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DHAMPIR

RACIAL FEATURES

+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: Dhampirs gain a +2 racial bonus on Influence 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 Draconic or Druidic).

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ALTERNATE RACIAL FEATURES

Bloodbender: Vampiric heritage gives many dhampir an innate affinity for blood magic. They gain Basic Magic Training in the Blood sphere as a bonus feat at 1st level. This replaces manipulative and the spell-like ability racial traits.

 

Bloodhunter: Dhampir with this racial trait gain the scent special quality, but may only use the ability to detect creatures suffering from bleed effects or Constitution damage or drain. This racial trait replaces the spell-like ability trait.

 

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 darkvision.

 

Fangs: On occasion, a dhampir may inherit his father’s lengthy canines. The dhampir gains a primary bite attack dealing 1d6 points of damage. This racial trait replaces the spell-like ability racial trait.

 

Unnatural Aura: Some dhampir smell faintly like death. Animals do not willingly approach you unless they succeed on a Will save (DC 10 + 1/2 your Hit Dice + the highest of your Intelligence, Wisdom, or Charisma modifier) or the animal’s master attempts a Handle Animal, Ride, or wild empathy check. The DC is equal to 10 + your level + your Charisma modifier. This racial trait replaces manipulative.

RACIAL FEATS
 

Blood Drinker

Consuming blood reinvigorates you.

Prerequisite: dhampir.

Benefit: Choose one humanoid subtype, such as “goblinoid” (this subtype cannot be “dhampir”). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack. Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature.

Blood Feaster

Consuming blood gives you superhuman strength.

Prerequisites: Blood Drinker, base attack bonus +6, dhampir.

Benefit: If you use your Blood Drinker feat to drain 4 or more points of Constitution from a living creature, you gain a +2 bonus on damage rolls and a +1 bonus on Strength-based skill checks. This bonus lasts for a number of rounds equal to 1/2 your Hit Dice.

Diverse Palate

Your taste for blood is broader than that of other dhampirs.

Prerequisites: Blood Drinker, dhampir.

Benefit: Choose a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this subtype or type.

Special: You can take this feat multiple times. Each time you select it, choose a new humanoid subtype or the monstrous humanoid.

Life-Dominant Soul [Background]

You gain unusual resiliency from your mortal heritage.

Prerequisite: dhampir

Benefit: You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands.

FAVORED CLASS BONUSES

Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.

Armorist: Add +1/4 bonus to the armorist’s caster level with the Death sphere.

Barbarian: Add +1/4 to the damage of a bite attack.

Bard: Add 1/6 to the number of people the bard can affect with the fascinate bardic masterpiece.

Cleric: Add +1 to the caster level of any channeling feat used to affect undead.

Druid: Add a +1/2 bonus to Influence checks to change a creature's attitude.

Elementalist: All elemental pulses deal an additional +1/4 negative energy damage. This extra negative energy damage has no effect on undead, or other targets normally healed by negative energy.

Eliciter: Gain a +1/2 bonus to checks made to demoralize opponents and to feint in combat.

Fey Adept: Gain a +1/2 bonus to Stealth checks and Perception checks made in dim light and darkness.

Fighter: Add a +2 bonus on rolls to stabilize when dying.

Investigator: Gain a +1/4 bonus on all inspiration rolls.

Magus: Gain a +1/6 bonus to all saving throws vs. magic.

Malefactor: Gain a +1/4 dodge bonus to armor class in any round when performing a harrowing strike.

Monk: Gain +1/5 to your CMB with a combat maneuver of your choice.

Occultist: Deal an additional 1/2 point of damage with focus powers.

Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.

Ranger: Add +1/4 to the damage of one of your animal companion's natural attacks.

Rogue: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.

Sentinel: Gain +1 to your CMD against bull rush, pull, or reposition combat maneuvers.

Shifter: Increase the number of negative hit points you can possess before dying by 1, and gain a +1/4 bonus to Survival checks.

Sorcerer: Gain a +1/5 bonus to your effective class level when determining the strength and save DCs of your sorcerer bloodline.

Soul Weaver: Increase the save DCs of all of your Death sphere effects by +1/6.

Summoner: Add +1/4 to the damage of one of the eidolon's natural attacks.

Witch: Gain a +1/2 bonus to Influence checks made to ask favors or to convince a creature of the truthfulness of your words.

Wizard: Add +1/4 to the wizard's caster level when casting spells of the necromancy school.

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