Dhampir

## Overview

Dhampir are half-undead descendants of vampires and mortals, created through the results of supernatural domination, magical experimentation, or predation. Vampires have no use for their weak offspring, and will usually simply slaughter a dhampir rather than bother to bear or raise it, while a mortal mother often dies in childbirth, leaving the dhampir utterly alone. Even when they're delivered to another family to raise, their early-manifesting supernatural abilities and telling aversion to sunlight, garlic, and running water result in horror or jealousy at their true nature. With this, dhampir are almost guaranteed a tempestuous, terrible upbringing that ingrains suspicion towards others, self-hatred, and an amoral drive to survive at all costs deep within them.

### Heritages

**Ru-Shi (Jiang-Shi)**: Also called a ru-shi, a jiang-shi-born is usually the result of some foul ritual or a magically possessed father rather than direct congress between a human and jiang-shi. Jiang-shis lack any natural desire for physical contact or procreation, and their putrefying internal organs make most unable to conceive. Ru-shis’ skin remains gray, regardless of exposure to the sun, and their eyes have unusually light irises and pupils. Their movements are typically stiff and awkward. Ru-shis are often mathematically or linguistically gifted, though some cast aside such natural gifts, bitter and scornful as they are of anything that might remind them of their monstrous forebears.

**Svetocher (Moroi)**: Dhampirs who can trace their heritage to moroi are known as svetochers, and they inherit much of the unnatural charm and beauty exhibited by their vampiric forebears. Svetochers tend to have an easier time than other dhampirs when associating with mortals, though they must be careful That their relatively wanton social interactions do not breed jealousy, resentment, or disdain. They are more often hunted out of covetousness or spite than outright prejudice, so they typically develop social skills that allow them to soothe wounds caused by accidental slights or careless acts. Since their undead progenitors often deal with royalty, svetochers have a fair chance of being born into nobility. Though some aristocrats are content to raise their moroi-born children in the shadowy corners of high society, less scrupulous nobles have few qualms about leaving their disgraceful offspring on the doorsteps of unfortunate commoners. Moroi rarely care for their half-breed progeny any more than the nobles forced to bear them, but those who do feel a sense of possession over misbegotten children might seek them out in the village they were abandoned in.

**Ajibachana (Vetala)**: More often the result of curiosity or experimentation Than mating, the dhampir offspring of vetalas are born with sharp minds and are inclined to ask questions. Known as ajibachanas, they are forceful and precocious, but their progenitors’ distaste for the devout is mirrored in their weakness around holy or unholy sites. Just like their vampire parents, ajibachanas yearn for knowledge and often engage in scholarly pursuits, but their mortality drives them to work harder and learn faster. In a few short decades, they might gain a better understanding of themselves and their accumulated knowledge than Their eternally childish parents ever could have. Unable to change bodies like vetalas, ajibachanas lack The variation of their vampire parents, but many excel at dance or contortion, turning their lithe forms into works of art, and possibly earning money through performance. Ajibachanas understand how avaricious vetalas and mortals can be, and thus many of the wiser ones become ascetics, preferring knowledge over gold and ever fearful of becoming as covetous as their ancestors.

**Ancient-Born (Nosferatu)**: The union that results in an ancient-born is too horrific for most to imagine. Even in relative youth a nosferatu is so terrible to behold that any such coupling must be the result of arcane manipulation or insanity. Ancient-born’s hatred for humanity is reflected in their appearance; from birth they are misshapen, sallow, and painfully thin. Abuse from their disgusted peers wears deep on ancient-born’s skin thanks to their physical weakness. Lacking the gift of immortality to offset the wasting effect of the curse they are born with, their chalky complexion scars easily and bruises like an overripe peach. Ancient-born’s unsettling appearance makes their participation in society challenging. If they are not chased from their homes by the time they hit puberty, nosferatu-born usually leave of their own volition as soon as possible. Some seek isolation, some revenge, and some even Their own glorification-or destruction-as adventurers.

## Mechanics

* **Ability Score Modifiers**: By default, Dhampir gain +2 Dexterity and +2 Charisma, but take a -2 penalty to Constitution. This may change based on the Dhampir's heritage.
	+ **Ru-Shi**:+2 Strength and Intelligence, but -2 Dexterity
	+ **Svetocher**: +2 Strength and Charisma, but -2 Constitution
	+ **Ajibachana**: +2 Dexterity and Intelligence, but -2 Wisdom
	+ **Ancient-Born**: +2 Strength and Wisdom, but -2 Constitution
* **Type**: Dhampirs are humanoids with the dhampir subtype.
* **Size**: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
* **Base Speed**: Dhampirs have a base speed of 30 feet.
* **Languages**: Dhampirs begin play speaking a language granted by their Background. Those with high Intelligence scores can choose any language they want (except secret languages, such as Druidic).

### Defense Racial Traits

* **Undead Resistance**: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
* **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.

### Feat and Skill Racial Traits

* **Manipulative** Dhampir gain a +2 racial bonus on Bluff and Perception checks.

### Magical Racial Traits

* **Spell-Like Abilities (Su)**: 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.

### Senses Racial Traits

* **Darkvision**: Dhampir 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, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

### Weaknesses

* **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.

## Society

Dhampir tend to grow up outside of most societies, either due to personal choice or rejection, although this is not always true. Dhampir's association with vampiric immortality and their own longevity makes them welcome in cults and cabals that glorify or seek eternal life - though they can never be sure if they are to be a member or an experimental subject. Their reputation for undead bloodthirst makes them strangely welcome in military organizations as frontline troops, and many dhampirs have found their place in the annals of history by rising through the ranks of a fighting force. Finally, there are those dhampir who have learned to disguise their nature for their own safety, relying on unaging charm to slip seamlessly into the living world. Those that do often stage their death at the end of a single life 'cycle,' moving to another settlement or kingdom to start their life anew as a stranger.

## Religion

The isolation that accompanies most dhampirs leads many to worship Nothing Left of Quibatus, who assures them that they're not missing out on anything from existing outside of society, or Pahala Kadam, who accepts their bloodlust as a positive trait. Some take a more ascetic view of the world, following Fa'qamuu Twice-Heavenbound, but the requisite lack of bitterness that path entails is much rarer. Many at least pay homage to Masik and Alessandra Juntoso, wishing that their resistance to decay and longevity could be 'cured' and allow them to live a normal life. Those who can't move past their vampiric parentage tend to follow Dowager Empress Kyouko, emulating mortal rather than immortal nobility, or Agathon, seeking to repay their inherited sins with good works.

## Relations

Dhampir tend to be most common among the long-lived races. Elves and drow especially will always welcome a dhampir soldier - though not any other sort - and their military forces eagerly absorb the half-undead.

Many aphorites and oreads converse with dhampir over subjects of long-lost knowlege and culture, and ifrits never miss a chance to test out the immortality of a dhampir with duels and dares.

Aasimar and ganzi can tolerate dhampir, but more often than not will end up distancing themselves from the unnatural race.

Dhampir who show a religious preference for a tiefling's patron can often find friendship that lasts lifetimes, and the dhampir who take on a noble veneer are easily able to charm their way into a suli's good graces.

On the other hand, undine find the bloodthirsty urges of dhampir to be completely and utterly foreign and avoid them at all costs, and dhampir find that sylphs are too inquisitive, unearthing secrets that they had thought buried for good.

Fetchlings can feel some kinship with dhampir as both tend to avoid settling down in civilized lands, but dhampir tend to resent the shadowy race for turning down the acceptance that was denied them.

Changelings and dhampir get along well, as both are vilified for the horrors that they represent rather than their actions, and many of the most cruel villains of both races have grown prominent due to multi-racial partnerships.

Drelmans avoid and exile dhampir to the best of their ability, having far too much experience with undead and their danger, though parmans are likely to accept them as an endless life only means more opportunity to consume.

Duergar, above all other races and for reasons they can't quite explain, have an instinctual hatred of dhampir and can often detect them before they mean to reveal themselves - and if they are revealed at all, the dhampir winds up dead.

Dwarves, nagaji, vanara, and lizardfolk pity dhampir, and many are willing to aid them if their communities are afterwards left alone.

Ghorans, having no blood nor true age, have no issue with dhampir save for personal basises and many even end up treating dhampir who choose to live many separate lives as pets, regrowing themselves and following their chosen charge to a new location with every false rebirth.

Gnomes fear dhampir more than most threats, and are more likely to flee on sight or demand certain proof that a dhampir will not cause harm than anything else.

Kitsune and vanara find the dour dhampir race to be boring at best, and are content to leave them to brood in the shadows without interference.

Grippli and ratfolk treat dhampir of their own kind no different from any other, relying on strong community bonds, but think of dhampir of different ancestry as no different from vampires.

Hobgoblins and orcs are eager to put dhampir to work in combat, and treat their birth as an omen of approaching bloodshed, but rarely acknowledge them as individuals aside from their race.

Halflings and vishkanya are able to maintain their composure in the face of a dhampir, but will often find convenient excuses to end their relationship with the dhampir as soon as possible.

Tengu are among the most common vampire hunters, and thus are likely to be educated on a dhampir's true nature - which to say, an unfortunate victim who may be quickly recruited into purifying the world of their ancestors.

Skinwalkers, though likewise descended from monsters, feel no kinship with the dhampir and often drive them away with torches and pitchforks in clawed hands.

Goblins, not smart enough to comprehend the true horror of an unending, eternal hell, think of dhampir as paler, sadder versions of mortal races that are in dire need of cheering up.

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