Dhampir: Clan Attorace

The blood-drunk Attorace are vampires whose frenzies are legendary, the mere sight of blood enough to send them into a mad lust. Many of them put on lavish parties for the societies of Night, ending in great feasts and hedonistic abandon. When frenzied their eyes roll back, exposing a significant amount of white, and their too-wide mouths full of razor-sharp teeth. They can’t stand the blood of the moon-cursed and their ilk, weakening significantly when coming into contact with it.

## Racial Traits

### Standard Racial Traits

* **Ability Score Modifiers**: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
* **Size**: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
* **Base Speed**: Dhampir have a base speed of 30 feet.
* **Languages**: Dhampir characters speak Low Elven.

### Other Racial Traits

* **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.
* **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.
* **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.
* **Feeding Frenzy**: The first time a creature takes damage from your bite attack, suffers a bleed effect, or a living creature is reduced to half its hit points or less within 30 ft of you, you must make a Will save (DC equal to 10+½ your hit dice, as with any save, you may choose to fail this save). If you fail (or choose to fail) you enter a frenzied state that doesn’t end until you damage a creature with your bite attack again or one minute passes without you dealing damage to a creature. When frenzied, you must make concentration checks as though you were under the effect of 5 ongoing damage (though you do not actually take damage from this effect), and must use your movement to reach the closest hostile target via the most direct route on each of your turns, heedless of hazards. Your speed increases by 10 ft, you gain a +2 profane bonus to Strength and Dexterity, and you may add your Strength or Dexterity score (whichever is higher) to your jump distance (both vertical and horizontal).
* **Claws that Catch, Jaws that Bite**: Attorace dhampir have a mouth full of razor sharp teeth, and some grow knife-like claws. Dhampir from clan Attorace possess a natural bite attack. This is a primary natural attack that deals 1d6 points of bludgeoning/slashing damage and has the grab special ability. When an Attoracian dhampir reaches 5th level they gain a pair of claw primary natural attacks that deal 1d4 points of slashing damage. Dealing damage with your bite attack to a living creature counts as ½ of the food and drink for 1 meal.
* **Moon-Cursed Fever**: When you are doused by the blood or drink the blood of a creature of the shapeshifter type, you take 1 untyped damage per hit die the shapeshifter possesses and must make a Fortitude Save DC (10+½ the hit die of the shapeshifter) or become sickened for 1 minute.