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, Wis, and Cha still increase.  When a Dhampir without the Endurance or Die Hard feat reach Middle Age they gain light sensitivity, when they become Old they will become exhausted if exposed to 1hr of sunlight, and take 1 point of non lethal damage per round of sunlight exposure and when Venerable they can not heal naturally while exposed to sunlight.  Those with the Endurance feat never gain light sensitivity, it takes 12 hrs for them to become exhausted, and those with the Die Hard Feat take Non-lethal damage at a rate of 1 per hr.

 

Size and Type: Sub-type becomes Augmented Humanoid Monstrous Humanoid. Size and BAB, saves, and skill points do not increase. 

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 Wis+2 Cha +4

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

 

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