This unnaturally graceful man moves without a sound, his gaze just as piercing as the needle-sharp blade he effortlessly wields.
Vampires have a great sexual desire and will return to have intercourse with those they were attracted to in life. Dhampirs are beings that are half-vampire and half-human. Dhampirs, in comparison with normal human beings, are unusually adept at killing vampires. The dhampir is seen as the chief agent for dealing with undead the dhampir is always paid well for his services. The amount of money varies, but there is never bickering over the price.
Charlatans claiming to be dhampirs put on elaborate shows and illusions for villages. Usually a dhampir would wait until there was a death in a village. As rural people tended to be more superstitious, unnatural explanations would be believed for unusual events, real or imagined (such as believing to have seen the dead walking the village at night). The belief was that the vampyr would take over the recently dead corpse, to invade villages, feasting on their blood. Once fear, grief and superstition took hold in a village following a recent death, the dhampir would “come to the rescue”.
|Dhampir CR 1/2|
Dhampir fighter 1 CE Medium humanoid (dhampir)
Init +3; Senses Darkvision 60 ft., Low-Light Vision; Perception +1
|AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dexterity) |
hp 13 (1d10+3)
Fort +2, Ref +3, Will -1 (+2 vs. disease and mind-affecting effects)
Defensive Abilities negative energy affinity, resist level drain Weakness light sensitivity
|Speed 30 ft. Melee rapier +4 (1d6+1/1820) |
Spell-Like Abilities (CL 1st)
3/day – Detect Undead
|Strength 13, Dexterity 17, Constitution 10, Intelligence 10, Wisdom 8, Charisma 16 |
Base Atk +1; CMB +2; CMD 15 Feats Toughness, Weapon Finesse
Skills Bluff +5, Intimidate +7, Perception +1, Ride +7, Survival +3; Racial Modifiers +2 Bluff, +2 Perception
|Environment any land|
Organization solitary, pair, or court (3-8 and 1 vampire)
Treasure NPC gear (chain shirt, rapier, other treasure)
|Resist Level Drain (Ex) A dhampir takes no penalties from energy draining 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.|
Cursed from birth, dhampirs result from the rare and unnatural union of vampires and humans. Although not driven to consume blood for survival as their undead progenitors are, dhampirs nonetheless know a lifelong desire for blood that nothing else can truly sate. Those who survive their early years face a life of fear and mistrust, their unnatural beauty and incredible reflexes marking them as scions of the night just as surely as their sensitivity to light. Although polluted by undeath, dhampirs do grow old and die, aging at a rate similar to elves.
Dhampirs are defined by class levels’ they don’t possess racial Hit Dice. All dhampirs have the following racial traits.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity, Negative Energy Affinity: See universal monster rules.
Spell-Like Ability: 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.
Resist Level Drain: See above.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).