Dhampir
(Half-Vampire)
Also known as a Half-Vampire, the Dhampir is an inherited template that can be added to any
living creature that is humanoid or monstrous humanoid. Dhampir
are the children of a vampire and a mortal.
These creatures are usually evil and are most often raised by their
darker parent. The Dhampir
are looked down upon by vampires and mortals alike, thus are they exiled from
almost all societies. Often power hungry and prideful
the Dhampir are found either alone or in a position
of unquestioned authority. They are
fairly rare as most of them are still born.
Age:
once a Dhampir has lived a number of years to
be half way between Adulthood and Middle Age they no longer age physically, however as they pass through the age categories of
Middle Age, Old, and Venerable their Int,
Size and Type:
Sub-type becomes Augmented Humanoid Monstrous Humanoid. Size and
Hit Dice:
Recalculate health using one HD larger to a maximum of d12 this does not affect
hit dice from classes.
Speed: remains
unchanged.
Attacks: A Dhampir’s natural attacks are treated as Magic for DR
purposes.
|
Hit Dice |
Abilities |
|
1 |
Natural Armor +1, Drink Blood, Pseudo-Constitution, -4 to Swim Checks,
Weakness of Mixed Blood |
|
2 |
+4 to Listen Checks, Improved Initiative |
|
3 |
Slam Attack, Alertness, Resistance Electricity 5 |
|
4 |
Natural Armor +2, +4 to Spot Checks |
|
5 |
Damage Reduction: 5/silver or magic, dark vision 30ft |
|
6 |
Children of the Night, +4 to Search Checks, Fast Healing 1 |
|
7 |
Lightning Reflexes, Spider Climb, Taint of Mixed Blood |
|
8 |
Natural Armor +3, +4 to Bluff Checks |
|
9 |
Combat Reflexes, Resistance Cold 5, Fast Healing 2 |
|
10 |
Damage Reduction: 5/silver, +4 to Hide Checks |
|
11 |
Gaseous Form, dark vision 60ft |
|
12 |
Natural Armor +4, +4 to Move Silently Checks, Fast Healing 3 |
|
13 |
Alternate Form |
|
14 |
Dodge, Resistance Electricity 10, Strength of Mixed Blood |
|
15 |
Damage Reduction: 5/silver and magic, Fast Healing 4 |
|
16 |
Natural Armor +5, +4 to Sense Motive Checks |
|
17 |
Hardened Life-force |
|
18 |
Fast Healing 5 |
|
19 |
Dominate, Resistance Cold 10, Immunity to Mind Affecting effects |
|
20 |
Natural Armor +6, Damage Reduction: 10/silver and magic |
Ability Score: Str+6 Dex+4 Con–6 Int+2
All saves listed here have a DC of 10+ ½ Creature’s HD+ Cha Mod
Drink Blood (Ex): during a grapple a dhampir
who pins his foe may deal 1d4 points of constitution damage, by drinking the
blood of his opponent. These points are
added to can be used to restore points lost to Con burn, drain, and damage.
Blood Dependant (Ex): A Dhampir
suffers 1 point of con damage every 24 hrs.
If his constitution drops to 2 or lower he falls into a comatose state,
called a blood coma.
While in a blood
coma his con stops dropping but
he takes 1 point of lethal damage everyday until his con is restored or he
dies. Those with the die hard feat may choose to not succumb to a blood coma, but fall into the blood rage a
state where every round he takes 1d12 lethal damage and gains a cumulative +5ft
to base movement speed +1 to Attack, Dex, Wis, and Str, during this he must
attempt to drink blood until his con score is fully restored. A Dhampir still
dies if his hp drops to -10 or if his Con drops to 0.
Pseudo-Constitution (ex): A Dhampir
can temporally add the Con points he drank with his Pseudo-Constitution to his
Con score to a max of 10 + HD these points are lost after a number of minutes
equal to HD. This increase con score
grants him temporary hp.
Weakness of Mixed
Blood:
The
Dhampir is harmed by both Positive Energy damage and
Negative Energy damage; He can be turned and rebuked by both those who channel
positive and those who channel Negative Energy.
A Seminex can not be Destroyed or Commanded in
a turn attempt.
Slam Attack: as per the Vampire ability except it does
not grant negative levels.
Children of the
Night (Su): as per the Vampire
ability
Fast Healing (Ex): A dhampire heals 1 points of damage each round so long as it
is not dead. At later levels the dhampire gains a greater fast healing.
Spider Climb (ex): as per the Vampire ability
Taint of Mixed Blood: The Half-Vampire is no longer harmed or
healed by Positive Energy damage and Negative Energy damage, He can be turned
and rebuked by both those who channel positive and those who channel Negative
Energy, but they most have a clericals level = to twice his HD
Gaseous Form: as per the Vampire ability
Alternate Form: as per the Vampire ability
Strength of Mixed
Blood:
The
Dhampir is healed by both Positive Energy damage and
Negative Energy damage, A Dhampir can not be
turned. Dhampir
with the ability to turn or rebuke undead can now at their option do
either.
Hardened Life-force: A Dhampir gains
a plus +4 to saves against, sleep effect, stunning, paralysis, disease, death
effects, and poisons.
Dominate: as per
the Vampire Ability, 3 times per day.
Spawn: When a humanoid or monstrous humanoid
creature is completely drained of blood by a Dhampir
there is a 50% chance that the creature will rise in
1d8 days as a vampire spawn. However,
the spawn is never under the dhampir’s control,
unless he has some means such as the rebuke/command undead ability of some
clerics.
Alignment: Usually Evil
(any)
Level
Adjustment: +3
Treasure: Standard
Challenge
Rating: +2
Environment: Same as base
creature
Daniel
John Malone © 2005-2009