Races: Dhampir

Ethnicities


Languages


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Racial Traits


Standard Traits (11 or 9 CP)

  • Type: Dhampirs are primanoids with the dhampir subtype.
  • Size: Dhampirs are either Medium or Small creatures. Medium dhampirs have no bonuses or penalties due to their size. Small dhampirs gain -2 to Strength, +2 to Dexterity, -1 to Constitution, +1 size bonus to their DV, +1 size bonus on attack rolls, -1 penalty on combat maneuver checks and to CMD, +2 bonus on Fly checks, and +2 size bonus on Stealth checks, and their space is reduced to 1/4 sqr. (0 or -2 CP)
  • Base Speed: Medium dhampirs have a base speed of 30 feet. Small dhampirs have a base speed of 20 feet.
  • Languages: Dhampirs begin play speaking a Human language. Dhampirs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Undead Resistance: Dhampirs gain a racial bonus equal to half of their total Hit Dice on saving throws against disease and mind-affecting effects. (2 CP)
  • 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 total Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw. (1 CP)

Feat and Skill Racial Traits

  • Manipulative: Dhampir gain a racial bonus equal to their total Hit Dice on Bluff and Perception checks. (4 CP)

Magical Racial Traits

  • Spell-Like Abilities (Su): A dhampir can use detect undead a number of times per day equal to their total Hit Dice as a spell-like ability. The caster level for this ability equals the dhampir’s total HD. (2 CP)

Offense Racial Traits

  • Fangs: A dhampir inherits his vampiric progenitor's lengthy canines. He gains a bite attack that deals damage for his size (1d6 for Medium, 1d4 for Small). At his 7th Hit Die, and every 7 HD after, the bite's damage increases by 1 size. (2 CP)

Senses Racial Traits

  • Darkvision: Dhampir see perfectly in the dark up to 60 feet. At their 7th Hit Die, and every 7 HD after, their darkvision range increases by 30 feet. (2 CP)
  • Low-light vision: In addition to their ability to see perfectly in the dark, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light. At their 7th Hit Die, they can see three times as far, and at 14th, they can see four times as far, and so on every 7 HD after. (1 CP)
  • Light Sensitivity: Dhampirs are dazzled in areas of bright light or within the radius of a daylight spell. (-1 CP)

Other Racial Traits

  • Light Sensitivity: Dhampirs are dazzled as long as they remain in an area of bright light or within the radius of a daylight spell. (-1 CP)
  • 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. (-1 CP)

Alternate Traits

  • 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.
  • Heir to Undying Nobility: Descended from undead nobility some dhampirs inherit a bit of their ancestors’ ability to control living beings. They can use command and charm person a number of times per day equal to their character level. This racial trait replaces the spell-like ability racial trait.
  • Vampire Hunter: Some dhampirs bear a deep hatred for their undead progenitors and their kin that can never be fully quenched. They gain a racial bonus equal to half of their character level on attack rolls against vampires. This racial trait replaces manipulative.
  • Vampiric Empathy (Su): 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 the dhampir’s Hit Dice). In addition, they gain a racial bonus equal to their character level on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This racial trait replaces manipulative.

Racial Feats


Feat Name Category/Type Prerequisites Benefit
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