Dhampirs (11 RP)

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
  • Dhampir: Dhampirs are humanoids with the dhampir subtype.
  • Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Dhampirs have a base speed of 30 feet.
  • Senses: Low-light vision and darkvision 60 feet.
  • Manipulative: +2 racial bonus on Bluff and Perception.
  • Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
  • Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  • Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
  • Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
  • Resist Level Drain (Ex) A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
  • Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).
Random Starting Age
Adulthood Intuitive Self-Taught Trained
110 years +4d6 +6d6 +10d6
Random Starting Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d8 in. 120 lbs. +2d10x5 lbs
Female 4 ft. 5 in. +2d8 in.
85 lbs. +2d10x5 lbs.

The half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. The circumstances of a dhampir's conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth. Those who do often abandon their monstrous children and refuse to speak of the matter. While some speculate that dhampirs result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Some particularly zealous scholars even contest dhampirs' status as a unique race, instead viewing them as humans suffering from an unholy aff liction. Indeed, this hypothesis is strengthened by dhampirs' seeming inability to reproduce, their offspring inevitably humans (usually sorcerers with the undead bloodline). Regardless, they live and die just like any other mortal creatures, despite possessing a supernatural longevity akin to that of elves.

Hardship and suffering fill a dhampir's formative years. Most grow up as orphans, and despite their exquisite features and innate charm, they face a lifetime of prejudice, mistrust, fear, and persecution. Humans who witness the seemingly sinister nature of a dhampir child's supernatural powers or sensitivity to daylight display an array of reactions ranging from awe to terror to outright hatred. Eventually, a dhampir must learn to cope with these difficulties in order to find his place in the world. While most dhampirs succumb to the innate evil of their undead heritage and devolve into the monstrous fiends depicted by society, a few reject their unholy conceptions, instead vowing to avenge their mothers by hunting the very creatures that sired them.

Dhampirs keep few, if any, close companions. Ultimately, the majority of evil dhampirs regard their allies as little more than tools or fodder. Those whom they deem useful are judged by their merits as individuals, not by their race. However, even with those they feel attached to, most dhampirs are sullen and reserved. Some fear the persecution heaped upon them may be transferred to their companions, whereas others worry their own bloodlust will one day overwhelm them and they'll inadvertently turn upon their friends. In any case, an alliance with a dhampir almost always leads to an ill-fated conclusion.

Physical Description: Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers'; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise.

While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights, despite the fact that the act provides most no physical benefit.

Society: Dhampirs have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a verity of circumstances provides dhampirs with a social camouf lage that hides them from both predators and prey.

In rare instances, dhampirs might gather to form small groups or cabals dedicated to resolving their joint issues. Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common dhampir culture.

Relations: As dhampirs are scions of evil, few races view them favorably. They share an affinity for those half-breeds whose sinister ancestry also sets them apart from human society, particularly tieflings and half-orcs. Humans view them with a combination of fear and pity, though such feelings often devolve into hatred and violence. Other humanoid races, such as dwarves, elves, and halflings, simply shun them. Similarly, dhampirs bear a deep-seeded loathing for living creatures, their hatred planted by jealousy and fed by frustration.

Alignment and Religion: Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a neutral outlook. Dhampirs who become vampire hunters tend to worship Sarenrae or Pharasma, depending on their moral stance. Those who have spiraled into evil and embraced their undead heritage typically worship the demon lord Zura the Vampire Queen or Urgathoa, goddess of the undead.

Adventurers: The life of an adventurer comes naturally to most dhampirs, since constant persecution condemns many to spend their days wandering. Evil dhampirs keep moving to maintain their secrecy and evade lynch mobs, while those who follow the path of vengeance venture forth in search of their despised fathers. Regardless of their reasons, most dhampirs simply feel more at home on the road than in a settlement. Having little formal training, a great many of these journeyers become fighters and rogues.

Almost universally, those inclined toward magic pursue the field of necromancy, though dhampir alchemists have been known to obsess over transforming their own bodies. Those who feel the call of the hunt often become inquisitors.

Names: Lacking a culture and unified traditions, dhampirs share humans' predilection for a diversity of names, and most keep their human birth names. Many dhampirs take their mother's surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event.

ALTERNATE RACIAL TRAITS

The following racial traits may be selected instead of existing dhampir racial traits. Consult your GM before selecting any of these new options.

FAVORED CLASS OPTIONS

The following options are available to all dhampirs who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

RACIAL ARCHETYPES

The following racial archetypes are available to dhampirs.

Dhampir Equipment

The following equipment is used or made by dhampirs.

Heartstake Bolts

Specially crafted from solid darkwood, heartstake bolts are specifically designed to slay vampires. A heartstake bolt can be fired from any crossbow, but it imposes a -2 penalty on the attack roll and halves the range increment of the weapon. A vampire struck with a heartstake bolt takes the normal damage but must also succeed at a DC 20 Fortitude saving throw or fall to the ground helpless for 1 round. While the vampire is helpless in this manner, a creature can attempt to use the heartstake bolt to finish off the vampire by driving it through the vampire's heart as a full-round action. Once the debilitating effect of the heartstake bolt has ended, the vampire can pull out the bolt as a move action. A vampire slain with a heartstake bolt is subject to the rules and limitations of slaying a vampire with a wooden stake as described under vampire weaknesses. A heartstake bolt deals normal damage for the crossbow of its type.

Neck Guard

Made from hardened leather reinforced with a band of metal, this collar protects the wearer against vampire bites when worn around the throat. It provides a +1 armor bonus to AC against vampire bites or similar attacks that specifically target the wearer's throat. Unlike most armor bonuses, the neck guard's +1 bonus stacks with the armor bonus of light or medium armor, but it provides no additional bonus when worn with heavy armor.

Vampire Slayer's Kit

This small, latched wooden case contains numerous tools and devices used in hunting and slaying vampires. It contains 10 cloves of garlic, four masterwork wooden stakes, a hammer, a silvered mirror, 4 vials of holy water, 1 application of silversheen, and a masterwork holy symbol. It also contains numerous regents and powders used for treating wounds and making wards, salves, and other concoctions. In addition to its general usefulness, when displayed, a vampire slayer's kit grants its owner a +2 bonus on all Charisma-based skill checks made to investigate or seek out vampires.

Heartstake bolts (5) 100 gp 3 lbs.
Neck guard 10 gp 1/4 lb.
Vampire slayer's kit 500 gp 8 lbs.

Dhampir Feats

Dhampirs have access to the following feats.

Dhampir Magic Items

Dhampirs have access to the following magic items.

Dhampir Spells

Dhampirs have access to the following spells.