vault is destroyed (hard-
  ness 3, 2 hit points), the vampire attuned to the blood 
  vault takes damage equal to the amount of temporary 
  hit points that were in the jar.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, false life, vam-
  piric touch; Cost 4,250 gp
  DEVIL’S LUCK
  Aura strong necromancy; CL 20th
  Slots neck; Weight 1 lb.
  DESCRIPTION
  The plain appearance of the devil’s luck belies its 
  power—a small metal spike held on a loop of frayed 
  brown twine. The spike is old and rusted, coated in 
  globs of dried fat and old bloodstains.
  A creature may slice off one of its fingers and 
  impale it on the spike. The devil’s luck is then given to 
  a trusted servant to wear. If the owner of the finger 
  should die or be destroyed, its corpse and all worn 
  and carried items upon it are destroyed, and the 
  bearer of the devil’s luck dies or is destroyed as well 
  (no save). The finger, however, rapidly grows into the 
  body of the original owner (as they were when they 
  when the effect was triggered, including any worn 
  and carried equipment, but completely healed of hit 
  point damage, ability damage, and negative levels 
  other than those inflicted by the necklace). When this 
  happens, their original corpse (including any worn 
  and carried equipment) turns to dust. This is similar 
  to a true resurrection, except that undead creatures 
  can also be restored, though they remain the undead 
  beings they were before their destruction.
  The devil’s luck is a relic of some long-forgotten 
  demoness of treachery and spite, who used it as a 
  kind of magical Trojan horse. She would sell the dev-
  il’s luck as a protective charm, and when the purchas-
  er got home the demoness would kill herself, only to 
  appear at the amulet’s location and wreak havoc. One 
  day she had the misfortune of appearing in a conse-
  crated chapel filled with an order of paladins. She 
  was destroyed (properly, this time) and the amulet 
  was loose in the world.
  The newly restored creature gains a number of 
  negative levels equal to the difference between their 
  number of Hit Dice and the bearer’s Hit Dice (mini-
  mum 1).
  DESTRUCTION
  If a creature impales their own finger on the devil’s 
  luck, then commits suicide while wearing it, the Luck 
  instantly rusts away into nothingness, and the crea-
  ture is not restored.
  
  56
  Lords of the Night
  Chapter Four:  
  Sample NPCs
  NPCs
  The following sample NPCs are provided to 
  aid the GM in representing the forces that defend 
  Settlements and mortals in general. As usual, the 
  GM is encouraged to present encounters that are 
  level-appropriate for their group of player charac-
  ters. These NPCs are roughly broken down into a 
  few types:
  Watch NPCs represent the guards and law 
  enforcement of a realm, town, or city. These indi-
  viduals enforce the law and protect and serve the 
  citizenry, and are expected to have both social 
  skills (to defuse difficult situations, investigate 
  wrongdoings, and interrogate or persuade wit-
  nesses) and combat skills.
  Soldier NPCs are militants. These may be called 
  in as a Settlement’s Alert Level climbs, bringing in 
  a more extreme response than local powers are 
  capable of.
  Adventurers have heroic class levels and expe-
  rience in fighting unusual and horrifying enemies. 
  Adventurers have a honed killer instinct and steel 
  resolve that makes them a particular problem for 
  the undead, even in comparison to other types of 
  NPCs that also have heroic class levels, and it’s 
  hard to predict the mix of abilities an adventuring 
  party might bring into play.
  Citizen NPCs are ordinary people and militia 
  members, often with levels in one or more NPC 
  classes. Citizens are often, but not always, non-
  combatants.
  Watch NPCs
  CAPTAIN (BARD)    CR 8
  XP 4,800
  Human bard 9
  LN Medium humanoid (human)
  Init +2; Senses Perception +13
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 
  shield)
  hp 62 (9d8+18)
  Fort +3, Ref +8, Will +7; +4 vs. bardic performance, 
  language-dependent, and sonic
  
  Lords of the Night
  57
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +9/+4 (1d6-1/18-20)
  Ranged +1 shortbow +9/+4 (1d6/x3)
  Special Attacks bardic performance 24 rounds/day 
  (move action; countersong, dirge of doom, distrac-
  tion, fascinate, inspire competence +3, inspire cour-
  age +2, inspire greatness, suggestion)
  Bard Spells Known (CL 9th; concentration +13)
  • 3rd (4/day)— clairaudience/clairvoyance, dispel 
  magic, good hope, haste
  • 2nd (5/day)— eagle’s splendor, glitterdust (DC 16), 
  mirror image, tongues
  • 1st (6/day)— cure light wounds, expeditious 
  retreat, moment of greatness, remove fear, see align-
  ment
  • 0 (at will)— dancing lights, detect magic, light, 
  mage hand, message, prestidigitation
  STATISTICS
  Str 8, Dex 14, Con 10, Int 14, Wis 12, Cha 18
  Base Atk +6; CMB +5; CMD 17
  Feats Arcane Strike, Combat Casting, Silent Spell, 
  Skill Focus (perform [oratory]), Toughness, Weapon 
  Finesse
  Skills Acrobatics -1, Bluff +16, Diplomacy +19*, Handle 
  Animal +16*, Intimidate +16*, Knowledge (arcana) 
  +15, Knowledge (engineering) +15, Knowledge (his-
  tory) +15, Knowledge (local) +15, Knowledge (planes) 
  +15, Knowledge (religion) +15, Perception +13, Per-
  form (oratory) +19, Perform (percussion instruments) 
  +16, Sense Motive +19*, Use Magic Device +16
  *skill bonuses due to versatile performance
  Languages Common, Dwarven, Elven
  SQ bardic knowledge +4, lore master 1/day, versatile 
  performances (oratory, percussion)
  Combat Gear potion of cure moderate wounds (2), 
  scroll of fly, scroll of remove curse, wand of lesser res-
  toration (10 charges); Other Gear +1 chain shirt, +1 
  shortbow, mwk buckler, mwk rapier
  Heroic Guards?
  Town watchmen or city guards have often 
  been represented as warriors or fighters, and usu-
  ally have NPC class levels rather than heroic class 
  levels. We’ve chosen to create heroic guards par-
  tially because these foes will frequently threaten 
  the interests and activities of the player characters 
  in a vampire-themed campaign, and because most 
  NPC classes do not have the basic skills necessary 
  for effective law enforcement. Especially because 
  these NPCs must threaten the player characters in 
  methods besides straight combat (such as by inves-
  tigating their crimes or threatening a carefully-
  constructed front the vampires maintain to con-
  ceal their undeath), it is important that they have 
  the ability to effectively do so and to represent 
  the threat that mortals pose to vampires. After all, 
  there’s got to be some reason that mortal society is 
  not overrun with undead overlords.
  CAPTAIN (RANGER/ROGUE)    CR 8
  XP 4,800
  Human ranger 6/rogue (investigator) 3 
  LN Medium humanoid (human)
  Init +3; Senses Perception +13
  DEFENSE
  AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflec-
  tion, 
  +3 Dex, +1 shield)
  hp 55 (3d8+6d10)
  Fort +6, Ref +11, Will +4
  Defensive Abilities evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +12/+7 (1d6-1/18-20)
  Ranged +1 longbow +13/+8 (1d8/×3)
  Special Attacks combat style (archery), favored ene-
  mies (humans +2, undead +4), sneak attack +2d6
  Ranger Spells Prepared (CL 3rd; concentration +4)
  • 1st—residual tracking, resist energy
  STATISTICS
  Str 8, Dex 16, Con 10, Int 16, Wis 12, Cha 14
  Base Atk +8; CMB +7; CMD 21
  Feats Deadly Aim, Endurance, Manyshot, Point-blank 
  Shot, Precise Shot, Rapid Shot, Snap Shot, Weapon 
  Finesse, Weapon Focus (longbow)
  Skills Acrobatics +9 (+5 to jump), Diplomacy +14, Dis-
  
  58
  Lords of the Night
  able Device +14, Knowledge (geography) +12, Knowl-
  edge (history) +9, Knowledge (local) +12, Knowledge 
  (planes) +9, Knowledge (religion) +9, Linguistics +9, 
  Perception +13, Ride +12, Sense Motive +13, Stealth 
  +12, Survival +13
  Languages Abyssal, Celestial, Common, Dwarven, 
  Elven, Goblin, Infernal
  SQ favored terrain (urban +2), follow up, hunter’s 
  bond (companions), rogue talent (snap shot), track +3, 
  wild empathy +8
  Combat Gear potion of cure moderate wounds (2), 
  potion of haste, potion of invisibility, potion of restora-
  tion, lesser (2); Other Gear +1 chain shirt, +1 longbow 
  with 20 arrows, ring of protection +1, masterwork 
  buckler, masterwork rapier, masterwork thieves’ 
  tools
  GUARD (BOW)        CR 1
  XP 400
  Human ranger 2
  LN Medium humanoid (human)
  Init +3; Senses Perception +6
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 
  dodge)
  hp 19 (2d10+4)
  Fort +5, Ref +6, Will +1
  OFFENSE
  Speed 20 ft.
  Melee rapier +5 (1d6-1/18-20)
  Ranged mwk longbow +6 (1d8-1/×3)
  Special Attacks combat style (archery), favored 
  enemy (undead +2)
  STATISTICS
  Str 8, Dex 17, Con 14, Int 13, Wis 12, Cha 10
  Base Atk +2; CMB +1; CMD 15
  Feats Dodge, Rapid Shot, Weapon Finesse
  Skills Acrobatics -1 (-5 to jump), Heal +6, Knowledge 
  (geography) +6, Knowledge (local) +3, Knowledge 
  (nature) +6, Knowledge (religion) +3, Perception +6, 
  Ride +3, Sense Motive +3, Stealth +3, Survival +6
  Languages Common, Elven
  SQ track +1, wild empathy +2
  Combat Gear potion of cure light wounds, tanglefoot 
  bag, thunderstone; Other Gear masterwork chain-
  mail, masterwork longbow, rapier
  GUARD (POLEARM)    CR 1
  XP 400
  Human ranger 2
  LN Medium humanoid (human)
  Init +1; Senses Perception +5
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 21 (2d10+6)
  Fort +6, Ref +4, Will +0
  OFFENSE
  Speed 20 ft.
  Melee mwk guisarme +5 (2d4+3/×3) or
  dagger +4 (1d4+2/19-20)
  Ranged composite longbow +3 (1d8+2/×3)
  Special Attacks combat style (two-handed weapon), 
  favored enemy (undead +2)
  STATISTICS
  Str 15, Dex 12, Con 16, Int 13, Wis 10, Cha 8
  Base Atk +2; CMB +4 (+6 trip); CMD 15 (17 vs. trip)
  Feats Combat Expertise, Improved Trip, Power Attack
  Skills Acrobatics -3 (-7 to jump), Diplomacy +1, Knowl-
  edge (geography) +6, Knowledge (local) +3, Knowl-
  edge (nature) +6, Knowledge (religion) +3, Perception 
  +5, Ride +1, Sense Motive +2, Stealth +1, Survival +5
  Languages Common, Elven
  SQ track +1, wild empathy +1 
  Combat Gear potion of cure light wounds, tanglefoot 
  bag, thunderstone; Other Gear masterwork chain-
  mail, composite longbow with 40 arrows, dagger, 
  masterwork guisarme
  VETERAN (WITH ANIMAL COMPANION) 
  CR 5
  XP 1,600
  Human ranger 6
  LN Medium humanoid (human)
  Init +4; Senses Perception +10
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+7 armor, +3 Dex, +1 
  shield)
  hp 52 (6d10+12)
  Fort +7, Ref +9, Will +3
  OFFENSE
  Speed 20 ft.
  
  Lords of the Night
  59
  Melee mwk longsword +6/+1 (1d8-1/19-20)
  Ranged +1 longbow +11/+6 (1d8/×3)
  Special Attacks combat style (archery), favored ene-
  mies (humans +4, undead +2)
  Ranger Spells Prepared (CL 3rd; concentration +4)
  • 1st—residual tracking, speak with animals
  STATISTICS
  Str 8, Dex 18, Con 14, Int 12, Wis 13, Cha 10
  Base Atk +6; CMB +5; CMD 19
  Feats Endurance, Manyshot, Point-blank Shot, Pre-
  cise Shot, Rapid Shot, Self-sufficient, Weapon Finesse
  Skills Acrobatics +1 (-3 when jumping), Diplomacy 
  +6, Handle Animal +9, Heal +12, Knowledge (geogra-
  phy) +10, Knowledge (local) +7, Knowledge (nature) 
  +10, Perception +10, Ride +10, Survival +12
  Languages Common, Elven
  SQ favored terrain (urban +2), hunter’s bond (animal 
  companion), track +3, wild empathy +6
  Combat Gear potion of cure moderate wounds (2); 
  Other Gear +1 breastplate, +1 longbow with 40 
  arrows, 10 cold iron arrows, 10 silver arrows, master-
  work buckler, masterwork longsword
  DOG (VETERAN’S ANIMAL COMPANION)
  N Small animal
  Init +4; Senses low-light vision, scent; Perception +1
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 
  size)
  hp 19 (+6)
  Fort +5, Ref +7, Will +4
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d4+3)
  STATISTICS
  Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +3; CMD 17 (21 vs. trip)
  Feats Iron Will, Skill Focus (Survival)
  Skills Acrobatics +4 (+12 when jumping), Survival 
  +7; Racial Modifiers +4 to survival when tracking by 
  scent
  Military NPCs
  HUNTER    CR 8
  XP 4,800
  Human paladin (oath against undeath) 9
  LG Medium humanoid (human)
  Init +4; Senses Perception +8
  Aura courage (10 ft.)
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 armor)
  hp 81 (9d10+27)
  Fort +10, Ref +5, Will +7; +4 morale bonus against 
  saves to overcome negative levels
  Immune disease, fear
  OFFENSE
  Speed 20 ft.
  Melee +1 greatsword +15/+10 (2d6+8/17-20)
  Ranged mwk composite longbow +10/+5 (1d8+5/×3)
  Special Attacks channel positive energy 3/day (DC 16, 
  5d6), smite evil 3/day (+2 attack and AC, +9 damage)
  Paladin Spells Prepared (CL 6th; concentration +8)
  • 2nd—darkvision, litany of righteousness
  • 1st—cure light wounds, protection from evil, lesser 
  restoration
  STATISTICS
  Str 20, Dex 10, Con 14, Int 12, Wis 8, Cha 14
  Base Atk +9; CMB +14; CMD 24
  Feats Critical Focus, Improved Critical (greatsword), 
  Improved Initiative, Lunge, Power Attack, Toughness
  Skills Acrobatics -5 (-9 to jump), Diplomacy +14, Heal 
  +11, Knowledge (religion) +13, Perception +8, Sense 
  Motive +11
  Languages Common, Elven
  SQ aura of life, detect undead, divine bond (weapon 
  +2, 2/day), ghost touch aura, lay on hands 6/day (4d6), 
  mercy (fatigued)
  Combat Gear potion of bear’s endurance, potion of 
  cure serious wounds, scroll of speak with dead; Other 
  Gear +1 full plate, +1 greatsword, belt of giant strength 
  +2, masterwork composite longbow with 50 arrows
  SPECIALIST    CR 11
  XP 12,800
  Human rogue (scout, sniper) 12
  CN Medium humanoid (human)
  Init +10; Senses Perception +16
  
  60
  Lords of the Night
  DEFENSE
  AC 20, touch 17, flat-footed 13 (+3 armor, +6 Dex, +1 
  dodge)
  hp 81 (12d8+24)
  Fort +8, Ref +16, Will +9
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee +1 shortsword +15/+10 (1d6+6/19-20), +1 short-
  sword +15/+10 (1d6+6/19-20) or +1 shortsword +17/+12 
  (1d6+6/19-20)
  Ranged +1 shortbow +16/+11 (1d6/×3)
  Special Attacks accuracy, deadly range, scout’s 
  charge, skirmisher, sneak attack +6d6
  STATISTICS
  Str 8, Dex 22, Con 14, Int 13, Wis 12, Cha 10
  Base Atk +9; CMB +8; CMD 28
  Feats Combat Reflexes, Deadly Agility, Defen-
  sive Combat Training, Dodge, Improved Initiative, 
  Improved Two-weapon Fighting, Iron Will, Two-
  weapon Fighting, Weapon Finesse, Weapon Focus 
  (shortsword)
  Skills Acrobatics +21, Bluff +15, Disable Device +23, 
  Escape Artist +21, Knowledge (local) +16, Knowledge 
  (planes) +13, Knowledge (religion) +13, Perception 
  +16, Sense Motive +16, Stealth +26, Use Magic Device 
  +15
  Languages Common, Elven
  SQ rogue talents (combat trick, fast stealth, finesse 
  rogue, resiliency, slow reactions, weapon training)
  Combat Gear potion of cure serious wounds, potion of 
  fly, scroll of greater invisibility, scroll of silence; Other 
  Gear belt of incredible dexterity +2, cloak of resistance 
  +2, +1 shadow leather armor, +1 shortbow with 50 
  arrows, +1 shortsword (2), masterwork thieves’ tools 
  Adventurer NPCs
  HIGH PRIEST    CR 10
  XP 9,600
  Human cleric 11
  NG Medium humanoid (human)
  Init +3; Senses Perception +5
  Aura nimbus of light (30 ft., 11 rounds/day)
  DEFENSE
  AC 22, touch 9, flat-footed 22 (+10 armor, -1 Dex, +3 
  shield)
  hp 86 (11d8+33)
  Fort +9, Ref +2, Will +12
  OFFENSE
  Speed 20 ft.
  Melee +2 scimitar +11/+6 (1d6+3/18-20)
  Special Attacks channel positive energy 5/day (DC 
  19, 6d6 [+11 vs. undead]), holy lance (5 rounds, 1/day), 
  sun’s blessing
  Domain Spell-Like Abilities (CL 11th; concentration 
  +16)
  • 8/day—touch of good (+5)
  Cleric Spells Prepared (CL 11th; concentration +16)
  • 6th—blade barrierD (DC 21), greater dispel magic
  • 5th—breath of life (DC 20), dispel evil, flame 
  strikeD (DC 20), spell resistance
  • 4th—death ward, freedom of movement, holy 
  smiteD (DC 19), tongues
  • 3rd—bestow curse (DC 18), daylight, magic circle 
  against evilD, communal resist energy, searing light, 
  speak with dead (DC 18)
  • 2nd—align weapon (good only)D, delay poison, 
  hold person (DC 17), remove paralysis, silence (DC 17), 
  spiritual weapon
  • 1st—bless, cause fear (DC 16), detect evil, hide 
  from undead (DC 16), obscuring mist, protection from 
  evilD, sanctify corpse
  • 0 (at will)—create water, detect magic, light, read 
  magic
  DDomain spell; Domains Good, Sun
  STATISTICS
  Str 12, Dex 8, Con 14, Int 10, Wis 20, Cha 14
  Base Atk +8; CMB +9; CMD 18
  Feats Combat Casting, Heavy Armor Proficiency, 
  Improved Channel, Improved Initiative, Quick Chan-
  nel, Scribe Scroll, Toughness
  Skills Acrobatics -7 (-11 when jumping), Diplomacy 
  +16, Knowledge (history) +11, Knowledge (planes) 
  +14, Knowledge (religion) +11, Sense Motive +14
  Languages Common
  Combat Gear scroll of speak with dead; Other Gear 
  +1 heavy steel shield, headband of inspired wisdom +2, 
  +1 full plate, +2 scimitar
  
  Lords of the Night
  61
  VAMPIRE HUNTER    CR 6
  Dayborn dhampir warlord (Steelfist Commando) 6 / 
  Shadowdancer 1
  LN Medium humanoid (dhampir)
  Init +4; Senses Perception +13, darkvision 60ft, low-
  light vision
  DEFENSE
  AC 22, touch 17, flat-footed 18 (+4 armor, +4 Dex, +1 
  shield, +3 dodge)
  hp 49 (6d10+1d8+7)
  Fort +6, Ref +7, Will +5
  Defensive Abilities dodge bonus, force of personal-
  ity, hide in plain sight, tactical presence (currently 
  rallying presence), negative energy affinity, lurker in 
  darkness, cannot be the target of, or within the area 
  of, [Evil] spells cast by a vampire with the accursed 
  being trait, +4 to AC against attacks of opportunity 
  provoked by moving; if in Broken Blade Stance, +6 to 
  Acrobatics checks to avoid attacks of opportunity
  OFFENSE
  Speed 30ft
  Melee +1 silvered rapier +12/+7 (1d8+6, 18-20/x2) or 
  mwk cold iron rapier +12/+7 (1d8+5, 18-20/x2) or 
  unarmed strike +11/+6 (1d4+5); if in Broken Blade 
  Stance, full attacks get an extra attack at the highest 
  bonus
  Ranged mwk shortbow +12/+7 (1d6, x3); if in Broken 
  Blade Stance, full attacks get an extra attack at the 
  highest bonus
  Special Attacks dual boost 1/day, tactical flanker (+3), 
  warleader
  Warlord maneuvers readied (6)—Counter Step, 
  Dizzying Venom Prana, Encouraging Roar, Leaping 
  Dragon, Iron Fang, Sight Piercing Fang
  Warlord maneuvers known (IL 6, initiator ability 
  mod +3)
  • 1st—Dizzying Venom Prana, Encouraging Roar, 
  Flurry Strike, Leaping Dragon, Pride Movement, 
  Shards of Iron Strike
  • 2nd—Counter Step, Iron Fang
  • 3rd—Sight Piercing Fang
  Warlord stances known (IL 6, active stance is Broken 
  Blade Stance)
  • 1st—Body of the Night (+3 overall bonus to attacks 
  against flat-footed, +1 to Stealth)
  • 3rd—Broken Blade Stance
  Warlord gambits known
  • Acrobatic Gambit 
  • Unbreakable Gambit
  • Victory Gambit
  TACTICS
  Before Combat The vampire hunter will stealthily 
  scout the area and mentally map it, focusing on pos-
  sible places to ambush those he’s hunting. 
  During Combat The vampire hunter begins combat 
  sniping with arrows from a hiding place before 
  moving into melee. He opens with his most power-
  ful maneuvers, focusing entirely on a single target 
  and using Acrobatic Gambit often to move to better 
  positions. The vampire hunter is well-prepared to 
  target common vampire weaknesses, spilling bags of 
  caltrops or rice near arithmomaniac vampires, and 
  displaying his tattoo holy symbol against potential 
  accursed beings.
  If he is reduced to low hit points, the hunter will flee 
  (attempting to help allies escape first, if able), using 
  Hide in Plain Sight to disappear. If he escapes, he will 
  continue running if he knows he’s outmatched, or 
  drink his potions of infernal healing before returning 
  to the hunt otherwise.
  STATISTICS
  Str 11, Dex 18, Con 12, Int 10, Wis 12, Cha 16
  Base Atk +6, CMB +7, CMD 21
  Feats Combat Reflexes, Deadly Agility, Dodge, Greater 
  Unarmed Strike, Improved Unarmed Strike, Lurker 
  In Darkness, Mobility, Weapon Finesse
  Skills Acrobatics +13, Bluff +8, Heal +4, Knowledge 
  (religion) +2, Perception +13 (can be used to track), 
  Perform (dance) +9, Sense Motive +7, Stealth +17
  Languages Common
  Special Qualities commando prowess (already fac-
  tored into stats), manipulative, rogue talent (find 
  clues), unarmed combat
  Combat Gear 5 potions of infernal healing, 2 bags of 
  vicious caltrops, several bags of rice, 4 flasks of oil, 
  10 tindertwigs; Other Gear +1 silvered rapier, master-
  work shortbow, masterwork buckler, mithral chain 
  shirt, masterwork cold iron rapier, flint and steel, 20 
  silvered arrows, 40 cold iron arrows, 5 +1 undead-
  bane silver arrows, 3 different wooden holy symbols 
  (displayed prominently), holy symbol tattoo, wooden 
  stakes, 9gp, 3 sp, 45 cp (in a separate bag, for scatter-
  ing if needed)
  
  62
  Lords of the Night
  Citizen NPCs
  MILITIA    CR 1
  XP 400
  Human expert 1/fighter 1
  N Medium humanoid (human)
  Init +1; Senses Perception +3
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 23 (1d8+1d10+9)
  Fort +5, Ref +3, Will +1
  OFFENSE
  Speed 20 ft.
  Melee club +3 (1d6+2) or longspear +3 (1d8+3/×3)
  Ranged longbow +2 (1d8/×3)
  STATISTICS
  Str 15, Dex 13, Con 16, Int 10, Wis 8, Cha 12
  Base Atk +1; CMB +3; CMD 14
  Feats Lightning Reflexes, Paired Opportunists APG, 
  Toughness
  Skills Acrobatics -4 (-8 to jump), Appraise +4, Bluff +5, 
  Diplomacy +5, Handle Animal +5, Heal +3, Knowledge 
  (local) +4, Knowledge (religion) +4, Perception +3, Pro-
  fession (Any) +3, Sense Motive +3, Survival +3
  Languages Common
  Combat Gear potion of cure light wounds, alchemist’s 
  fire; Other Gear chainmail, club, longbow with 40 
  arrows, longspear
  MILITIA VETERAN    CR 2
  XP 600
  Human expert 1/fighter 2
  N Medium humanoid (human)
  Init +1; Senses Perception +5
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 
  dodge)
  hp 32 (1d8+2d10+12)
  Fort +6, Ref +3, Will +1; +1 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee club +4 (1d6+2) or longspear +4 (1d8+3/×3)
  Ranged longbow +3 (1d8/×3)
  STATISTICS
  Str 15, Dex 13, Con 16, Int 10, Wis 8, Cha 12
  Base Atk +2; CMB +4; CMD 16
  Feats Dodge, Lightning Reflexes, Paired Opportunists, 
  Step Up, Toughness
  Skills Acrobatics -4 (-8 when jumping), Appraise +4, 
  Bluff +5, Diplomacy +5, Handle Animal +5, Heal +3, 
  Knowledge (local) +4, Knowledge (religion) +4, Percep-
  tion +5, Profession (any) +3, Sense Motive +5, Survival 
  +3
  Languages Common
  Combat Gear potion of cure light wounds, alchemist’s 
  fire; Other Gear chainmail, club, longbow, longspear
  
  Lords of the Night
  63
  
  64
  Lords of the Night
  This chapter presents a sample society which 
  is, in its nature, mostly vampiric. Vampires tend to 
  gather socially - they were part of societies in life, 
  after all - but they have a need for these gatherings 
  to remain either wholly secret, or, at the very least, 
  separate from many of their mortal associations. As 
  a result, it is not uncommon for vampires to speak 
  in code about their social orders, to refer to each 
  other or themselves by oblique titles, and to hide 
  themselves in the cracks and odd places of society. 
  Vampires - and the other creatures that participate 
  in their governments - are more likely to meet in the 
  basement of an inn owned by a thrall or in the quiet 
  killing floor of a slaughterhouse late at night than 
  they are to rent a restaurant or inn for an evening. 
  Rivalries, too, complicate matters and lead to the for-
  mation of factions that gather around strong central 
  leaders.
  The following is an example of how vampiric 
  society might develop. In this case, a strong central 
  leader has used her power and influence to provide 
  non-murderous avenues of conflict to her “subjects”, 
  making it more profitable to toe her line and face 
  her in the political arena than to attempt open war-
  fare on the streets. Life - and unlife - is still danger-
  ous of course, but where the Flayed Queen holds 
  sway, it can be said to be more civilized. Of course, it 
  is also dangerously connected to the mortals it inter-
  acts with. Though it may take some minor editing, 
  this shadow society is designed to be inserted into 
  any pre-existing city within your campaign setting 
  with a minimum of fuss. Without further ado, we 
  introduce:
  The Leatherworkers’ 
  Guild
  The Leatherworkers’ Guild takes its name almost 
  entirely from its nominal leader - Astrid, the Flayed 
  Queen. She and her Skinned Court operate from a 
  tannery whose basement conceals her personal for-
  tress. Though Astrid’s rule is mighty, it is not with-
  out challenge - both internal and external - and the 
  Flayed Queen has chosen a dangerous path for her 
  rule by interfering with the business of the living. 
  She’s dodged every problem thrown her way thus far, 
  but it is, perhaps, only a matter of time before her 
  interest in the mortals around her becomes a fatal 
  attraction.
  Governance in the Leatherworkers’ Guild could 
  be described as a constitutional monarchy of sorts. 
  Queen Astrid sits as the ruler of the Guild and dictates 
  how the wealth it gains from its membership is spent, 
  as well as maintaining her own vigorous network 
  of informants and servants. However, her council - 
  known collectively as the Flayed - decide matters of 
  territory and serve as the jury in trials conducted by 
  the Guild. While Astrid has a veto power over her 
  Flayed councilors, she rarely exercises it - partially 
  out of respect for the system she instituted, and par-
  tially because angering a political body composed of 
  dangerous bloodthirsty predators without good cause 
  is an exceedingly poor idea. The result is that Astrid 
  has both loyal followers and deeply opposed rivals 
  amongst the Flayed, who play the dance of politics 
  and maneuvering rather than killing each other in 
  the streets - and as far as the Flayed Queen is con-
  cerned, that’s a win.
  While Astrid and her Flayed stand at the top of 
  the power structure, the actual governance of the 
  Leatherworkers’ Guild has complexities. Becoming a 
  member of the Flayed is simple, if hideously difficult: 
  you must submit to being skinned alive before Astrid 
  and her council. Scream, quit, or die, and you’ve failed 
  the test (though you are free to try again without 
  penalty). Succeed, and you are now a member of the 
  ruling elite (and Astrid hangs your skin on the wall 
  of her meeting room). Though vampires do not have 
  to worry about this grim entrance exam killing them, 
  many do not have the stomach to attempt it. Instead, 
  they petition one or more members of the Flayed 
  to represent their interests, exchanging service or 
  resources or information for doing so. The results 
  forms a constituency for each of the Flayed that they 
  can use to accomplish their goals, but for which they 
  are also responsible. This permits both members of 
  the living who participate in the Guild and vampires 
  incapable of passing the test to have a voice in the 
  government of their city. Astrid maintains a strict 
  policy that murder will not lead to advancement, as 
  some fools who mistook her callousness for malevo-
  lence learned to their detriment - attacking one of her 
  Flayed without good cause is one of the few things 
  that can inspire the Flayed Queen to hunt you down 
  herself.
   While each citizen of the Leatherworkers’ Guild 
  has their own agendas and concerns, the major power 
  groups that clash and ally with one another in the city 
  are as follows:   
  Chapter Five:
  Dead Culture
  
  Lords of the Night
  65
  Fresh Blood
  The Leatherworkers’ Guild exists in a state of 
  uneasy stasis that is slowly sinking towards violence 
  despite best efforts to the contrary. No one seems to 
  have any idea of how to resolve the conflict.
  Which is, of course, where player characters 
  come in.
  For a gamemaster looking to use the Leather-
  workers’ Guild as the focus of their campaign, many 
  options exist for introducing the player characters. 
  They might be the young vampires, newly created 
  as a reward for faithful service or a grab at power 
  by one (or more!) of the city’s factions. They may be 
  a pack of traveling vampires looking to settle down, 
  finding themselves courted by the various factions 
  here. For mortal parties, servants of the undead fac-
  tions, or a party of vampire hunters slowly realizing 
  the extent of the city’s infestation, can give them an 
  outsider’s perspective on the struggles and conflicts 
  within the city’s vampire populace.
  Important to note is that while the characters 
  presented in this chapter run a diverse range of 
  levels, the player characters are still the main char-
  acters of the stories you tell within the Leather-
  workers’ Guild. Even an intimidating personal pres-
  ence like the Flayed Queen has many constraints 
  on her night-to-night activities - constraints that 
  make mercenaries, loyal servants, and rivals sig-
  nificant factors, regardless of their personal prow-
  ess. Indeed, characters like Gnaws-His-Arms and 
  Isoldt exist partially to demonstrate the potential 
  relevance of lower-level characters to this diverse 
  power structure, and player characters have the 
  potential to rise to power both personal and tempo-
  ral very swiftly - if they survive.
  The Skinned Circle
  Queen Astrid, her supporters, and their loyal ser-
  vants are collectively referred to as the Skinned Circle 
  - arguably the strongest power bloc in the Guild, and 
  certainly the best-informed. Astrid has contacts in 
  strange places that bring all manner of knowledge to 
  her ears, and she and her Circle act on it with vicious 
  speed, capitalizing on tiny opportunities and cutting 
  off the plans of their rivals at their knees. It is often 
  complained that Astrid’s agents seem prescient.
  The Skinned Circle is largely responsible for the 
  connection of the Guild to the mortals around them, 
  and it’s because of Astrid’s dedication to altruistic 
  endeavors. Through her and her Circle, the Guild 
  funds poverty relief efforts, runs at least two orphan-
  ages, and strives to improve public education and 
  the city’s infrastructure. These efforts are not as stri-
  dent as, perhaps, they could be - Astrid must respect 
  the secrecy of her peers, after all - but piles of gold 
  move from the Guild to the destitute portions of the 
  city nonetheless. To keep the flow of cash going, the 
  Skinned Circle maintains a vigorous interest in ship-
  ping, industry, and mild political corruption (“Really, 
  councilor, I’m asking you to launder money for an 
  orphanage...”). Of the various factions in the Leather-
  workers’ Guild, the Skinned Circle contains the most 
  non-vampiric members, another potentially compro-
  mising aspect of their operation. Ultimately, however, 
  the Skinned Circle follows Astrid’s vision, even if they 
  do not quite understand it.
  Major Figures
  • Queen Astrid (female human vampire warlord 
  15; see entry below). The nominal ruler of the Leath-
  erworkers’ Guild, Astrid finds herself trying to clean 
  up her own city and in need of an outsider’s perspec-
  tive on her own problems.  
  • Father Milree (male half-elf cleric 8). Milree acts 
  as Astrid’s advisor on matters of mortals and faith, as 
  well as helping her maintain her sanity in the barbar-
  ic world she inhabits. Milree worries about his role 
  - his church certainly does not know he consorts with 
  a vampire - but sees in Astrid an opportunity to bring 
  good out of evil.
  • Toreth the Valorous (male grendle bloodrager 
  9; see entry below). The only living member of the 
  Flayed, Toreth serves as Astrid’s strong right hand 
  and the captain of her guard, and is the self-appoint-
  ed voice for the unwitting living beings influenced by 
  the governance of the dead.
  • Jitterbug (young female halfling vampire alche-
  mist 6). Jitters is a young vampire and has maintained 
  the exuberance of her halfling stock. She follows 
  Astrid wide-eyed, but is already making a name for 
  herself by applying her alchemical knowledge to the 
  problems that face the court.
  • Gnaws-His-Arms (male ghoul scout rogue 4; see 
  entry below). An assassin and agent for the Skinned 
  Circle, Gnaws-His-Arms helps solve the little prob-
  lems that can be handled through stealth and discre-
  tion. 
  Astrid, the Flayed Queen
  Astrid is an ancient vampire - well over two thou-
  sand years old, and possibly even older than that 
  - who has been places and done things that she has 
  trouble describing to modern societies. Death has 
  not diminished her dark-skinned beauty; indeed, her 
  newfound habits of smiling and befriending others 
  have given her a vibrancy that she once only remem-
  
  66
  Lords of the Night
  bered as a dim echo of life. Still, her newfound cheer 
  is tempered by deep worries.
  Astrid has only recently (in the last century or so) 
  really made a run at being a good person, motivated 
  by a dissatisfaction with her unlife and close friend-
  ship with those who believe she can be more than a 
  monster. Unfortunately, she’s starting to realize that 
  she’s made a grievous error in how she’s established 
  the Leatherworker’s Guild. Her brutal test for mem-
  bership in her council was meant to weed out the 
  greedy and weak-willed, but the presence of Loras 
  Blacknail - and others - has proven that she has cre-
  ated a larger problem than the one she sought to 
  prevent. With her time consumed running damage 
  control on the Faithful of the Night, Astrid does not 
  dare to try and clean her own house and try to reform 
  the government she has created - at least, not without 
  some outside help.
  ASTRID, THE FLAYED QUEEN    CR 15
  XP 51,200
  human vampire warlord 15
  CG medium undead
  Init +6; Senses darkvision 60ft.; Perception +21
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 Armor)
  hp 162 (15d10+75)
  Fort +11, Ref +7, Will +15
  Defensive Abilities channel resistance +8; Immune 
  undead traits; Weakness sunlight vulnerability, vam-
  pire weakness (foot in the grave)
  OFFENSE
  Speed 30 ft.,
  Melee +2 keen vicious impact greataxe (+27/+18/+13, 
  2d8+50+vicious), vampiric bite (+20, 1d6+18); or vam-
  piric bite (+25, 1d6+26)
  Special Attacks vampire fangs,
  Warlord maneuvers readied (10)—devastating 
  momentum, blade of fury, blood spray strike, lion 
  lord’s agony, strategic blow, harry the prey, warning 
  roar, dizzying blow, pride movement, momentum 
  crash
  Warlord maneuvers known (IL 15, initiator ability 
  mod +5)
  • 1st— panther on the hunt, pride movement, 
  demoralizing roar
  • 2nd—devastating rush, momentum crash, warn-
  ing roar
  • 3rd—
  • 4th—momentum crush, charge of the battle cat
  • 5th—dizzying blow, strategic blow
  • 6th—blade of fury, harry the prey
  • 7th—devastating momentum, blood spray strike
  • 8th—lion lord’s agony
  Warlord stances known (IL 15, active stance is iron 
  hide stance)
  • 1st—stance of aggression (-2 AC, +2d6 damage), 
  running hunter’s stance (+10ft movement, scent)
  • 3rd—primal warrior stance (ignore difficult ter-
  rain while charging, +2 size categories)
  • 4th—golden lion charger (additional +2 to hit on 
  a charge, charging doesn’t provoke)
  • 6th—golden general’s attitude (allies gain +5 to 
  attacks, damage, and saves vs fear)
  • 8th—iron hide stance (DR 5/- and triple strength 
  bonus on damage)
  Warlord gambits known (IL 15, initiator ability mod 
  +5)
  • brave gambit
  • unbreakable gambit
  • ravager’s gambit
  • victory gambit
  • gatecrasher gambit
  TACTICS
  Before Combat If she knows trouble is coming, Astrid 
  will take the time to activate at least one of her psionic 
  tattoos. If in full view of her opponent, she will try to 
  keep them talking while activating them and hiding 
  them with Bluff, and selects the most dangerous 
  target she thinks she can take down in one charge.
  During Combat Astrid will immediately dual boost 
  for blade of fury and devastating momentum, charg-
  ing her selected victim and using Martial Charge to 
  deliver her strongest readied strike. She then uses 
  Fang and Fury to gain an extra heavily-boosted attack 
  (and temporary hp). If able, the next round she will 
  charge a different opponent with brave gambit, and 
  then repeat her initial rush again. Alternately, she 
  will get her allies into position and attack with harry 
  the prey to give multiple additional attacks. If the ene-
  mies break off, she will not pursue unless they cannot 
  be allowed to live. She has no interest in continued 
  suffering or conflict once her point is made.
  
  Lords of the Night
  67
  STATISTICS
  Str 26, Dex 14, Con -, Int 14, Wis 16, Cha 20
  Base Atk +15; CMB +23; CMD 25
  Feats Power Attack (-4/+12), Focused Offense, 
  Improved Initiative, Martial Charge, Fang and Fury, 
  Extra Readied Maneuver, Blush of Life, Leadership, 
  Lightning Recovery, Discipline Mastery (Diplomacy, 
  Perception, Sense Motive, Survival), Improved Chan-
  nel Resistance, Reckless Offense, Victorious Recovery
  Skills Bluff +22, Diplomacy +25, Intimidate +23, 
  Knowledge (engineering) +8, Knowledge (history) 
  +11, Knowledge (local) +14, Knowledge (Martial) 
  +8, Knowledge (religion) +7, Perception +21, Sense 
  Motive +21, Survival +21; Racial Modifiers +2 Bluff, 
  +2 Diplomacy
  Languages Common, Undercommon, Gnome, telepa-
  thy (100ft)
  SQ vampiric power (familiar stranger), warlord’s 
  presence (indomitable, rallying, and victorious), 
  warleader (9/day, move action), force of personality, 
  tactical flanker (+5), battle prowess (Primal Fury or 
  Golden Lion, +2), dual boost (2/day), tactical assis-
  tance (+5),
  Combat Gear Butterfly (+2 keen vicious impact 
  greataxe), +2 glamered breastplate; Other Gear head-
  band of mental prowess (Wisdom and Charisma) +4, 
  belt of mighty strength +4, cloak of resistance +2, 
  psionic tattoo of expansion (ML 7), psionic tattoo of 
  offensive precognition (ML7), potion of flight
  Toreth the Valorous
  The only living being to be a member of the 
  Flayed, the half-troll known as Toreth the Valorous 
  is the captain of Astrid’s royal guard and the self-
  appointed Voice of the Living on her council. He 
  argues in favor of mortals affected by the Guild’s 
  policies and actions and works to minimize need-
  less death and destruction, which has the added side 
  benefit of keeping the vampires hidden. The prod-
  uct of his barbarian tribe’s alliance with nearby 
  trolls, Toreth serves Astrid because he believes in 
  her vision of purpose in death and aspires, one day, 
  to join her in eternity.
  Toreth strikes an interesting balance between 
  refinement and savagery that is most evident when 
  his attempts at negotiation go wrong. Torth often 
  does everything in his power to strike a mutually 
  beneficial deal - and when it goes wrong he wades 
  in with flame and fury, rising on twin tides of sor-
  cery and wrath that crush those that dare to oppose 
  him. Toreth maintains a small cadre of mortal 
  employees who are unaware of the Guild’s activi-
  ties, which he uses as men of all work and, some-
  times, thugs.
  TORETH THE VALOROUS    CR 8
  XP 4,800
  Grendle bloodrager (primalist) 9
  NG Medium humanoid (giant, human)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +12
  DEFENSE
  AC 17, touch 9, flat-footed 16 (+6 armor, +1 Dex, +2 
  natural, -2 penalty)
  hp 126 (9d10+72)
  Fort +13, Ref +5, Will +6; +2 bonus vs. spells cast by 
  self or an ally; +2 racial bonus on saves against fear 
  or despair effects
  Defensive Abilities blood sanctuary, improved 
  uncanny dodge; DR 1/—
  OFFENSE
  Speed 40 ft.
  Melee +1 greataxe +16/+11 (1d12+12/×3)
  Ranged mwk composite longbow +11/+6 (1d8+6/×3)
  Special Attacks blood casting, bloodrage (23 
  rounds/day), mock effort
  Bloodrager (Primalist) Spells Known (CL 9th; con-
  centration +11)
  • 2nd (2/day)— bear’s endurance, bull’s strength, 
  mirror image, see invisibility
  • 1st (3/day)— enlarge person (DC 13), expeditious 
  retreat, long arm, magic missileB, shield, true strike
  Bloodline Arcane
  TACTICS
  Before Combat Toreth casts mirror image, fol-
  lowed by his other buffs (including enlarge person) 
  if he has the time.
  During Combat Toreth rages, casts enlarge person 
  (if he hasn’t already) and then charges into the fray. 
  He normally uses his arcane bloodrage ability to 
  buff himself with blur and haste, although he will 
  swap to resist energy or displacement if an obvious 
  threat presents itself. He will avoid in-combat spell-
  casting, except to cast mirror image again if needed. 
  He reserves his potion of invisibility to allow him 
  to flee an overwhelming encounter (while he’s not 
  smart, he certainly isn’t suicidal).
  
  68
  Lords of the Night
  Base Statistics While neither raging nor using 
  arcane strike, Toreth’s statistics are  AC 19, touch 
  11, flat-footed 18; hp 99; Fort +10, Will +4; Melee 
  +1 greataxe +14/+9 (1d12+7/×3); Ranged mwk com-
  posite longbow +11/+6 (1d8+4/×3); Str 18, Con 16; 
  CMB +13.
  STATISTICS
  Str 22, Dex 12, Con 22, Int 9, Wis 10, Cha 14
  Base Atk +9; CMB +15; CMD 24
  Feats Arcane Strike, Blooded Arcane Strike, Combat 
  Reflexes, Eschew Materials, Improved Initiative, 
  Power Attack, Raging Vitality, Toughness
  Skills Acrobatics +10, Perception +12, Survival +11
  Languages Common, Giant
  SQ arcane bloodrage, disruptive bloodrage, fast 
  movement
  Combat Gear potion of cure serious wounds, potion 
  of invisibility; Other Gear +2 chain shirt, cloak of 
  resistance +1, +1 greataxe, mwk composite longbow 
  (+4 Str) with 50 arrows
  Gnaws-His-Arms
  Few people look upon ghouls as anything other 
  than hunger-crazed monsters, but many of them are 
  smarter than the average person: they simply apply 
  this brainpower toward the acquisition of food. 
  Queen Astrid has managed to establish a rapport 
  with Gnaws-His-Arms, and has offered him a deal: if 
  he follows her orders, she will ensure that he never 
  goes hungry again. Buying enough fresh meat to keep 
  Gnaws-His-Arms sated does cost Astrid a few coins a 
  day, but the creature’s worth more than makes up for 
  it.
  Gnaws-His-Arms took to training very easily, and 
  makes an excellent scout and assassin. Ghouls are 
  naturally good at remaining hidden, and his paralys-
  ing claws make him a formidable combatant. Few 
  other assassins are happy (or able) to quickly con-
  sume the bodies of their victims. Furthermore, if 
  Gnaws-His-Arms is ever captured, it would be very 
  unlikely that he would be interrogated. A lone ghoul 
  (while certainly a concern to the authorities) would 
  draw attention towards the local graveyard and sus-
  pected necromancers - both things Astrid has no con-
  nection to at all.
  GNAWS-HIS-ARMS    CR 4
  XP 1,200
  Ghoul rogue (scout) 4
  CE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 
  natural)
  hp 46 (6d8+16)
  Fort +3, Ref +7, Will +6; +2 bonus vs. channeled 
  energy
  Defensive Abilities channel resistance +2, evasion, 
  trap sense +1; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d6+1 plus disease and paralysis), 2 
  claws +7 (1d6+1 plus paralysis)
  Special Attacks disease (ghoul fever DC13), paralysis 
  (1d4+1 DC15), scout’s charge, sneak attack +2d6
  STATISTICS
  Str 13, Dex 16, Con —, Int 13, Wis 14, Cha 14
  Base Atk +4; CMB +5; CMD 18
  Feats Ability Focus (paralysis), Skill Focus (stealth), 
  Weapon Finesse
  Skills Acrobatics +12, Climb +10, Disguise +12, Escape 
  Artist +12, Intimidate +11, Knowledge (religion) +6, 
  Perception +11, Sense Motive +11, Stealth +15, Swim 
  +6
  Languages Common, Undercommon
  SQ rogue talents (fast stealth, resiliency), trapfinding 
  +2
  Gear +1 studded leather, hat of disguise
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 
  13; onset 1 day; frequency 1/day; effect 1d3 Con and 
  1d3 Dex; cure 2 consecutive saves.
  The Elder Alliance
  A rival to the power of the Skinned Circle, the 
  Elder Alliance claims to represent the interests of 
  the vampiric community. They are, to an extent, 
  fairly correct in this statement: the Alliance argues 
  against courses of action that might lead to expo-
  sure, works to hide the vampiric community against 
  the backdrop of mortal society, and emphasizes a 
  sort of hands-off approach to its members garnering 
  personal power. The rule, in the Alliance, is that you 
  can do as you please so long as you do not intrude 
  into someone else’s business or expose the Guild to 
  the ranks of the living.
  While the Elder Alliance has great respect for 
  Astrid as a ruler, they feel her strides into mortal 
  society have gone too far and risk the community 
  
  Lords of the Night
  69
  as a whole. Mortals, they feel, mostly take care of 
  themselves and do not need someone to coddle them 
  or hand-hold them through their societal problems. 
  As long as the blood keeps flowing, there is no need 
  for the Guild to disturb the ranks of the living and 
  thus potentially incur their wrath. In a twist of irony, 
  the Elder Alliance supports strengthening the demo-
  cratic aspects of the Leatherworkers’ Guild, feeling 
  that if each vampire had their own say, the society 
  as a whole would become more isolationist and less 
  concerned about the herd they dwell amongst. To 
  this end, they sometimes cooperate with the Faith-
  ful of the Night, though it leaves a bad taste in their 
  mouths.
  Major Figures
  • Lady Windharpe (female elf vampire bard 11; 
  see entry below). A master of internal politics, Lady 
  Windharpe is less of an overall leader of the Elder 
  Alliance and more of a first-among-equals. While 
  she has nothing but respect for the surprising suc-
  cess of the Guild, Windharpe feels it is her duty to 
  oppose radical change and form a legitimate chal-
  lenge to Astrid’s vision.
  • Isoldt (female human vampire psion 3; see entry 
  below). Lady Windharpe’s confidant and servant. 
  She serves her master faithfully, and hopes to learn 
  all she knows.
  • Demruth Arcadia (male human vampire tacti-
  cian 9). Demruth is an old vampire, possibly as old 
  as Astrid. When he speaks of history he speaks from 
  personal experience, and he is the self appointed 
  guardian of “the old ways”, when vampires held 
  their rightful place far removed from the mortal 
  rabble.
  • Baron Stoneharrow (male dwarf vampire guru 
  7). Stoneharrow is a dwarf’s dwarf and a vampire’s 
  vampire; slow, methodical, wise and proud. “Baron” 
  is just a fitting epithet; the unusually charismatic 
  dwarf is good at manipulating mortal affairs while 
  staying well clear of their ranks.
  • Izzie Redwaters (female merg vampire soul 
  hunter stalker 7/sussurratore 2; see entry below). A 
  young vampire with mixed feelings about undeath, 
  Izzie is nominally loyal to the Elder Alliance but 
  searches for purpose in her unlife.
  Lady Windharpe
  Lady Windharpe did politics even before she 
  died and became a vampire - and she was old when 
  she was turned. Making her way as a genteel elven 
  noble has allowed her a nearly unparalleled amount 
  of publicity in mortal society, as none of the younger 
  races around her expect her to age visibly. While
  Do They Even Bury People 
  Here?
  The Leatherworker’s Guild has an unusually 
  large amount of vampires within it, mostly as a con-
  sequence of the stability Astrid has brought to the 
  region and, thus, the availability of hunting grounds 
  that don’t require negotiation or rivalry. Addition-
  ally, we wanted to present a truly vampiric society, 
  which, to be complete, requires vampiric member-
  ship and vampiric leadership. Still, their numbers 
  likely range between 30 and 50 total vampires of 
  various kinds, many of whom are mostly concerned 
  with their night-to-night living, plus mortal servi-
  tors and unusual participants like Toreth the Valor-
  ous.
  With that in mind, the Leatherworker’s Guild 
  is written with the assumption that it exists within 
  a fairly large city. The number of vampires or even 
  of rival factions may need tweaking down if your 
  campaign takes place in a smaller urban area, or 
  even tweaking up if your campaign takes place in a 
  city like Victorian London once was, teeming with a 
  mind-boggling number of mortal souls - and plenty 
  of societal cracks for the dead to thrive in.
  Windharpe appreciates Astrid both as a leader 
  and as a person, she feels it is her duty to check the 
  Leatherworkers’ Guild’s rapid growth and expan-
  sion into mortal society and act as a conservative 
  voice against Astrid’s passion. Her dance of politics 
  exists both within the Elder Alliance and without it; 
  for all her calculated posturing, Windharpe is quite 
  aware that many of her confederates would dearly 
  love to kill her and take her position, merely for the 
  perception of power it would grant them.
  LADY WINDHARPE   CR 11
  XP 9,600
  female elf vampire bard (negotiator) 11
  N Medium undead
  Init +7; Senses darkvision 60 ft, low-light vision.; 
  Perception +17
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 
  dodge, +2 shield)
  hp 119 (11d8+66)
  Fort +9, Ref +10, Will +8; +2 vs. enchantments, +4 vs. 
  bardic performance, language-dependent, and sonic
  Defensive Abilities channel resistance +4; Immune 
  undead traits Weakness shadowless, sunlight vulner-
  ability, vampire weakness (spilled blood)
  
  70
  Lords of the Night
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +9/+4 (1d8/19-20) and bite +4 
  (1d6) or bite +9 (1d6)
  Ranged +2 shortbow +12/+7 (1d6+2/×3)
  Special Attacks bardic performance 31 rounds/day 
  (countersong, dirge of doom, distraction, fascinate, 
  countersong, inspire competence +4, suggestion), 
  vampire fangs
  Bard (Negotiator) Spells Known (CL 11th; concen-
  tration +18)
  • 4th (3/day)—dimension door, freedom of move-
  ment, modify memory (DC 21)
  • 3rd (6/day)—dispel magic, haste, see invisibility, 
  slow (DC 20)
  • 2nd (6/day)—acute senses (DC 19), alter self, blur, 
  enter image, heroism
  • 1st (7/day)—alarm, disguise self, expeditious 
  retreat, grease, invisibility alarm, see alignment
  • 0 (at will)—detect magic, mage hand, message, 
  prestidigitation, read magic, resistance
  STATISTICS
  Str 10, Dex 16, Con —, Int 16, Wis 12, Cha 24
  Base Atk +8; CMB +8; CMD 21
  Feats Arcane Strike, Discordant Voice, Dirgesinger*, 
  Improved Initiative, Point-blank Shot, Precise Shot
  Skills Acrobatics +14 (+10 to jump), Bluff +25, Diplo-
  macy +25, Escape Artist +14, Intimidate +25, Knowl-
  edge (local) +22, Knowledge (religion) +17, Perception 
  +17, Perform (oratory) +20, Sense Motive +20; Racial 
  Modifiers +2 Bluff, +2 Diplomacy
  Languages Common, Dwarven, Elven, Gnome, Half-
  ling
  SQ binding contract, elven magic, jack-of-all-trades, 
  master of rhetoric, rogue talents (convincing lie, 
  obfuscate story, resiliency), thirst, vampire power 
  (familiar stranger), weapon familiarity
  Combat Gear 2 potions of greater invisibility; Other 
  Gear +2 chain shirt, headband of alluring charisma +2, 
  +2 shortbow with 50 arrows, masterwork longsword, 
  heavy steel shield
  Isoldt
  Isoldt is a very critical piece in the political game, 
  especially for one so young. She was turned because 
  of her valuable skills: manifesting as a psion, along 
  with a noble upbringing and a solid respect for a 
  person’s place in society will make her a valuable 
  member of the Elder Alliance as she gains power. 
  However, she represents something more important 
  to the Alliance - fresh blood. Many in the Alliance 
  are old and distrustful of younger vampires. Isoldt is 
  living proof that a young mortal can be elevated to 
  their lofty ranks and perform with grace and skill.
  The Skinned Circle would love to court Isoldt and 
  bring her into their ranks, denying the Alliance her 
  skills as well as what she represents. The Alliance on 
  the other hand recognise her importance; she makes 
  the Alliance appear powerful and appealing to other 
  younger vampires, and could be a useful tool in 
  recruiting other like-minded vampires.
  ISOLDT   CR 3
  XP 600
  female human vampire psion (seer) 3
  NE Medium undead
  Init +1; Senses darkvision 60ft.; Perception +9
  DEFENSE
  AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
  hp 19 (3d6+6)
  Fort +2, Ref +2, Will +6
  Defensive Abilities channel resistance +4 Weakness 
  shadowless, sunlight vulnerability, vampire weak-
  ness (arithmomania)  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee dagger +0 (1d4-1/19-20) and bite -5 (1d6-1) or 
  bite +0 (1d6-1)
  Ranged light crossbow +2 (1d8/19-20)
  Special Attacks recovered information, vampiric 
  power (hypnotic)
  Psion Powers Known (ML 3th; concentration +8); 20 
  pp
  • 2nd—clairvoyant sense, everyman, ego whip (DC 
  17)
  • 1st—broker, energy ray (DC 16), precognition, psy-
  chic tracking
  • 0—conceal thoughts, detect psionics, empathy, vim
  TACTICS
  Base Statistics If Isoldt’s psicrystal is not within 
  arm’s reach, her Perception modifier changes to +7, 
  and and her Sense Motive modifier changes to +7.
  STATISTICS
  Str 9, Dex 12, Con -, Int 22, Wis 13, Cha 12
  Base Atk +1; CMB +0; CMD 11
  
  Lords of the Night
  71
  Feats Improved Psicrystal, Inquisitor, Psicrystal 
  Affinity (resolved, sympathetic), Psicrystal contain-
  ment
  Skills  Autohypnosis +7, Knowledge (history) +12, 
  Knowledge (local) + 12, Knowledge (planes) +12, 
  Knowledge (psionics) +12, Knowledge (religion) +12, 
  Sense Motive +9, Perception +9; Racial Modifiers +2 
  Bluff, +2 Diplomacy
  Languages 
  Common, 
  Dwarven, 
  Elven, 
  Goblin, 
  Gnome, Halfling, Draconic
  SQ thirst, vampire weakness (arithmomania)
  Combat Gear potion of inflict moderate wounds, 
  psionic tattoo of defy gravity, psionic tattoo of inertial 
  armor (ML 3rd, +5 AC); Other Gear bracers of armour 
  +1, dagger
  Izzie Redwaters
  Izzie was a visitor to the city when she was 
  mugged in an alleyway and left to die, a victim of 
  urban dangers she did not yet understand. Lady 
  Windharpe “saved” her with undeath, and, while 
  Izzie is grateful to still exist, she has mixed feelings 
  about her vampiric state and that of the Leatherwork-
  ers’ Guild - especially since her transformation has 
  rendered contact with water nearly impossible for 
  her. Eventually, these feelings lead her to seek out the 
  Faceless Reaper and petition to become her appren-
  tice, and the two have worked together ever since.
  Izzie is nominally loyal to Windharpe, but 
  increasingly uses her position as an excuse to remain 
  neutral and not get involved. She still hasn’t resolved 
  her feelings about vampires or about the woman who 
  condemned her to undeath, and worries that she’ll go 
  as mad as Blacknail or his murderous second-in-com-
  mand. When these feelings get to be too much for her, 
  Izzie dons her face mask and goes out into the streets 
  to keep an eye on her city.
  IZZIE REDWATERS    CR 9
  XP 6,400
  female merg vampire soul hunter stalker 7/sussurra-
  tore 2
  LN Medium undead
  Init +8; Senses darkvision 60ft.; low-light vision; Per-
  ception +16
  DEFENSE
  AC 25, touch 17, flat-footed  16 (+4 Dodge, +5 Dex, +6 
  Armor)
  hp 51 (9d8+7)
  Fort +4, Ref +8, Will +11
  Defensive Abilities channel resistance +4; Immune 
  undead traits; Weakness sunlight vulnerability, vam-
  pire weakness (unclean being)
  OFFENSE
  Speed 30 ft., Swim 30 ft
  Melee +1 glaive (+11/+6, 1d10+5 plus soulburning), 
  bite (+10, 1d6+3)
  Ranged masterwork mighty composite longbow +3 
  bonus (+11/+6, 1d8+3)
  Special Attacks soul claiming, soulburning, vampire 
  fangs
  Stalker maneuvers readied (6)— headstone break-
  ing strike, hunting mohrg strike, sight-piercing fang, 
  weakening venom prana, flowing gore strike, sicken-
  ing venom strike
  Stalker maneuvers known (IL 9, initiator ability 
  mod +5)
  • 1st—dizzying venom prana, thirsting axe strike, 
  ghost hunting blow, whispers of undeath, disturbing 
  blow
  • 2nd—headstone breaking strike, weakening 
  venom prana, chilling grave defense
  • 3rd—life sealing strike, sight-piercing fang, sick-
  ening venom strike,
  • 4th—hunting mohrg strike, sting of the adder
  • 5th—flowing gore strike
  Stalker stances known (IL 9, active stance is body of 
  the night )
  • 1st—body of the night (+4 bonus to attack, +1d6 
  damage against flat-footed, +9 Stealth), bean nighe 
  attitude (+3 to all saves), poisoner’s stance (Poison 
  Use, +4 to DCs of all poisons, incl Stings and Pranas)
  TACTICS
  Before Combat Izzie sneaks around in body of the 
  night stance, raising her Stealth up to +28. She main-
  tains this until after combat is joined (and she rolls 
  for Silent Blade plus an enhanced opening attack). If 
  unnoticed, she will select a target and activate combat 
  precognition followed by murderous insight immedi-
  ately before charging.
  During Combat She will pick one target out and 
  attack, utilizing murderous insight and combat pre-
  cognition instead of boosts to enhance her position 
  and repeatedly using stat-damaging maneuvers to 
  soften up enemies for the Faceless Reaper to finish. 
  If the opener went as planned, she immediately shifts 
  stance (usually to bean nighe attitude). If alone, she 
  constantly tries to keep to the outside of any group, 
  
  72
  Lords of the Night
  using her reach to keep people away. Undead ene-
  mies receive a headstone breaking strike first (usu-
  ally targeting Dexterity), followed by pure-damage 
  maneuvers. Unless desperate in the extreme, she will 
  not use her fangs. 
  STATISTICS
  Str 16, Dex 18, Con -, Int 14, Wis 20, Cha 10
  Base Atk +7; CMB +10; CMD 28
  Feats Combat Reflexes, Improved Initiative, Blush of 
  Life, Weapon Group Adaptation (polearms), Improved 
  Initiative
  Skills Acrobatics +16, Diplomacy +10, Disable Device 
  +9, Disguise +7, Heal +16, Knowledge (local) +8, Knowl-
  edge (religion) +16, Perception +17, Sense Motive +17, 
  Stealth +14. Racial Modifiers +2 Bluff, +2 Diplomacy 
  +2 Escape Artist, +2 Knowledge (nature), +2 Knowl-
  edge (religion),
  Languages Common, Aquan, Elven, Infernal
  SQ vampiric power (hypnotic), ki pool (9), combat 
  insight, stalker arts (murderous insight, combat pre-
  cognition), sight of the hunter, silent blade, subdual 
  training, stench of guilt, step back
  Combat Gear +1 glaive, +1 chain shirt; Other Gear 
  headband of inspired wisdom +2, psionic tattoo of 
  expansion (ML 3rd), cloak of resistance +1, thief’s tools
  The Faithful of the Night
  The Faithful of the Night claim to represent “real” 
  vampires. They sneer at the isolationist policies of the 
  Elder Alliance and openly mock Astrid’s rule while 
  pushing for the Leatherworkers’ Guild to aggressively 
  expand into the city’s underworld. The Faithful feel 
  as though the Leatherworkers’ Guild should seize 
  advantage of its power base and rule the city from 
  the shadows until it can step forward and rule openly, 
  creating a true governance of the dead.
  Astrid considers the Faithful completely insane, 
  and the Elder Alliance isn’t too happy with them 
  either. Their leader, Loras Blacknail, continues to 
  gather followers despite this. His promises of power 
  and glory lure angry young vampires to his flag, 
  and he attracts psychopaths and murderers in equal 
  measure with his brutal tactics. Loras toes the line of 
  occultation enough to avoid being put down by the 
  local sussurratori, and he isn’t afraid to use Astrid’s 
  rules of governance against her - a fact that has kept 
  the Flayed Queen from putting him in a coffin on a 
  more permanent basis. If something isn’t done, he 
  and his Faithful will plunge the Guild into civil war.
  Major Figures
  • Loras Blacknail (male gnome vampire daevic 7/
  black templar 5; see entry below). Charismatic and 
  driven, Loras has sworn (publicly) to see Astrid hurled 
  from her throne and replaced by his own vision of 
  vampiric governance.
  • Jannis (female elven vampire ranger 9; see entry 
  below). Jannis is the most powerful of the many psy-
  chopaths drawn to Blacknail’s side. Her passion is 
  hunting, and intelligent humanoids are her favorite 
  prey. If she had her way, the city would be her own 
  personal playground.
  • Father Augustine (male human cleric 8). Augus-
  tine is a calm, confident man, and a zealous worship-
  per of a god of undeath. He wants nothing more than 
  to found a great church to this god, and to use the 
  citizens as slaves and cultists. His spellcasting and 
  encyclopedic knowledge of the undead makes him a 
  powerful ally to Blacknail.
  • Trylli the Silent Mind (female thrallspawn void-
  heart wilder 7). Trylli lives in terror of being found 
  out. Free of her former enslavement, she tried to 
  make a life for herself in the city only to be found out 
  by Loras and threatened with a return to bondage. 
  Now she kills in his name while desperately seeking 
  a way out.
  • Alvion Smythe (male ancient-born dhampir vizier 
  9; see entry below). Alvion serves as Blacknail’s eyes 
  and ears in the city, delivering messages and coor-
  dinating the Faithful’s activities with his keen mind 
  for logistics - a skill Blacknail lacks. He also serves as 
  Blacknail’s double-agent inside the Elder Alliance.
  Loras Blacknail
  Driven by the twin demons of his vampiric 
  curse and the possessing influence of the daeva Nal-
  Shaváat, Loras is a being driven by his need to domi-
  nate and subjugate others, though his dark charisma 
  allows him to mask his worst impulses from his fol-
  lowers. Loras dreams of a world where vampires, 
  under his leadership, can rule of the living with impu-
  nity, taking what they wish from the lesser beings and 
  using them as they please.
  Loras’s bloodthirsty nature is tempered by an 
  eye for talent; though he will ruthlessly crush those 
  who oppose him, he is just as likely to coerce talented 
  individuals to serve him as he is to slay them. One of 
  Loras’ favorite techniques is to use his spell-like abili-
  ties to charm talented foes into performing despi-
  cable acts he can later use to blackmail them. Other 
  times, the implacable threat of violence oozing out of 
  Blacknail’s pores is more than enough to exert control 
  over other beings.
  
  Lords of the Night
  73
  Blacknail’s deepest hatred is reserved for two 
  individuals: Queen Astrid and Lady Windharpe. He 
  believes that Astrid is a sneaky usurper, begging for 
  a crown that should belong to the strongest. Wind-
  harpe is even worse, shunning the power and right to 
  rule that belongs to all vampires by their very nature. 
  Loras will do anything to undermine these two, some-
  times even taking great risks to himself or his follow-
  ers if he believes that the embarrassment caused to 
  his rivals is worth it. Blacknail knows that someday, 
  very soon, the women who claim to control the city 
  will make a mistake that will leave them vulnerable 
  to an overt attack; on that day, a new lord or king shall 
  rise in the city of shadow.
  LORAS BLACKNAIL    CR 12
  XP 25,600
  gnome vampire daevic 7 / black templar 5
  LE Small undead
  Init +2; Senses darkvision 90 ft.; Perception +6
  DEFENSE
  AC 32, touch 12, flat-footed 31 (+13 armor, +4 shield, 
  +1 Dex, +3 natural, +1 size)
  hp 144 (7d10+5d8+64)
  Fort +13, Ref +14, Will +10; +4 bonus vs. channeled 
  energy, +2 vs. enchantment and illusion spells and 
  effects
  Defensive Abilities channel resistance +4, resist 
  influence +2, illusion resistance; Immune undead 
  traits Weakness shadowless, sunlight vulnerability, 
  vampire weakness (unclean being)
  OFFENSE
  Speed 20 ft., burrow 15 ft.
  Melee +3 scizore +16/+11 (2d8+8), shield bash +14 
  (1d6+5), bite +11 (1d4+2)
  Special Attacks drain essence, black defilement, 
  create husk, poison essence, blackened soul
  Spell-Like Abilities (CL 12)
  • 1/day- bleed (DC 14), chill touch (DC 15), detect 
  poison (DC 14), touch of fatigue (DC 14)
  • 2/day- charm person (DC 15), charm animal (DC 
  15), charm monster (DC 18)
  Special Combat Actions Tyranny: Intimidate to 
  demoralize as a swift action
  TACTICS
  Before Combat If he knows that a powerful chal-
  lenge is coming, Blacknail will drink his potion of fly 
  and position himself so he can try to take his oppo-
  nents by surprise. Blacknail’s stat block assumes he 
  has already assigned his essence, investing three 
  essence in his Passion, three essence into Armory of 
  the Conqueror, and one each into Immovable Boots 
  and Heartsblood Caress. If Blacknail is taken by sur-
  prise and doesn’t have time to don his scizore, he will 
  instead use the claw attacks granted by his demon 
  armor, amplifying one claw with Armory of the Con-
  queror (giving him one claw dealing 3d8 damage and 
  one dealing 1d10).
  During Combat During Combat When faced with 
  living opponents, Blacknail always begins by using 
  his tyranny ability to demoralize the closest oppo-
  nent, following it up with his charm monster ability 
  to aid him in keeping them from joining the fight in 
  hopes he can recruit or turn them later. During the 
  second of round of combat, Blacknail will attempt to 
  trigger his Heartsblood Caress veil’s unnatural lust 
  ability against any living enemy spellcasters, ready-
  ing his  standard action to lash out at the first oppo-
  nent to  move within reach with his drain essence 
  ability so he can activate his black defilement abil-
  ity. If  Blacknail has no living opponents to manipu-
  late, he goes into a fury, lashing out with full attacks 
  against his nearest enemies while mixing in uses of 
  his drain essence attack.
         If Blacknail defeats a living enemy with his drain 
  essence ability, he immediately sends them back 
  against their allies as a shambling zombie using create 
  husk, though he may turn particularly powerful cham-
  pions into more potent undead with his blackened 
  soul ability instead. If Blacknail faces another akashic 
  character, particularly another daevic, he’ll attempt 
  to use drain essence on them at every opportunity, 
  seeking to use his poison essence ability to completely 
  remove them as a credible threat. If Blacknail is ever 
  in real danger of being overpowered (brought below 
  25% of his starting hit points), he’ll take advantage of 
  the flight granted by his potion and escape, though he 
  will not wait long to seek his revenge.
  STATISTICS
  Str 20, Dex 15, Con —, Int 10, Wis 10, Cha 18
  Base Atk +10; CMB +14; CMD 26 (+36 vs. disarm)
  Feats Power Attack, Two-Weapon Fighting, Double 
  Slice, Extra Essence, Improved Shield Bash, Chakra 
  Power, Essence of the Immortal, Will of the Daeva
  Skills Bluff +21, Diplomacy +6, Intimidate +21, Knowl-
  edge (arcana) +8, Knowledge (local) +8, Perception +6, 
  Sense Motive +13
  Languages Common, Gnome, Sylvan
  SQ tyranny, unnatural lust as move action, passion 
  
  74
  Lords of the Night
  veils (behemoth hide, cincture of the dragon, senti-
  nel’s helm), veils shaped/bound (armory of the con-
  queror, immovable boots, heartsblood caress), eter-
  nal hope (1/day reroll natural 1),
  Essence Pool 8
  Combat Gear potion of fly; Other Gear belt of giant 
  strength +2, cloak of resistance +5, collapsible tower 
  (+2 heavy shield, change to +2 tower shield 3/day), 
  demon armor, +3 scizore
  Jannis
  Vampires are not vicious monsters, as legends 
  suggest. This is not due to any lack of cruelty or 
  malice on their part, but simply because vampires 
  that cannot control their baser instincts are outed 
  and killed in short order.
  Jannis is one of the rare exceptions who was 
  turned late in her career as a hunter, and was able 
  to wreak considerable havoc before being brought 
  down. Fortunately for her, her captor was not a 
  righteous soul but rather Loras Blacknail. Loras was 
  entranced by Jannis’ mix of skill and psychosis, but 
  recognised the need to keep her on a short leash.
  In person, Jannis has the uncomfortable intensity 
  of someone who’s trying to remember why they’re 
  not currently attempting to murder you. For Black-
  nail, she is simply a weapon, and a volatile one at 
  that. Her wolf Garm embodies her perfectly: a crazed, 
  murderous creature of undeath that will one day slip 
  its chains and need to be put down for good.
  JANNIS    CR 9
  XP 4,800
  human vampire ranger 9
  CE Medium undead
  Init +5; Senses darkvision 60ft.; Perception +13
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
  hp 90 (9d10+36)
  Fort +9, Ref +11, Will +4
  Defensive Abilities channel resistance +4, evasion; 
  Immune undead traits; Weakness shadowless, sun-
  light vulnerability, vampire weakness (purification)
  OFFENSE
  Speed 30 ft.
  Melee mwk greatsword +13/+8 (2d6+4/19-20) and bite 
  +7 (1d6+3) or bite +12 (1d6+5)
  Ranged +1 composite longbow +16/+11 (1d8+3/×3)
  Special Attacks combat style (archery), favored ene-
  mies (elves +2, humans +4), vampire fangs
  Ranger Spells Prepared (CL 6th; concentration +7)
  • 2nd—hunter’s eye
  • 1st—alarm, pass without trace, residual tracking
  STATISTICS
  Str 16, Dex 20, Con -, Int 12, Wis 12, Cha 16
  Base Atk +9; CMB +12; CMD 27
  Feats Deadly Aim, Endurance, Manyshot, Point Blank 
  Master, Point-blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow), Undead Companion*
  Skills Acrobatics +13, Bluff +5, Climb +8, Diplomacy 
  +5, Handle Animal +15, Intimidate +15, Knowledge 
  (religion) +4, Perception +13, Sense Motive +10, 
  Stealth +21, Survival +13, Swim +8; Racial Modifiers 
  +2 Bluff, +2 Diplomacy
  Languages Common, Elven
  SQ favored terrains (plains +2, urban +4), hunter’s 
  bond (wolf named animal companion), swift tracker, 
  track +4, thirst, vampiric power (familiar stranger), 
  wild empathy +11, woodland stride
  Combat Gear potion of inflict serious wounds; Other 
  Gear +2 chain shirt, cloak of elvenkind, +1 composite 
  longbow (+2 Str) with 50 arrows, 10 silver arrows, 10 
  cold iron arrows, mwk greatsword
  GARM, JANNIS’ COMPANION
  N Medium undead
  Init +8; Senses low-light vision, scent; Perception +
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 
  natural)
  hp 39 (+12)
  Fort +7, Ref +9, Will +3
  Defensive Abilities evasion Immune undead traits
  OFFENSE
  Speed 50 ft.
  Melee bite +6 (1d6+3)
  STATISTICS
  Str 15, Dex 18, Con -, Int 2, Wis 12, Cha 15
  Base Atk +4; CMB +6; CMD 21 (25 vs. trip)
  Feats Combat Reflexes, Dodge, Improved Initiative
  Tricks Attack, Attack Any Target, Come, Down, Fetch, 
  Heel, Hunting, Seek, Stay, Track
  Skills Acrobatics +4 (+12 to jump), Climb +6, Percep-
  tion +6, Stealth +8, Survival +3; Racial Modifiers +4 to 
  survival when tracking by scent
  
  Lords of the Night
  75
  Alvion Smythe
  Alvion knows two things for certain: his hatred of 
  true vampires can only be quenched in a river of vam-
  piric blood, and those he works for can never know 
  this. Alvion uses his unusual gift for akashic magic to 
  hide his true nature, cloaking himself in veils of blood 
  and undeath. Blacknail relies on Alvion’s keen mind 
  to handle the basic logistics of the Faithful alongside 
  Father Augustine, trusting Alvion’s wits and Augus-
  tine’s calm and level-headed nature to act as the cohe-
  sive agents for his bloodthirsty cult.
  Unbeknownst to Blacknail, who believes Alvion’s 
  second role as a double-agent reporting on Lady 
  Windharpe’s activities in his capacity as a lower level 
  functionary for the Elder Alliance is in service to the 
  mad gnome’s own ends, Alvion is in fact rendering 
  the exact same service to Lady Windharpe, hoping 
  that the two vampiric factions can be brought to all-
  out blows, with mutually assured destruction as the 
  desired outcome. Alvion knows that he walks the 
  razor’s edge, and will go to any lengths to keep his 
  masters from discovering the truth about him, at 
  least until he’s ready to bring them both down once 
  and for all. If Alvion is ever forced to defend himself 
  against his vampiric masters, he trusts in his keen 
  mind, akashic powers, and the looming presence of 
  his cairn wight champion, Blackblade, to keep him 
  safe.
  One nagging doubt remains in Smythe’s world-
  view though: Astrid’s rule has been surprisingly ben-
  eficial for the city. Her relative benevolence indicates 
  a capacity for understanding amongst vampires that 
  clashes with everything Alvion believes. While he has 
  managed to convince himself that it’s just another 
  vampiric game, the possibility that the world is not 
  exactly as he believes it to be nags at him, filling him 
  with a quiet doubt that prevents him from taking 
  overt action against the vampiric factions.
  ALVION SMYTHE    CR 9
  XP 6,400
  ancient-born dhampir vizier 9
  LG Medium humanoid
  Init +3; Senses low-light vision, darkvision 90 ft.; Per-
  ception +13
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  hp 78 (9d6+53)
  Fort +12, Ref +9, Will +10; +2 vs. disease and mind-
  affecting effects
  Defensive Abilities resist level drain, concealment 
  (20% miss chance, Will save DC 18 negates) Weak-
  ness -1 penalty on saving throws against effects that 
  lower physical ability scores
  OFFENSE
  Speed 30 ft., fly 15 ft. (clumsy)
  Melee staff of authority +6 (1d6+2)
  Ranged riven darts +7/+7, +7/+7 (4d4 force)
  Special Attacks gaze (staggered 1d6+1 rounds, 30 ft. 
  DC 16), aura of subjugation (-2 to enemy Will saves 
  and Sense Motive checks, +2 to allied Will saves, 60 
  ft.), bloody shroud ( 3 bleed damage to enemies who 
  take piercing or slashing damage DC 15, 15 ft.)
  STATISTICS
  Str 12, Dex 16, Con 16, Int 16, Wis 12, Cha 10
  Base Atk +4; CMB +5; CMD 18
  Feats Tainted Chakra, Share Veil, Extra Essence, 
  Essence of the Immortal, Weaver’s Reflexes
  Skills Appraise +11, Bluff +12, Diplomacy +12, Dis-
  guise +8,  Knowledge (arcana) +11, Knowledge (reli-
  gion) +11, Linguistics +7, Perception +13, Sense Motive 
  +9, Spellcraft +11
  Languages Common, Draconic, Dwarven, Elven, 
  Gnome
  SQ eldritch insight, aura of subjugation, veilshifting 
  2/day, veils shaped (bloody shroud, dark lord’s ring of 
  essence binding, pestilence cloak, riven darts, stare of 
  the ghaele), veils bound (dark lord’s ring of essence 
  binding - ring, pestilence cloak - feet, riven darts - 
  hands, stare of the ghaele - head)
  Essence Pool 13
  Gear belt of physical might +2 (Con/Dex), mistmail, 
  staff of authority, potion of inflict serious wounds, 
  potion of fly, 150 gp
  BLACKBLADE
  cairn wight
  LE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 28, touch 17, flat-footed 25 (+5 armor, +3 Dex, +6 
  natural, +4 profane)
  hp 49 (4d8+31)
  Fort +7, Ref +6, Will +9
  Defensive Abilities channel resistance +4; Immune 
  undead traits Weakness resurrection vulnerability
  
  76
  Lords of the Night
  OFFENSE
  Speed 30 ft.
  Melee greatsword +10 (2d6+8 plus energy drain)
  Special Attacks energy drain (1 level, DC 20), bloody 
  shroud (3 bleed damage to enemies who take piercing 
  or slashing damage DC 15, 15 ft.)
  STATISTICS
  Str 16, Dex 16, Con —, Int 15, Wis 17, Cha 19
  Base Atk +3; CMB +10; CMD 23
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +11, Knowledge (religion) +9, Per-
  ception +13,Stealth +14; Racial Modifier +8 Stealth
  Languages Common
  SQ bloody shroud
  Gear scale mail, greatsword
  Other Figures of Note
  The following individuals and locations are con-
  sidered part of the Leatherworker’s Guild but not 
  aligned to any particular faction of governance.
  The Hole in the Ground Inn 
  and Tavern
  Located beneath a warehouse, the Hole in the 
  Ground is a secretive gathering place where vam-
  pires, their servants, and other secretive beings are 
  invited to gather. The rules are simple: no killing, 
  no fighting, no politics. The owner and proprietress, 
  Natasha Hollowshade, takes pains to be able to pro-
  vide the exotic sustenance that her patrons require, 
  and it’s true that the majority of her employees are 
  essentially paid to permit vampires to feed on them. 
  They mostly don’t mind - Natasha pays well.
  You can find most members of the Guild at the 
  Hole in the Ground if you wait long enough, and all 
  three major factions of governance are pledged to 
  defend its hospitality. Natasha makes sure she talks 
  to everyone that comes through, and, if she doesn’t, 
  one of her barkeeps, blood workers, or servers does. 
  Natasha gathers a staggering amount of knowledge, 
  which she puts to very good use.
  Major Figures
  • Natasha Hollowshade (female tiefling warlord 
  5/sussurratore 7; see entry, below). Natasha pres-
  ents a public face as a woman getting rich providing 
  a service, but in secret she serves as a sussurratore, 
  keeping the Guild preserved from prying eyes. She 
  observes the chaos forming between the factions, qui-
  etly determining if, and when, to act.
  • Clip (male half-orc vampire expert 1). Quite pos-
  sibly the weakest vampire in the Guild - and maybe 
  even out of it - Clip was turned to prevent his needless 
  accidental death. He hates being undead and spends 
  his nights quietly praying for revenge.
  Natasha Hollowshade
  Natasha Hollowshade is known to the Leather-
  workers’ Guild as a smiling young woman with sym-
  pathy for the undead. She talks about how a vampire 
  saved her life when he had no call to, once upon a 
  time, and keeps her establishment both carefully neu-
  tral and at the very peak of excellent service as a trib-
  ute to his kindness. “Tough, but kind”, is the image 
  most people get.
  Few would associate her with the being they fear 
  as the Faceless Reaper.
  Natasha secretly works as a sussurratore, a 
  “whisperer”, bound to preserve the secrecy and exis-
  tence of the Leatherworkers’ Guild from both mor-
  tals that would destroy it and foolish vampires that 
  would cause the deaths of their fellows with their 
  malice or incompetence. When she is acting in this 
  role - either as an executioner or to meet with vam-
  pires or informed mortals in her capacity as a sus-
  surratore - Natasha assumes her charging dullahan’s 
  advance, dons her armor, and goes forth as the Face-
  less Reaper. Thus far, she has not had to execute 
  many vampires or mortals, save those stupid enough 
  to attack her, but she worries that the upcoming con-
  flict between the Skinned Circle and the Faithful of 
  the Night may change that.
  NATASHA HOLLOWSHADE, THE FACELESS 
  REAPER       CR 12
  XP 19,200
  tiefling warlord 6/sussuratore 7
  LN medium outsider
  Init +3; Senses darkvision 60ft.; Perception +1
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 Armor)
  hp  82 (6d10+7d8+13)
  Fort +5, Ref +7, Will +11
  Defensive Abilities cold resistance 5, electricity 
  resistance 5, fire resistance 5
  OFFENSE
  Speed 30 ft.,
  Melee +1 keen scythe (+20/+10/+5, 2d4+22)
  Special Attacks detect thoughts (1/day), hold person 
  (2/day), shield of faith (4/day),
  Warlord maneuvers readied (9)—sanguine barrier, 
  
  Lords of the Night
  77
  chilling grave defense, scarlet riposte, poltergeist’s 
  wrath, blade of perfection, final blow, headsman’s 
  descending axe, hunting mohrg strike, red zephyr 
  dance
  Warlord maneuvers known (IL 13, initiator ability 
  mod +4)
  • 1st— red zephyr strike, scything strike, whisper 
  of undeath, prince’s attitude,
  • 2nd—sanguine barrier, chilling grave defense
  • 3rd—wight’s blow
  • 4th—hunting mohrg strike, red zephyr dance,
  • 5th—scarlet riposte, headsman’s descending axe
  • 6th—blade of perfection, final blow
  • 7th—poltergeist’s wrath
  Warlord stances known (IL 13, active stance is 
  charging dullahan’s advance)
  • 1st—starving vampire stance (gain temporary HP 
  on slaying a creature)
  • 1st—circular stance (flankers gain no bonus)
  • 3rd—unfettered movement (+10ft speed, +4 AC 
  against opportunity attacks for moving)
  • 7th—charging dullahan’s advance (movement 
  doesn’t provoke, +IL damage against flanked)
  Warlord gambits known (IL 13, initiator ability mod 
  +4)
  • brave gambit
  • unbreakable gambit
  • acrobatic gambit
  TACTICS
  Before Combat Natasha Hollowshade, if in her role 
  as the Faceless Reaper, will never under any circum-
  stances leave charging dullahan’s advance. She uses 
  Stealth and hold person to set up a coup de grace if 
  able on someone isolated, Intimidates if the enemy 
  seems susceptible otherwise, and as a last resort will 
  activate shield of faith and strike without warning.
  During Combat Natasha is incredibly mobile, doing 
  her best to pick off the weak (and any casters she can 
  find, since she knows they make the most trouble for 
  her if they escape). She constantly uses counters in 
  order to seem invincible, and any severely wounded 
  foe can count on being immediately dispatched by a 
  finishing strike. The intent is intimidation; she is more 
  than happy to let a survivor or two go if they seem 
  terrified, so that they can spread the tale. Finally, she 
  has two coffins prepared for coffin call, both fettered. 
  One is in her sub-basement; the other is open-topped 
  in a concealed niche on her roof, out in the sun.
  STATISTICS
  Str 18, Dex 16, Con 12, Int 12, Wis 12, Cha 18
  Base Atk +13; CMB +17; CMD 20
  Feats Fiendish Heritage (rakshasa), Weapon Focus 
  (scythe), Power Attack (-5/+15), Spark of Divin-
  ity (shield of faith +4, 4/day), Furious Focus, Reckless 
  Offense, Improved Spark of Divinity (hold person 
  2/day), Extra Readied Maneuver, Advanced Study 
  (charging dullahan’s advance)
  Skills Acrobatics +17, Bluff +12, Disguise +7, Intimi-
  date +11, Diplomacy +9, Knowledge (local) +8, Knowl-
  edge (religion) +9, Perception +6, Profession (barkeep) 
  +9, Sense Motive +19, Stealth +17, Racial Modifiers 
  +2 Disguise, +2 Sense Motive
  Languages Common, Infernal, Dwarven
  SQ tactical presence (indomitable, rallying), force 
  of personality, warleader (standard, 4/day), tacti-
  cal flanker (+3), battle prowess (+1, Unquiet Grave), 
  silent blade, subdual training, stench of guilt, night’s 
  children, coffin call, shepherd’s sense, silencing strike, 
  death’s challenge, dual boost (1/day),
  Combat Gear +1 keen scythe, mwk breastplate; Other 
  Gear headband of mental perfection +2 (wisdom and 
  charisma), belt of mighty strength +2 
  The Waif
  When a newcomer asks why no one seems to 
  feed on, or, indeed, even speak with, children in 
  and around the Leatherworkers’ Guild, there is only 
  one answer given: the Waif. He, or she, is a figure 
  shrouded in mystery, for the Waif is able to change 
  their face and form, and varies its patterns to avoid 
  being caught. Nearly anyone caught interacting with 
  or even talking to children near the Leatherworkers’ 
  Guild is in for a visit from the Waif, which always 
  includes a vicious beatdown but is occasionally fol-
  lowed by a reward if the unfortunate fool helped the 
  child. On the other hand, those that harm children 
  are brutally murdered, with their bodies hung pub-
  licly as a silent warning to others.
  Some curious patterns in the Waif’s behaviors do 
  emerge. The living are able to get away with inter-
  acting with children as long as they don’t hurt them. 
  Additionally, some of the Waif’s attacks have taken 
  place during the day, suggesting that they are not 
  afraid to brave the sunlight in order to pursue their 
  victims. Lastly, the Waif sometimes appears when 
  Astrid holds court, concealed beneath layers of cloth-
  
  78
  Lords of the Night
  ing and wearing a thick face scarf. They seem to have 
  a cautious respect for the Flayed Queen, but are not a 
  member of the Flayed and have consistently declined 
  the offer to be tested.
  THE WAIF    CR 11
  XP 12,800
  young human vampire cryptic (brutal disruptor) 11
  N Small undead
  Init +3; Senses darkvision 60ft.; Perception +14
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 
  size)
  hp 71 (11d8+22)
  Fort +5, Ref +10, Will +7
  Defensive Abilities altered defense 3 (10 rounds/
  day), channel resistance +4, evasion, rapid defense; 
  Immune undead traits; Weakness sunlight vulner-
  ability, vampire weakness (accursed being)
  OFFENSE
  Speed 30 ft.
  Melee  +1 dagger +13/+8 (1d3+3 plus disrupt pattern) 
  and bite +7 (1d4+3 plus disrupt pattern)  or bite +12 
  (1d4+3 plus disrupt pattern)
  Ranged disrupt pattern +12 (touch attack, 6d6+6 plus 
  bleeding pattern, shining pattern, and unnerving dis-
  ruption)
  Special Attacks channeled disruption, disrupt pat-
  tern 6d6 (plus bleeding pattern and shining pattern), 
  unnerving disruption, vampire fangs
  Cryptic Powers Known (ML 11th; concentration 
  +17); 69 pp
  • 4th—fold space, hidden body
  • 3rd—dispel psionics, escape detection, ubiquitous 
  vision
  • 2nd—breach, cloud mind, everyman, psionic lion’s 
  charge
  • 1st—absorb weapon, chameleon, locate secret 
  doors
  Talents detect psionics, far hand
  STATISTICS
  Str 10, Dex 16, Con -, Int 24, Wis 11, Cha 14
  Base Atk +8; CMB +7; CMD 20
  Feats blush of life*, weapon finesse, scribe tattooB, 
  deadly agility, ready response, lurker in darkness, 
  expanded knowledge (psionic lion’s charge)
  Skills Acrobatics +17, Bluff +15, Disguise +13, Knowl-
  edge (history) +21, Knowledge (local) +21, Knowledge 
  (psionics) +21, Knowledge (religion) +21,  Intimidate 
  +21, Perception +14, Sense Motive +14, Spellcraft +21, 
  Stealth +27, Use Magic Device +16; Racial Modifiers 
  +2 Bluff, +2 Diplomacy
  Languages common, elf, dwarf, goblin, halfling, 
  gnome, orc, sylvan
  SQ hidden pattern (+6, hide in plain sight), insights 
  (fast stealth, discerning pattern, bleeding pattern, 
  shining pattern, light-bending pattern [10/day]), 
  intimidating pattern (+5), thirst, vampiric power 
  (familiar stranger)
  Combat Gear dorje of concealing amorpha (50 charg-
  es), 2 tattoos of ubiquitous vision (ML 5th), 1 tattoo of 
  everyman (ML 5th; functions against scent and pher-
  emones), 2 tattoos of escape detection (ML 5th; DC 18), 
  wand of inflict light wounds (50 charges); Other Gear 
  +1 dagger, +1 glamered mithral shirt, headband of vast 
  intellect +2, 550 GP in semi-precious gems.
  The Lichyard
  The Lichyard is the city’s oldest graveyard, and 
  it is full of the dead to the point where people are no 
  longer interred within it - which is probably why no 
  one’s noticed that a mummy has moved into the place 
  and declared herself the new caretaker. Calling her-
  self Grandmother Nooli, the mummy makes an effort 
  to avoid being seen by or bothering the living (except 
  for those who desecrate the graveyard - those earn her 
  undying wrath). For the right price, and for the right 
  reason, she’ll help undead beings hide away from their 
  enemies within her graveyard, interring them inside 
  the crypt she calls home and keeping their presence 
  quiet. Feeding is hard while you stay with Nooli, but 
  when it comes to shaking mortal hunters it’s hard to 
  beat.
  Major Figures
  • Grandmother Nooli (female mummy). A kindly 
  soul with something nice to say about almost every-
  one, Grandmother Nooli mostly wants to ensure that 
  her graveyard remains sacred. Desecrate the graves in 
  her care at your own mortal peril.
  The Living
  A vampiric society is a part of the living society 
  around it, as much as both groups sometimes don’t 
  want to admit it. Vampires may have living friends 
  that do not know they are undead, and many rely 
  upon the services of living specialists who have no 
  clue about vampiric nature. The following individu-
  als have frequent interactions with the Leatherwork-
  er’s Guild, in various ways.
  
  Lords of the Night
  79
  Wretched Hives of Scum and 
  Villainy
  A vampire’s interactions with the living are com-
  plicated by two major factors: the vampire tends to 
  be nocturnal, and the vampire does not age. Both of 
  these mean that when interacting with mortal soci-
  ety, vampires trend towards political and economic 
  corruption as their primary tools. Most often, the 
  vampire will run businesses and enterprises that 
  are legally owned by a mortal servant. Vampires 
  sometimes attempt to directly recruit politicians 
  and public servants, but most eventually figure out 
  that anonymous bribery is safer (and ultimately 
  cheaper) and go that route. Vampires with political 
  ambitions can establish a fairly intricate web of ser-
  vants and resources.
  Even without political ambitions, many vam-
  pires leech money and servants from mortal society 
  as part of their ongoing efforts to remain secure, as 
  well as to pay for overhead on traps, lairs, and magi-
  cal protection. In the Leatherworker’s Guild, Queen 
  Astrid engages in this type of corruption to improve 
  the mortal society around her, bribing politicians to 
  support efforts to improve the lot of the poor and 
  downtrodden. Investigators may be very confused 
  when they stumble upon her network...
  Professor Marceline
  Marceline (female half-elf investigator 4) has 
  been in the city for several weeks, called in after a 
  minor squabble between members of the Faithful 
  and the Alliance attracted the attention of mortal law-
  keepers. Marceline proves a terrible thorn in Astrid’s 
  side, constantly poking her nose where (in Astrid’s 
  opinion) it does not belong. Marceline’s father is a 
  very high-ranking offi cial, which goes some way to 
  explaining why she got this job over someone more fit 
  to handle it. In truth, she is way out of her depth; a 
  simple detective on the trail of something she has little 
  chance of comprehending.
  The Leatherworkers’ Guild treats Marceline as 
  both a problem and a resource. She is too honest to 
  be bribed and too tenacious to be easily dissuaded, 
  so the Court is stuck with her for now. However, the 
  detective is easily misled and manipulated - but, at 
  the same time, is constantly digging into the Guild’s 
  business. Keeping her off the trail of the Guild’s activi-
  ties also neatly dovetails, many a time, with framing 
  the enemies of the Guild or exposing other kinds of 
  corruption that the vampires dislike. Simply murder-
  ing her is not an option: not only would such a thing 
  be suspicious in the extreme (raising the city’s Alert 
  Level by 3 on its own unless the murder is a complete-
  ly airtight and plausible accident), Marceline’s death 
  brings the dogs out onto the Guild’s trail in the form 
  of one or more adventuring parties.
  PROFESSOR MARCELINE    CR 3
  XP 800
  Female Half-elf investigator (empiricist) 4
  N Medium humanoid (elf, human)
  Init +3; Senses low-light vision; Perception +16
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 21 (4d8)
  Fort +1, Ref +7, Will +4 (+2 insight bonus save vs. illu-
  sion and disbelievable effects); +2 vs. enchantments
  Defensive Abilities trap sense +1; Resist unfailing 
  logic
  OFFENSE
  Speed 30 ft.
  Melee mwk sword cane +7 (1d6+1)
  Ranged mwk composite shortbow +7 (1d6+1/×3)
  Special Attacks studied combat (+2, 4 rounds), stud-
  ied strike +1d6
  Investigator (Empiricist) Extracts Prepared (CL 
  4th; concentration +7)
  • 2nd—acute senses (DC 15), alchemical allocation
  • 1st—cure light wounds, detect secret doors, detect 
  undead, identify
  TACTICS
  Before Combat Marceline uses alchemical allocation 
  to drink the potion she feels will best suit the coming 
  fight. She will also cast acute senses if she is hunting 
  stealthy prey.
  During Combat Marceline favors her shortbow if she 
  is alone, keeping her distance and trying to wear a 
  target down. If she has support she draws her sword 
  and uses studied combat to give herself a +2 insight 
  bonus to her attack and damage rolls.
  STATISTICS
  Str 12, Dex 16, Con 10, Int 18, Wis 11, Cha 10
  Base Atk +3; CMB +4; CMD 17
  Feats Extra Investigator Talent, Skill Focus (Percep-
  tion), Weapon Finesse
  Skills Acrobatics +9, Bluff +7, Craft (alchemy) +11 
  (+15 to create alchemical items), Diplomacy +7 (+11 
  to gather information), Disable Device +12, Disguise 
  +7, Escape Artist +9, Knowledge (local) +11, Knowl-
  
  80
  Lords of the Night
  edge (religion) +11, Perception +16, Sense Motive +11; 
  Racial Modifiers +2 Perception
  Languages Common, Draconic, Dwarven, Elven, 
  Elven, Gnome
  SQ alchemy (alchemy crafting +4), ceaseless observa-
  tion, elf blood, inspiration (6/day), investigator talents 
  (expanded inspiration, extend potion), keen recollec-
  tion, trapfinding +2
  Combat Gear potion of bull’s strength, potion of cat’s 
  grace, potion of cure moderate wounds, potion of 
  eagle’s splendor, potion of fox’s cunning; Other Gear 
  masterwork chain shirt, masterwork composite 
  shortbow (+1 Str) with 20 arrows, masterwork sword 
  cane
  Iron Mind Weapons and Armor 
  A relative newcomer to the city - having opened 
  its doors a mere five years ago - Iron Mind Weapons 
  and Armor made a name for itself providing fine 
  arms and armor and for buying and selling the same. 
  Owned by a small “family” of forgeborn (“It is compli-
  cated,” they say to outsiders, “and hard to explain.”), 
  Iron Mind has cornered the market on psionically 
  enhanced weapons and armor, and even does some 
  side business in more general products such as boots 
  of skating and depleted ioun stones.
  They also trade in corpses.
  The forgeborn of Iron Mind Weapons and Armor 
  provide a secretive but highly lucrative service. They 
  purchase the corpses of dead humanoids, paying 
  more if the body is relatively intact, and they make 
  the body vanish. Most of the vampires, assassins, and 
  cults that use this service never question it beyond 
  this point. Those that do are reassured that the body 
  truly will never be seen again, because Iron Mind 
  transforms the corpses they purchase into more 
  forgeborn, which they send to other settlements for 
  training and education. In this way, they contribute 
  to the continued survival of their race while simul-
  taneously providing a profitable service. The forge-
  born of Iron Mind genuinely see nothing wrong with 
  this behavior - after all, they don’t complain about 
  the unseemly moaning that comes out of the upstairs 
  rooms they rent to visitors.
  Major Figures
  • Cobalt the Metalmaster (male forgeborn mind-
  wright psion 8; see entry below). A purveyor of fine, 
  psionically-enhanced arms and armor, Cobalt the 
  Metalmaster handles the public face of Iron Mind 
  Arms and Armor and receives the corpses brought 
  into the business.
  • Sheen (female forgeborn tactician 5). Sheen is in 
  charge of the basement area, where corpses are made 
  into new forgeborn, and where the most delicate of 
  psionic item-crafting happens.
  • Ariadne (female maenad surging muse wilder 4). 
  Ariadne creates tattoos in a small nook just off to the 
  side of the main armory. Her services are new, but 
  her loyalty to Cobalt is unquestionable: he saved her 
  life.
  Cobalt the Metalmaster
  Cobalt is aware, objectively, that his business is 
  breaking the law. After all, he’s blithely obstructing 
  justice (not to mention aiding and abetting murder-
  ers). However, the forgeborn crafter justifies his 
  actions to himself - and sometimes to others - by 
  noting that he creates new life and perpetuates his 
  species through his actions.
  Though Cobalt is, perhaps, not the world’s best 
  salesman (never ask a forgeborn to hawk your 
  wares), the quality of his craft is beyond reproach, 
  and his consummate professionalism brings back 
  return customers. Cobalt is more than happy to deal 
  with adventurers, especially those who can bring 
  him weapons and armor he cannot craft himself, and 
  loves the thrill of discovering new kinds of psioni-
  cally infused objects. He’s paid top prices before to 
  get samples of exotic materials which he hasn’t had 
  the chance to work with, and it’s known publicly that 
  he’d do so again.
  COBALT THE METALMASTER    CR 7
  XP 3,200
  male forgeborn mindwright psion 8 
  N Medium humanoid (forgeborn, half-construct)
  Init +0; Senses Perception +3
  DEFENSE
  AC 12, touch 10, flat-footed 11 (+2 natural)
  hp 38 (8d6 + 8)
  Fort +2, Ref +2, Will +7; +2 racial bonus vs. disease, 
  mind-affecting effects, poison, and effects that cause 
  either exhaustion or fatigue.
  OFFENSE
  Speed 20 ft.
  Melee dagger +4 (1d4)
  Ranged light crossbow +4 (1d8)
  Psion Powers Known (ML 4th; concentration +15); 88 
  pp
  • 4th—aura sight, fold space, modify matter, slip the 
  bonds
  • 3rd—eradicate invisibility, dispel psionics, height-
  ened vision, time hop (DC 20)
  
  Lords of the Night
  81
  • 2nd—concussion blast, ego whip (DC 19), specified 
  energy adaptation, thought shield
  • 1st—empty mind, energy ray, force screen, inertial 
  armor, matter agitation
  Talents conceal thoughts, detect psionics, ectoplasmic 
  trinket, psionic repair
  TACTICS
  Base Statistics If Cobalt’s psicrystal is not within 
  arm’s reach, his Perception modifier changes to +1, 
  and and his Sense Motive modifier changes to +1.
  STATISTICS
  Str 10, Dex 10, Con 10, Int 24, Wis 12, Cha 9
  Base Atk +4; CMB +4; CMD 14
  Feats Craft Cognizance CrystalB, Craft Magic Arms 
  and ArmorB, Craft Power Stones, Craft Wondrous 
  ItemB, Expanded Knowledge (modify matter), Forge 
  Ring, Magical Aptitude, Psicrystal (artiste)B, Psionic 
  TalentB
  Skills Appraise +15, Autohypnosis +18, Craft (armor) 
  +25, Craft (jewelry) +25, Craft (weapons) +25, Knowl-
  edge (psionics) + 18, Knowledge (religion) +18, Spell-
  craft +20, Perception +3, Sense Motive +3, Use Magic 
  Device +12
  Languages Common, Forgeborn, Elven, Dwarven, 
  Maenad, Ophiduan, Xeph, Gnome, Halfling
  SQ efficient artisan (-10% crafting cost and time 
  required), psionic identification, trained artisan
  Combat Gear potion of cure serious wounds (2), power 
  stone of defy gravity, power stone of greater concealing 
  amorpha (2), power stone of natural linguist; Other 
  Gear amulet of natural armor, headband of vast intel-
  ligence +2, dagger, crossbow with 20 bolts,  520 gp in 
  mixed coinage.
  
  82
  Lords of the Night
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of 
  this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with 
  the owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a 
  work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions 
  of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn. Jim Groves, Tim Hitchcock, 
  Tracey Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ 
  Taylor,
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam
  Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, 
  Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, 
  Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, 
  Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. 
  Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. 
  Pathfinder Player Companion: Champions of Balance © 2014, Paizo Publishing, LLC; 
  Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David 
  Schwartz
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR..
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lawrence Schick.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene 
  and Erica Balsley, based on original material by Gary Gygax.
  Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Ian Livingstone and Mark Barnes.
  Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tillbrook.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, and Robert J. Schwalb.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Angel, Movanic Deva  from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason 
  Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Unearthed Arcana © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David 
  Noonan, Rich Redman
  The Iconic Bestiary: Classics of Fantasy © 2005, Lions Den Press; Author Ari Marmell
  Hyperconscious: Explorations in Psionics © 2004, Bruce R Cordell. All rights reserved.
  If Thoughts Could Kill © 2001–2004, Bruce R. Cordell. All rights reserved.
  Mindscapes © 2003–2004, Bruce R. Cordell. All rights reserved.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Swords of Our Fathers © 2003, The Game Mechanics.
  Modern System Reference Document © 2002, Wizards of the Coast, Inc; Authors Bill Slavicsek, 
  Jeff Grubb, Rich Redman, Charles Ryan, based on material by
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker
  The Grand OGL Wiki, http://grandwiki.wikidot.com © 2008-2011 Purple Duck Games; 
  Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, 
  Shane O’Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, 
  Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall.
  Legendary VI: Legendary Armor © 2012, Purple Duck Games; Author: Marc Radle.
  The Genius Guide To: Feats of Psionic Might © 2011, Super Genius Games. Author: Owen K.C. 
  Stephens
  Pathfinder Companion: Sargava, the Lost Colony. © 2010, Paizo Publishing, LLC; Author: 
  JD Wiker.
  Psionics Unleashed © 2010, Dreamscarred Press.
  Psionic Bestiary © 2013, Dreamscarred Press.
  Psionics Augmented © 2013, Dreamscarred Press
  Ultimate Psionics © 2013, Dreamscarred Press
  Bloodforge © 2014, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, Jade Ripley, 
  based on material by Owen K.C. Stephens.
  Bastards & Bloodlines: A Guidebook to Half-Breeds © 2003, Green Ronin Publishing; Author: 
  Owen K.C. Stephens
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Path of War © 2014, Dreamscarred Press.
  Psionics Expanded © 2012, Dreamscarred Press
  Akashic Mysteries, © 2014 Dreamscarred Press; Author: Michael Sayre
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/Lords of the Night.pdf