Who Was The Second Vampire Ever In Pathfinder?

When looking at Vampires on the Pathfinder wiki, it says that Zura, the Demon Lord of Cannibalism and Vampires, was the first Vampire to have ever existed, which seems natural enough. Also on the page, it makes mention of Ruithvein, the Blood Emperor, who is an Infernal Duke on the sixth layer of Hell.

The page says "The third Vampire to come into being, he descended into the ranks of Hell’s nobility" however it makes no mention of who the second Vampire was. I considered the idea of it being Lorcan, as the two compete for the souls of Vampires who have gone to the Nine Hells, however I find it unlikely Lorcan is a Vampire at all, due to there being no mention of it, let alone him being the second Vampire to have ever existed. His areas of concern being blood, undeath, and rebirth however do fit well with the themes of Vampirism, but due to the wiki making no mention of him being a Vampire, I don’t think Lorcan is the second Vampire.

We have Zura, the first Vampire ever, who became a Vampire by pulling an Elizabeth Bathory; drinking and bathing in the blood of her subjects to retain her youth and beauty, who became a Demon Lord, and we have Ruithvein, the third Vampire ever, who became a powerful Infernal Duke. It seems to me that Ruithvein became a Vampire after being turned by the second ever Vampire, and if the first Vampire is a Demon Lord, and the second Vampire is an Infernal Duke, I find it hard to imagine the second Vampire ever, who would have been made into a Vampire by Zura herself most likely, is just some no name who didn’t accomplish much, save for turning Ruithvein into a Vampire.

If Zura was the first Vampire, and Ruithvein was the third Vampire, who was the second Vampire? Do we know, or at least have some clues to suggest their identity?

Why brass knuckles do 0 additional damage in Vampire: The Requiem 2nd Edition?

I’ve been creating a character and thought that it was cool for her to have brass knuckles to fight, but then I’ve seen that in the Core book (pg. 180) says that brass knuckles deal 0 damage (appart from the damage that you deal with raw brawl. In the Chronicles of Darkness 2nd Edition core book says the same.

Is this an errata, or there’s something I’m missing?

Part Two: Is this (Revised) Hemokatín (Lesser Vampire) balanced against all official races?

Original Post

According to someone here, my original subraces were gonna be WAY too OP. So, I changed them, as below:

(No Age or AL, or specific Size). Also, this is for D&D 5e.

Hemokatín

Ability Score Increase. Your Charisma increases by 2.

Age. Hemokatín mature faster than humans until adulthood, at 14 for them. They then age slowly, living up to 750 years old.

Alignment. Most Hemokatín tend toward chaos and good, despite their rigid hierarchical society. They love their hierarchy but also love the good and beautiful things of the world, and hate to see self-expression oppressed. Bloodlines tend to be neutral, reflecting their human nature.

Size. Hemokatín are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. You can bite living creatures to siphon blood from them. As an unarmed strike, you can bite a creature you are grappling. On a hit, you deal 1 piercing damage. When you deal the piercing damage, you also deal 1d4 necrotic damage to the target if it is not undead or construct. If you can not inflict the piercing damage, you do not deal the necrotic damage. When you deal the necrotic damage, you regain hit points equal to that damage.

If you do not perform this bite attack every 3 weeks, you go insane; You gain the poisoned condition.

Darkvision. You have superior vision in dark and dim conditions, due to your relationship with undead. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on all attack rolls and Wisdom (Perception) checks depending on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Advanced Grappler. When you make checks while grappling creatures, you are considered to be proficient with the Athletics skill.

Undead Resilience. You are resistant to poison damage, and you have advantage on saving throws against poison and disease.

Light Sleeper. You only need to sleep for four hours during a long rest. You still need to perform light activity during the other four hours.

Keen Senses. You are proficient with the Perception skill.

Languages. You can speak, read, and write Common and Hemokatín. Hemokatín is a secret jargon code for the Hemokatín race remarkably like thieves’ cant.

Subrace. Six subraces of Hemokatín exist, based on their parentage: Purebloods, Bloodlines (Or Halfbloods), Elfbloods, Orcbloods, Fiendbloods, and Angelbloods. Choose one for your vampire character.

Purebloods:

Ability Score Increase. Your Constitution score increases by 1.

Chilling Grasp. You know the chill touch cantrip.

Bloodline/Halfblood

Ability Score Increase. Any one ability of your choice, other than Charisma, increases by 1.

Magic Hand. You know the mage hand cantrip.

Elfblood

Ability Score Increase. Your Dexterity score increases by 1.

Toxic Cloud. You know the poison spray cantrip.

Orcblood

Ability Score Increase. Your Strength increases by 1.

Hard Striker. You know the true strike cantrip.

Fiendblood

Ability Score Increase. Your Intelligence increases by 1.

Hellfire Orb. You know the fire bolt cantrip.

Angelblood

Ability Score Increase. Your Wisdom increases by 1.

Light Herald. You know the light cantrip.

What I changed:

  1. I deleted much of the abilities of the subraces.
  2. I weakened the necrotic damage of the Bite from 1d8 to 1d4, and changed some of the exact abilities of the Bite targeting.
  3. Reduced Darkvision to 60 feet (From 120 feet).

If these races are in anyway still too powerful, please let me know what is still too powerful so I can change it for a round 3.

Is this Hemokatín Bloodline (Human-Human or Human-Lesser Vampire) Subrace Balanced?

Parent Race: Hemokatín Vampire

I am going to use all of the traits as if I were following the traits for a Hemokatín of each of the 6 subraces. Please note that I will not be putting Age or Alignment traits here. All 6 subraces are Chaotic Good (Usually), and mature faster than humans and live to 750. This is all for D&D 5e.

The first subrace I’m focusing on, Bloodline, has the following traits:

Bloodline Hemokatin

Ability Score Increase. Your Charisma increases by 2, and one different ability of your choice increases by 1.

Size. Bloodlines are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. As an unarmed strike on your turn, you can bite one willing creature or a creature you are grappling. If you hit a creature other than an undead or construct, you deal 1 piercing damage and 1d8 necrotic damage, rather than the bludgeoning damage normal for an unarmed strike.

If you do not use this attack against a creature within 3 weeks, you go insane: You gain the poisoned condition, and you undergo the effect of the confusion spell when you take damage in combat.

Darkvision. Due to your relationship with vampires, you have superior vision in dim light and darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness in the same radius as if it were dim light. You can’t discern color in darkness, only shade of gray.

Keen Senses. You are proficient with the Perception skill.

Advance Grappler. When you grapple a creature, you are considered proficient with the Athletics and Acrobatics skills and double your proficiency bonuses for those skills.

Light Sleeper. You only need to sleep for 4 hours out of a long rest. The other 4 hours must be spent performing light activity, as normal.

Undead Constitution. You have resistance to poison damage. You also have advantage on saving throws against poison, disease, and being put to sleep by magic.

Sunlight Sensitivity. You have disadvantage on Wisdom (Perception) checks and attack rolls that depend on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Skills. You are proficient in an additional two skills of your choice.

Tool. You are proficient with on tool of your choice.

Minor Illusion. You know the minor illusion cantrip.

Languages. You can speak, read, and write Common, Hemokatín, and two other languages of your choice. Hemokatín is a secret language similar to theives’ cant.

Here are what I think is unbalanced:

Bite. Too much necrotic damage?

Skills. Three skills seems a lot, especially when you choose two.

Is this subrace balanced with the other D&D 5e races, especially those with subraces themselves?

Is this Hemokatín (Vampire) race (Including all 6 Subraces) balanced with official races?

I want to see if this race is balanced in comparison to the Dungeons and Dragons Fifth Edition official races.

Hemokatín Racial Traits

Ability Score Increase. Your Charisma increases by 2.

Age. Most Hemokatín mature slightly faster than humans, though Bloodlines are simply seen as early bloomers. They then age much slower than humans, living up to 750 years old.

Alignment. Most Hemokatín born to Hemokatín are good aligned, hating to see others suffer and only drinking blood directly from humanoids when desperate. They also love self-expression, and tend to be chaotic in alignment. Bloodlines are often neutral, reflecting their human sides.

Size. Hemokatín are the exact same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Bite. You can bite creatures as an unarmed strike. If you hit an undead or construct, you deal 1 piercing damage, rather than bludgeoning damage. If you grapple any other creature as an action on your turn, you can immediately use this attack as a bonus action. If you hit, you deal 1 piercing damage, plus 1d8 necrotic damage, and you regain hit points equal to the damage dealt. If the humanoid’s hit point total reaches 0, they fall unconscious but are stable for 1d12 days, rising on the night after the last day as a Hemokatín. They gain the Hemokatín racial traits, except for speed and size, and lose any racial traits they had before, and regain all of their hit points.

If you do not use this attack against a living creature as described above for 3 weeks in game-time, you go insane: You gain the poisoned condition, and when you take an action in combat, you must make a DC 20 Constitution saving throw or lose the action (And waste the effect being used) and roll a d4, becoming paralyzed for 2 rounds on an odd roll and becoming stunned for 2 rounds on an even roll. This effect does not extend to your Bite attack or grappling, as long as you use the bonus action allowed after a grapple, and persists until you use the Bite attack three times in combat.

Darkvision. Due to your relationship with vampires, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness in the same radius as if it were dim light. You can’t discern color in darkness, only shades of gray.

Advanced Grappler. Your abilities enable you to grapple much better, to enable you to obtain the blood you need. You are considered proficient in the Athletics skill when you use it to grapple, and can double your proficiency bonus with it when your proficiency applies. You also have advantage when you attempt to grapple a living creature.

Keen Senses. You are proficient with the Perception skill.

Light Sleeper. You do not need as much sleep as other humanoids, due to your near undeath status. Magic and chemicals, including poison, cannot put you to sleep, and you only need to sleep 4 hours to gain the benefits of a long rest. You still need to perform only light activity for the rest of the long rest.

Undead Fortitude. You have resistance to poison damage, and you have advantage on saving throws against poison and magic. You also cannot be infected with disease.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks when you, your target, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Common, Hemokatín, and two other languages of your choice. Hemokatín is a language full of jargon, to be used among Hemokatín as a sort of thieves’ cant.

Subrace. Hemokatín are slightly different from each other, depending on ancestry. Choose one of six ancestries for your character: Pureblood, Elfblood, Bloodline, Orcblood, Fiendblood, and Angelblood.

Subraces:

Pureblood Purebloods are Hemokatín descended from two Hemokatín parents.

Ability Score Increase. Your Charisma score increases by 3, rather than 2.

Musician. You are proficient with one musical instrument of your choice.

Charmer. You gain proficiency in Deception, Persuasion, or Intimidation.

Friends. You know the friends cantrip.

Misty Step. You know the misty step spell and can cast it once using this trait. You regain the ability to do so when you finish a short or long rest.

Language. You can read, speak, and write one additional language from these choices: Celestial, Elvish, Infernal, or Orc. Purebloods try to establish equality in the Hemokatín society, and thus learn new languages based on choice.

Elfblood Descended from a half-elven parent, Elfbloods are more flexible and slim than other Hemokatín.

Ability Score Increase. Your Dexterity increases by 1.

Herbalist. You are proficient in the Herbalism Kit.

Stealthy. You are proficient in the Stealth skill.

Thorn Whip. You know the thorn whip cantrip.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t age you.

Elvish. You can speak, read, and write Elvish.

Bloodline Bloodlines are Hemokatín with two human parents. These traits also serve as the traits for Halfbloods, Hemokatín who have a human parent and a Hemokatín parent.

Ability Score Increase. Any ability score of your choice, except Charisma, increases by 1.

Tool. You are proficient with any one tool of your choice.

Skill. You are proficient in any two skills of your choice.

Minor Illusion. You know the minor illusion cantrip.

Language. You can speak, read, and write one additional language from one of these choices: Celestial, Elvish, Infernal, or Orc. In addition to having an ear for languages, Bloodlines find they know a language they never learned perfectly. Half human Hemokatín follow their vampire parents and learn languages.

Orcblood Orcbloods have a half-orc as a parent. Orcbloods tend to be stronger, tougher, and larger than other Hemokatín.

Ability Score Increase. Your Strength score increases by 1.

Herbalist. You are proficient in the Herbalism Kit.

Menacing. You are proficient in the Intimidation skill.

True Strike. You know the true strike cantrip.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Fiendblood Descended from a tiefling parent, Fiendbloods are usually more intelligent than other Hemokatín.

Ability Score Increase. Your Intelligence score increases by 1.

Poisoner. You are proficient in the Poisoner’s Kit.

Deceiver. You are proficient in the Deception skill.

Thaumaturgy. You know the thaumaturgy cantrip.

Hellish Rebuke. You know the hellish rebuke spell and can cast it once as a 2nd-level spell using this trait. You regain the ability to do so when you finish a short or long rest. Infernal. You can speak, read, and write Infernal.

Angelblood One of your parents was an aasimar, which blesses you with natural wisdom and the ability to create magical light.

Ability Score Increase. Your Wisdom increases by 1.

Artisan. You are proficient with one Artisan’s Tools of your choice.

Religious Sage. You are proficient in the Religion skill.

Light. You know the light cantrip.

Radiant Soul. Your aasimar parent grants you resistance to radiant damage. Celestial. You can speak, read, and write Celestial.

Okay, is this race balanced? If it’s not, please tell me what I need to change.

How can I improve the social / mental combat system in Vampire: Requiem?

The Storytelling System has balanced traits, with power, finesse, and resistance attributes and skills for the physical, social and mental traits.

Still, until recently only physical combat was described, letting the social and mental ones fall on the shoulders of the storyteller and players. (Requiem for Rome and WoD: Mirrors recently introduced social/mental combat, but see below for the problems with them.)

This had at the very least the following consequences:

  1. A player with easy social/mental skills could shine while role-playing or solving puzzles despite the low social/mental skills of his character
  2. On the opposed side, a player with average-to-low social/mental skills would never be able to really play Mata Hari or Sherlock Holmes, despite having maxed out his social/mental skills
  3. Thus, it is more profitable to invest experience in physical combat skills – there, one is sure experience will be efficiently used, where in social/mental skills the points’ contribution is unsure at best
  4. Conclusion: You end up with combat-skilled characters

This happened to our group, because:

  1. Our mental challenges (i.e. investigation, puzzles, etc.) were failed or missed by the players. (Not to mention hours of useless and boring discussion to decide the course of action, which killed both the pace and the mood of sessions…)
  2. As everything social was “discussed” and not standardized, players could ignore anything that didn’t please them

The problem is we’re playing Vampire: The Requiem, and half the interactions between important the PCs and other vampires are simply social – Elysium stuff, etc.

So we (the two storytellers for our group of 6 people) are trying to bring social/mental combat mechanics into our games. Our first experiments were interesting (players were to throw dice to investigate), but we are still working on it.

My question is: Have you devised systems for the Storytelling System* for social and mental combat?

There are mental/social combat rules in Requiem for Rome (mostly rhetoric and reason debates) and in World of Darkness: Mirrors (Sway for generic social combat; and Anticipation, Setup and Declaration for mental “special effects”), but I’m looking for alternatives that merge everything interesting together. (For example, half of the rules for Sway are interesting, but the need for a simple roll and simple success is too easy for a “combat”.)

* Though we’re playing Storyteller System, answers for other systems (D&D, Shadowrun, etc.) would be interesting, too.

What are the stats of a vampire who was just embraced?

What stats should I give to a vampire who was just embraced? For example, if a player sought permission from the Prince successfully (no matter how he did it…), or if he is a Sabbat member who is mass embracing. Should I generate him just as I would generate a normal character?

Someone told me that Camarilla neonates/fledglings built at character creation actually aren’t that young, they already spent some time being vampires. He also told me that Sabbat shovelheads typically have just Disciplines on level one, and are typically weak. I asked him to support his point by an official source, and he responded with “No, you!”

What do the books say about it?

If vampires get those 3 free dots of Disciplines when embraced, are they already familiar with them, how to use them, etc.? With things such as Potence, Fortitude or Celerity it’s obvious, but can one understand how to use, say, Obfuscate or Thaumaturgy when just embraced? In the same case, why don’t vampires ghoul potential embraces before it happens so they get 1 more in-clan discipline dot and Potence?

Vampire the masqurade – Thinblood Alchemy Recipes/Formula acquisition

I am currently playing an on and off again VTM campaign. I am playing a thin blood character. I have the thin blood alchemy merit. I was wondering. As the merit works differently than disciplines. IE a formula or recipe can be written down. Could I through the progress of the story trade a boon, or service in exchange for a new formula. It seems to make sense to me as these recipes have a cost, and need hoops to be leapt through for some of these ingredients. but for balance, I think it is probably relegated entirely to spending Exp. I would like other peoples opinions

(Just to clarify. I’m not saying if I have level one TB alchemy. I could trade for, awake the sleeper but possibly get my hands on a recipe/formula for haze. or far reach.)

in case anyone is interested, I am playing a three-man campaign. I am the only thin blood though.