Dhampir

Humans of an ancient order, entrusted with the war against the Nosferatu, they live and die by this purpose. Trained in secret from early childhood, the Dhampir learn how to destroy Vampires and Vampire Spawn. Honing their bodies and minds for the day they will enter the sinister war against the eternally damned.

When a Dhampir reaches a point in their training, they are subjected to an infusion of vampire blood into their system through an ancient ritual that enhances their abilities and gives them many of the same traits as their mortal enemies, so that they can better combat these foes.


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:
The Dhampir are an ancient order, hidden all around the world in sects and cabals. Rumor speaks of a grand city in some secret location housing the most ancient of sanguine knowledge. Many Dhampir do not live long enough to see such, since their duty is quite a dangerous endeavor. For those who do find the City of the Dhampir, they are counted as the most powerful of their order and serve as Elders amongst their ranks.

Relations:
Due to the vampiric blood infused within their bodies, most races look upon them with misunderstanding and prejudice. Often times, this might lead to violence or ostracism. They find themselves relating closer to those of mixed blood; Half-Elves, Half-Orcs, and the Plane-touched races, who's ancestry sets them apart from human society.

Alignment:
Most Dhampir are chaotic by nature, and they also suffer the urges of their sinister infused blood. Some fall to evil, when the blood takes over their minds and pushes them to begin acting like the very creatures they are meant to destroy. Those who are able to struggle against this yearning hold neutral alignment at best. Only those few Dhampir who have gained complete dominance over their infusion, and exercise extreme discipline, can hope to be good or lawful.

Adventurers:
The life of an adventurer comes naturally to most dhampirs, since constant persecution condemns many to spend their days wandering. Always in search of the Nosferatu, their war against the damned can either take them across the world, or a highly concentrated case of infestation might keep them in a specific area for years on end. Regardless of their reasons, most dhampirs simply feel more at home on the road than in a settlement.

Dhampir Racial Traits


CR+0 Humanoid (Dhampir)

+2 Strength, +2 Intelligence, -2 Constitution: Dhampirs are strong and intelligent, 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.
  • Soul Seer: Members of this race gain the use of deathwatch as a constant spell-like ability.
  • 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).

Alternate Racial Options

  • Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
  • Fangs: On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.
  • Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir's Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.

Alternate Favored Class Options

  • Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.
  • Cleric: Add +1 to the caster level of any channeling feat used to affect undead.
  • Fighter: Add a +2 bonus on rolls to stabilize when dying.
  • Inquisitor: Add a +1/2 bonus on Intimidate checks to demoralize humanoids.
  • Rogue: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
  • Sorcerer: Add +1/2 point of negative energy damage to spells that deal negative energy damage.
  • Wizard: Add +1/4 to the wizard's caster level when casting spells of the necromancy school.
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