Katane/ Dhampir

ON KATANE

"I regret to inform you, my lord, that your wife did not survive the attack. However unlikely it may seem however, the child did so. I suppose...congratulations are in order."- A letter written by Harvan Richwinds, human majordomo, to his lord, informing him that, while his wife died in the vampire's attack, she did manage to deliver..something.
"My father is a lord you know, filthy peasant. I expect courtesy befitting my station! What kingdom? Oh...you've never heard of it."-Donitian, katane noble, trying to bluff a innkeeper into feeding him for free.
"She was something else. Magnetic, charming, sophisticated. I was ensnared at once, I had to have her. Once we were alone though, the fangs shone in the light and I was trapped. I've heard of vampires, of course and knew it was the end! Well, after I awoke, I was woozy and had a nasty bite mark but none of the other cravings. Luckily I wasn't turned!"-Hudim, half-orc adventure, on his encounter with a katane courtesan, unaware that katane can't "turn" a man.
"He was fast, too fast. At first I thought he was a half-elf, but then the horrific truth dawned on me! Dhampir! A hungry one! I knew this duel wasn't going my way at that point; he'd been bluffing me. I was lucky a hand was all I lost that day."-Dante, fire genasi duelist, on the end of his professional dueling career.

Apia is a land that is haunted by the specter of death. Whether that be the rip in the earth's life-force now called The Dead Lands or the necromantic forces at work in the shadows, death is never as far as a sentient might like. Then, there are those half-dead, those teetering on the brink, of which none is more famous than the katane. Also called the dhampir, katanes are the spawn of a vampire and a mortal. Whether done in the traditional manner (which while rare does happen) or some other cause (such as the transformation of a pregnant woman or a botched resurrection) the end result is the same. Katane's appear attractive, graceful and charming, yet the aura of wrongness that surrounds them is unmistakable. Many half-vampires try their best to live noble lives and succeed, but they can never forget that, at their core, they are creatures only partially of the living, and predators as their core.

Physical Description: Most katanes are tall and slender, possessing physical grace and unearthly beauty. While eye colour, skin hue, and hair colour usually resembles that of the none-vampire parent, they always possess a ghostly pallor which people find unnerving. This goes doubly for those cursed with blood-red or completely black eyes, jet black hair and other, more vampiric traits. They tend to move with unworldly fluidity, and have a piercing gaze. Finally, all katanes possess elongated incisors, a trait passed down from the vampiric progenitor. These incisors are borderline identical to those of a full vampires, with only actual vampires being able to tell the difference. Many also have elongated ears. Some of the less fortunate katane (those with a Charisma score of 7 or below) have batlike features. Regardless of the ethnicity of the non-vampire parent, a katane will be exceptionally rare for his race. (Obviously a Za'icoran katane will still be darker than a non-Za'icoran, but others of the human parent will comment on the exceptional paleness). Many try to dress in fine clothing, eloquent outfits and other means of distracting from their obvious unhallowed nature. Still, a tendency towards dark colors is not unheard of. All styles of clothing, body modification and hair are found among katane. It depends on the individual, though those with notably bat-like features often attempt to keep them hidden.

History: The shadowy cabals of ancient vampire lords, counts and barons that rule that shadows and the night is something best left unspoken by civilized beings. As such, history related to katanes, be extension, is limited. A mixture of hearsay and myth is all that is known. What is provable is this. The origins of the vampire are shrouded in mystery. Some say they are the spawn of Orcus, others suggest the first were failed attempts at lichdom. Some go so far as to suggest the involvement of arch-devils. Regardless of how they came about, vampires were known to exist at the time of Latrell and wield some sort of power. Despite Ervon Mindamner's attempt to bring sentient undead into the fight against the beholders, the vast majority of vampires refused to aid Latrell in his fight. This soured already strained relations as the undead were seen by most as abominations and the undead, in return, saw them as cattle. After Latrell's triumph, many vampires went into hiding, taking up positions as secret manipulators and urban monsters. They preyed on those warm-blooded mortals who began congregating in cities. However, many of these vampires were themselves prey in an odd sort of way. Vampires are creatures of passion and many found themselves drawn to some mortals as more than meals. These flings were rarely anything more than dalliances for the vampire, though there are poems and stories of love that transcended death itself are not unheard of. Occasionally, these relationships result in children, the katane also called dhampir. While these half-dead can breed true, most never have the chance. Distrusted by most mortals and vampires alike, katane remain in the shadows, or hide in plain sight. Most try not to draw attention. There are exceptions of course, Willow Thricedead was a katane sorceress and fame member of the adventuring party "Glorious Seven," best known for preserving the Coastal Kingdoms from a cabal of krakens. Today, katane are scattered across Apia, occupying their unique place in the food-chain as best as they can.

Geography: Katanes have no ultimate homeland and can be found globally. They do seem to congregate in the Coastal Kingdoms and Taskanda, both nations with persistent rumors regarding undead. A few are known to inhabit Astanna, despite the risks that pertains.

Personality: Katanes are creatures of two natures, one foot in the grave one on the ground. They do have heartbeats, albeit slow ones. They aren't immortals, but they can live hundreds of years. They don't drink blood exclusively, but they do need it to survive. They are charismatic, suave and friendly on the surface, though with a degree of separation. Katanes are used to being alone, most of their mothers (assuming a mortal mother) do not survive childbirth. Even if they do, others mistrust the katane, some go so far to label them abomination. Vampires likewise dislike katanes, some even fear them, believing the mortality of the katane will infect them. Even the best intentioned, best aligned katane feels the hunger within his soul, has the need to feed. They are hunters foremost and know it. They often place themselves in corners in rooms, look out wistfully into the wilderness or prowl the nights. As each as some of the vampiric weaknesses, they can be paranoid around those things, or behave oddly. Still, they remain beautiful, charming and witty, quick with a comment, humor as sharp and biting as their fangs. This easy friendliness masks the aura of "wrongness" that subtly surrounds a katane, leading many to be unsure of them. Good aligned katane use their bloodlust to help others, hunting the foulest creatures, demons, undead and cultists. Evil ones are nearly indistinguishable from vampires, preying on the weak and taking what they want. One trait unique to katane is their obsessive nature. Many become possessed by a driving obsession related to anything. One may breed dogs, another may paint and a third might collect ancient poetry. Regardless of the obsession, most katanes try their best in the field until some other interesting thing catches their attention. Due to their long lifespans a katane can get quite good at its chosen hobby.

Society: Katanes don't form societies of their own but they do integrate. Many join tiefling or half-orc communities, where they are understood, if not loved. Those who join human societies, either rise to the ranks of elites and business people, or slinking into thieves or assassin guilds. Some become professional duelists, courtesans or actors, roles that net them praise, affection and a multitude of clients Thief katanes are as common as bards, using their natural talents to great effect. While they may not trust others easily, preferring long stretches of solitude, no katane wants to be truly alone. With allies comes food, protection and minions. The crazed loner in the sewers gets the stake, the beloved bard gets showered with coin and praise. Katanes dislike the sun and try to work jobs where it is expected they will be out late, ensuring no fuss is made. While they tend to keep private homes, it is not uncommon for multiple katane living in one city to either share a building or a small block. These "bat districts" as they are infrequently known, are places of rumor and dark whispers. Avoided by locals and outsiders alike, bat districts are home to unwritten laws that, if followed, show the neighborhood to be safe and clean. No bandit tries alley muggings when katane prowl the streets. Katane do keep pets, often bats, rats or cats but other types of small animal or creature are known. Among the half-dead, only these little friends are truly trusted, it is they who hear the deepest secrets. Katanes who do bond, either with each other or outsiders, are extremely loyal and compassionate, showing a surprising amount of gratitude to anyone who would look past their nature in search of friendship.

Religion: Many katane are not religious but those who are tend to worship Baron Zambodi, whom they affectionately refer to as "Uncle Zambodi." Many also worship Rila, as she embodies much of those traits that katane value. Ahpion is held in high regard by good katane. Evil ones worship Burtix or Azasos and a few are rumored to pray to some unknown lord called "Vecna."

Alignment: Despite their nature, katane can be of any alignment. It is all depended on the individual. There is a pull towards evil and chaos from the vampiric bloodlust but many katane keep it in check, only feeding on the evil or monstrous.

Relations: Katane struggle to make friends with anyone as they are rarely trusted, once their natural life is revealed. They bond best with tieflings, changlings, hagspawn and other similar creatures that understand that blood and identity are not the same. Other types of half-undead, warforged and empty men are likewise common companions for a katane. They don't do well with vampires or other full-blooded sentient undead as a general rule and many aasimar struggle with them. Still, katane can be absolutely charming when necessary and so can get along well with anyone when the need arises.

Language: Katane speak common and whatever languge is native to their region. Many learn infernal or draconic as much necromantic lore is written in these languages. As highly intelligent beings, katane pick up new languages quite quickly.

Adventurers: Katane are born adventurers. They don't fit in, constantly need to move and have a bloodlust that must be sated. They are quick-witted, experts with blade and spell and faster than they look. While many adventurers are obviously wary about having such a creature in their party, the natural predatory talents they bring to the table are far too many to be overlooked. Katane can find true friendships, something most cherish above all other things, in the company of adventurers, a goal worthier than all the coin in the world.

Names: Human names are completely acceptable for a katane, though many have older more archaic sounding names. Most don't bother with a surname, if they do it is usually taken from the none-vampire parent. Example male names: Mordered, Hunter, Dreven, Brander, Jonas, Donovan, Ezekiel, Jett, Balthazar

Traits: Katane traits are described below...

+2 Dexterity, +2 Charisma, -2 Constitution. Katane are fast and charasmatic, but their half-dead nature makes them physically frailer than their vampire or humanoid parent
Humanoid (Dhampir)
Medium
Base speed 30 feet
Darkvision 60 feet, low-light vision.
+2 racial bonus on Bluff and Perception checks.

+2 Bonus on grapple checks
+2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity: Dazzled when exposed to bright sunlight or a Daylight spell.

Vampirc Weakness: All katane share at least one of the weaknesses of the vampiric parent. Chose one from the following list, THIS CANNOT BE CHANGED LATER
Forbiddance. The katane can't enter a Residence without an invitation from one of the occupants. Harmed by Running Water. The katane takes 20 acid damage if it ends its turn in running water. Obsessed with Counting: The katane must make a DC 20 will save when it sees objects of a vast quantity or it must obsessively count them. It can take no other action. No Reflection: A katane casts no reflection. If noticed by NPCs this can lead to questioning. No Shadow: A katane casts no shadow. If noticed by NPCs this can lead to questioning. Silver Vulnerability: A katane takes double damage from silver weapons.

Spell-Like Abilities: Detect Undead 3/day with caster level equal to the dhampir's character level. Charm Person (Sp): A katane can cast Charm Person by locking gaze with a humanoid creature. This Charm spell has a caster level equal to the katane's Hit Dice and a Save DC of 10 + Katane's Hit Dice + Katane's Charisma modifier. A katane can use this ability a number of times per day equal to its Charisma modifier (minimum of 1). Spider Climb (SP): A katane can cast Spider Climb a number of times per day equal to its charisma modifier(Minimum 1).

Blood Hunger (Ex): While a katane can eat for sustenance and pleasure, and usually does, it still requires blood to survive. A katane must use its Blood Drain at least once every six days. If it does not feed, it must make a DC 15 Will save (DC + 1 cumulative with each extra day it goes without feeding). On a failure, the katane suffers a cumulative -1 morale penalty to its attack rolls, ability checks, skill checks and saving throws until it finally uses its Blood Drain.
Bite Attack: 1d6+ strength.
Blood Drain (Ex): By making a successful Grapple check and pinning its target, a katane can inflict 1d4 Constitution damage on its target each round it sustains the pin. It gains 5 temporary hit points when it does so.
Sub-Races: While half undead are cousin to the katane, and share a kinship, the varieties of vampire on Apia do lead to some distinct sub-races.

Katane Sub-races