Dhampirs are the half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. The circumstances of a dhampir’s conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth. Those who do often abandon their monstrous children and refuse to speak of the matter. While some speculate that dhampirs result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Some particularly zealous scholars even contest dhampirs’ status as a unique race, instead viewing them as humans suffering from an unholy affliction.
As designed in the Advanced Race Guide, Dhampir are an 11 RP race.
Dhampir Racial Characteristics
+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
Dhampir: Dhampirs are humanoids with the dhampir subtype.
Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dhampirs have a base speed of 30 feet.
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
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.
Dhampir 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 (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.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).
I think Dhampir will presented in a different light. As the is an Empire of the Dead in which they can thive and flourish without the scorn or hardship they would see in more human lands. I don't really think I'd make a lot of changes to the dhampir racial characteristics except to allow dhampir to swap the manipulative characteristic with the vampiric empathy characteristic if they wished.
Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an aff inity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.
And maybe tweak his spell-like abilities because coming from an area like the Empire of the Dead, it is kind of silly to be able to cast detect undead 3/day. Instead, I think I'll go with our creature of the night variant ability from Monstrous Races: Second Horde with subtle modification.
Creature of the Night: Dhampir born from powerful vampires have a greater bond with creatures of the night. Dhampir with with a Charisma score of 11 or higher receive the following spell-like abilities once per day: call animal, charm animal, and speak with animals. These spell-like abilities only work for bats, rats, and wolves. This racial trait replaces the dhampir spell-like ability racial traits.
|Dhampir Ambassador by Matt Morrow|
Male dhampir bard (court bard) 7/master spy 3
CG Medium humanoid (dhampir)
Init +3; Senses low-light vision, darkvision 60 ft.; Perception +16
AC 17, touch 13, flat-footed 14
(+4 armor, +3 Dex)
hp 48 (10d8)
Fort +4, Ref +11, Will +12; +2 disease, mind-affecting; +4 bardic, language-dependant, sonic
Defensive Abilities resist level drain
Weaknesses light sensitivity, negative energy affinity
Speed 30 ft.
Melee +1 rapier +11/+6 (1d6/18-20)
Ranged mwk dart +11 (1d4)
Special Attacks bardic performance (20 rounds; move action; distraction, fascinate [DC 17], mockery, satire, suggestion [DC 17]). sneak attack +1d6, wide audience
Spell Like Abilities (CL 10th; concentration +14)
2/day - magic aura (non-magical only)
1/day - call animal*, charm animal* (DC 15), speak with animals*
* bats, rats and wolves only
Bards Spells Known (CL 7th; concentration +11)
3rd (2/day) - aura of the unremarkable (DC 18), envy (DC 18)
2nd (4/day) - blindness/deafness (DC 16), enthrall (DC 17), hidden speech, memory of love (DC 17)
1st (5/day) - beguiling gift (DC 16), charm person (DC 16), cultural adaptation, friendly face (DC 16), unnatural lust (DC 16)
0th (at-will) - ale to water, alter taste, dancing lights, detect magic, prestidigitation, read magic
Str 10, Dex 16, Con 10, Int 10, Wis 14, Cha 18
Base Atk +7; CMB +7; CMD 20
Feats Deceitful, Iron Will, Spell Focus (enchantment), Vital Strike, Weapon Finesse
Skills Bluff +30, Diplomacy +11, Disguise +24, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nobility) +13, Perception +16, Perform (act) +14, Perform (oratory) +14, Sense Motive +22; Racial Modifiers +2 Bluff, +2 Perception
SQ art of deception, glib lie, heraldic expertise +3, mask alignment, master of disguise, superficial knowledge, versatile performance (oratory - Diplomacy, Sense Motive; act - Bluff, Disguise). well-versed
Combat Gear potion of cause moderate wounds (2), vial of shiversheen; Gear brooch of shielding, cloak of resistance +1, courtesan's ring, key of lock jamming, mithral shirt, wolf (named Umbra) plus clothing and jewellery befitting his station.
Homeland Empire of the Dead (abroad)
Ambassador Aronis is currently on assignment in the Trade Consortium of Blix trying to negotiate an improved trade deal for the Empire of the Dead. Few will trade with the Empire but the Trade Consortium will trade with anyone...for a price.