Dhampirs

Dhampirs are the unfortunate offspring of vampires and humans and much like tieflings, they have no place in the world. Vampires themselves are already seen as cursed beings who only spread misery everywhere they go and the half-breed dhampirs are just another way for them to hide amongst the populace. The birth of dhampirs is full of mystery and various theories, but most believe that they are born from already pregnant women being inflicted with the curse of vampirism through either blood magic or a direct bite. Perhaps some may even be born from a truly romantic relationship but it still leaves one to wonder how the dead could produce offspring with the living. Their lives are tough, with many being killed at a young age because of their origins being discovered or their mothers simply dying at birth or going mad. Some survive to adulthood and they begin to discover their vampiric ancestry in early adolescence but almost all of them grow up as orphans.

Whatever the case, dhampirs are universally despised and forced to live in hiding and fortunately for them, they are only half-vampire. This has allowed some to settle in but still, most dhampirs are wanderers at heart, opting to work as bounty hunters and doing various odd-jobs here and there. They do not like to sit around for long as every passing day increases their risk of being discovered and lynched by the community. Taking care and being thorough in their actions has become a part of their nature and this allowed a few of them to survive to the present day.

## Physical description

On the surface, the physique of a dhampir resembles that of half-elves; they are a bit more slender but not always noticeably so. In general, dhampir blend in well with humans; their average height tends to be around 175 to 180 centimeters and they weigh around 68 to 75 kilograms. Dhampirs cast a very humanlike shadow but in clear light, their differences become more apparent; the things that usually give them away are their extremely pale skin, short and somewhat pointed ears as well as pronounced facial structure such as unusually high cheekbones and sharp jawlines. Rarer features may include clawed fingernails, unusually long fangs, dead eyes, thin and uneven hair, extremely clean skin and inability to grow facial hair. Dhampirs might inherit more extreme unique features from their vampiric side and it seemingly depends on their heritage; some vampire clans are known for being more mutated and monstrous while others prefer a more cleanly noble look.

Dhampirs usually wear heavy clothing to hide their "unhuman" parts and some might use alchemy or magic to give their skin a slightly darker tone. In time, dhampirs have found plenty of simple ways to blend in and this has helped them to survive. While some are led to believe that dhampirs are undead and therefore immortal, that is not the case; the maximum age of a dhampir is line with basic humans, being around 100 years.

## Society

As mentioned before, dhampirs do not have a place to call home and so most of them are forced to wander across the land. In extremely rare cases, dhampirs have been able to settle down without being discovered and have been able to live fairly normal lives among humans. Still, even these individuals have had to constantly deal with stress and plan ahead in order to stay hidden. That is why being a bounty hunter or professional assassin is the perfect profession for a dhampir; it is a job that one usually does alone, taking on contracts in various parts of the world. Most dhampirs have found themselves these kinds of jobs around Antar and some have gained themselves such a good reputation as efficient killers that they have been given a place to stay in the city without pursuit. The same can be said about El Sherdan; Sherdanian nobles offer various jobs to shady folk and being a dhampir makes no difference to them as long as the job gets done. Dhampirs in particular are very efficient at hunting undead, beings that have begun to concern El Sherdan as of late. Still, in Sherdanian lands, they must learn to avoid the paladins and clerics of the Radiant Sun who offer no mercy to these cursed half-breeds, aside from their own specialized kinslayers who dedicate their lives towards destroying vampires. Some have even been able to settle in Náraleth masked as gray elves because of their pale skin and pointed ears, although this would still require a lot of knowledge on their language and customs, which few dhampirs have. As such, the dhampirs that have been able to survive in Énelya are mostly found living in eternal isolation, always on the move and never staying still.

## Rules

* **Ability Score Modifiers:** Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
* **Type:** Humanoid, dhampir
* **Size:** Medium
* **Base Speed:** 30 feet
* **Languages:** Dhampirs begin play speaking Common. Dhampirs with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic and Drow Sign Language).

* **Undead Resistance:** Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
* **Resist Level Drain:** 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.
* **Manipulative:** Dhampirs gain a +2 racial bonus on Bluff and Perception checks.
* **Undead Seeker:** 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.
* **Darkvision:** Dhampirs see perfectly in the dark up to 60 feet.
* **Low-Light Vision:** In addition to their ability to see perfectly in the dark up to 60 ft, dhampirs have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
* **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.
* **Fangs:** Whenever a dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of piercing damage as if using a natural bite attack. As a standard action, dhampirs can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
* **Final Embrace:** Dhampirs gain a +2 trait bonus on grapple combat maneuver checks to pin an opponent.

### Alternate Racial Traits

Dhampirs have access to all alternate racial traits normally available to dhampirs. Consult your GM before selecting any new options.

### Optional Racial Traits

**Note:** The following two racial traits (Mark of the Cruenti and Vampiric Weaknesses) are especially unique traits. Choosing to play with them will dramatically alter the way your character must act and operate within the world. Mark of the Cruenti is also a powerful trait to have in combat and can cause a noticeable difference in power between party members. Before choosing these traits, consult your GM.

* **Mark of the Cruenti**

Your vampiric side was given to you by a particularly powerful vampire from the highest class known; you are the offspring of a cruentus. Even though this is an optional trait, you are expected to provide a more extensive backstory to your dhampir should you choose this trait. You should discuss further details with your GM.

You can transform yourself into a horrifying vampiric creature and back to your normal form at will. This is a full-round action that provokes attacks of opportunity. Your fangs and claws become more pronounced. Your arms and legs grow slightly in length. Your backside grows to such a point that you gain a hunched appearance. Your eyes turn red and your facial features change to give you an angry look. Your voice changes to a lower tone and it becomes a little harder to speak as your speech is mixed with constant growling. You may also gain other distinctive features that rely on your vampiric side; you can discuss this with your GM.

Once transformed, you gain +2 Strength and Dexterity and temporary hit points equal to double your character level. These temporary hit points disappear once you change back to your normal form. You gain a +1 natural armor bonus that increases by 1 for every 5 levels you have (maximum +4 at 15th level). You no longer cast a shadow or a reflection in the mirror. You gain two claw attacks; these are primary natural attacks that deal 1d6 points of slashing damage. You also gain a bite attack; this is a primary natural attack that deals 1d4 points of piercing damage. Whenever you bite a living humanoid creature you are grappling or which is bound, helpless, paralyzed, or similarly unable to defend itself, you heal hit points equal to the damage dealt or equal to your total character level, whichever is lower. Creatures may also willingly grant you their blood. You gain DR 5/magic and silver and resistance 5 against cold and electricity. The racial bonuses on saving throws against disease and mind-affecting effects from Undead Resistance are each increased by +2. As you advance in level and your vampiric blood strengthens, you may also gain other more unique special ablities and feats not listed here; you can discuss this with your GM.

Whenever you transform back to your normal form from vampiric form, you must succeed at a Fortitude save with a DC equal to 10 + half your character level + total amount of minutes spent in the form (minimum 1). On a failed save, you become fatigued.

If you choose to have the Mark of the Cruenti, you also gain Vampiric Weaknesses.

* **Vampiric Weaknesses**

You cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, you recoil from mirrors or strongly presented holy symbols. These things don’t harm you—they merely keep you at bay. A recoiling dhampir must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a dhampir at bay takes a standard action. After 1 round, a dhampir can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

You cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Certain attacks can slay you and cause you significant harm. Exposure to direct sunlight staggers you on the first round of exposure and makes you disabled on each consecutive round of exposure unless you can escape from the light. Each round of immersion in running water inflicts you damage equal to one-sixth of your maximum hit points—you keep losing hit points until you are at -1 hit points and begin dying. You cannot stabilize as long as you are immersed in running water. Driving a wooden stake through your heart instantly slays you (this is a full-round action). However, you return to life if the stake is removed, unless the head is also severed and anointed with holy water.

Many denizens of the night are particularly vulnerable to the sun’s brutal rays — vampires in particular. This weakness is known as sunlight syndrome.

A character or creature vulnerable to sunlight syndrome — typically a member of a race with light sensitivity — must attempt a DC 20 Fortitude saving throw at the end of any day during which he spent more than 1 hour exposed to sunlight. Mundane gear such as a sun sensitivity outfit does not spare a character from needing to attempt this saving throw. If the saving throw succeeds, he faces no ill effects. If the saving throw fails, he must choose one of the following results: he gains the *fatigued* condition until he spends 12 hours resting in an area of dim light or darkness, or he gains 1 sunlight syndrome point. If the character gains a sunlight syndrome point, he takes no immediate ill effects, but he takes a -2 penalty on saving throws against sunlight syndrome for as long as he has 1 or more sunlight syndrome points.

A character can have multiple sunlight syndrome points, the penalties of which stack. One sunlight syndrome point can be removed by spending 12 hours resting in an area of dim light or darkness. Building up sunlight syndrome points represents the character’s resolve in facing the uncomfortable light, but also his growing discomfort — which can prove dangerous.

If a character gains a number of sunlight syndrome points equal to his Constitution modifier, he risks being overwhelmed. Anytime the character gains the *dazzled* condition as a result of bright light, he must attempt an immediate DC 30 Fortitude saving throw. The penalties imposed by sunlight syndrome points apply to this saving throw. If he fails, he is immediately fatigued. This condition lasts until the character spends 24 hours unconscious in an area of dim light or darkness with at least two-thirds of his body buried in cool earth, rocks, or sand. The character is helpless during this time. At the end of this period, all of the character’s sunlight syndrome points are removed.