Core Races | Other Races


Dhampirs

Source Inner Sea Races pg. 240, Advanced Race Guide pg. 96, Bestiary 2 pg. 89
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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. Indeed, this hypothesis is strengthened by dhampirs' seeming inability to reproduce, their offspring inevitably humans (usually sorcerers with the undead bloodline). Regardless, they live and die just like any other mortal creatures, despite possessing a supernatural longevity akin to that of elves.

Hardship and suffering fill a dhampir's formative years. Most grow up as orphans, and despite their exquisite features and innate charm, they face a lifetime of prejudice, mistrust, fear, and persecution. Humans who witness the seemingly sinister nature of a dhampir child's supernatural powers or sensitivity to daylight display an array of reactions ranging from awe to terror to outright hatred. Eventually, a dhampir must learn to cope with these difficulties in order to find his place in the world. While most dhampirs succumb to the innate evil of their undead heritage and devolve into the monstrous fiends depicted by society, a few reject their unholy conceptions, instead vowing to avenge their mothers by hunting the very creatures that sired them.

Dhampirs keep few, if any, close companions. Ultimately, the majority of evil dhampirs regard their allies as little more than tools or fodder. Those whom they deem useful are judged by their merits as individuals, not by their race. However, even with those they feel attached to, most dhampirs are sullen and reserved. Some fear the persecution heaped upon them may be transferred to their companions, whereas others worry their own bloodlust will one day overwhelm them and they'll inadvertently turn upon their friends. In any case, an alliance with a dhampir almost always leads to an ill-fated conclusion.

Physical Description: Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers'; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise.

While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights, despite the fact that the act provides most no physical benefit.

Society: Dhampirs have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a verity of circumstances provides dhampirs with a social camouflage that hides them from both predators and prey.

In rare instances, dhampirs might gather to form small groups or cabals dedicated to resolving their joint issues. Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common dhampir culture.

Relations: As dhampirs are scions of evil, few races view them favorably. They share an affinity for those half-breeds whose sinister ancestry also sets them apart from human society, particularly tieflings and half-orcs. Humans view them with a combination of fear and pity, though such feelings often devolve into hatred and violence. Other humanoid races, such as dwarves, elves, and halflings, simply shun them. Similarly, dhampirs bear a deep-seeded loathing for living creatures, their hatred planted by jealousy and fed by frustration.

Alignment and Religion: Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a neutral outlook.

Adventurers: The life of an adventurer comes naturally to most dhampirs, since constant persecution condemns many to spend their days wandering. Evil dhampirs keep moving to maintain their secrecy and evade lynch mobs, while those who follow the path of vengeance venture forth in search of their despised fathers. Regardless of their reasons, most dhampirs simply feel more at home on the road than in a settlement. Having little formal training, a great many of these journeyers become fighters and rogues.

Almost universally, those inclined toward magic pursue the field of necromancy, though dhampir alchemists have been known to obsess over transforming their own bodies. Those who feel the call of the hunt often become inquisitors.

Names: Lacking a culture and unified traditions, dhampirs share humans' predilection for a diversity of names, and most keep their human birth names. Many dhampirs take their mother's surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event.

Dhampir Racial Traits

+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their mortal vigor is impeded. Dhampirs of specific heritages (see below) gain different ability score modifiers as indicated.
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: Dhampirs get low-light vision and darkvision with a range of 60 feet.
Manipulative: Dhampirs gain a +2 racial bonus on Bluff and Perception checks. Dhampirs of specific heritages (see below) gain a +2 bonus on different skill checks as indicated.
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. Dhampirs of specific heritages (see below) gain different weaknesses.
Negative Energy Affinity: Though they’re living creatures, dhampirs react to positive and negative energy as if they were undead; positive energy harms them, and negative energy heals them.
Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability (with a caster level equal to the dhampir’s character level). Dhampirs of specific heritages (see below) gain other spell-like abilities in place of detect undead.
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.
Languages: Dhampirs begin play speaking Common. Dhampirs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Subraces

Jiang-Shi-Born (Ru-Shi)

Source Inner Sea Races pg. 241, Blood of the Night pg. 20
The ru-shi are dhampirs who descend from the jiang-shi of Tian Xia. They generally lack any interest in physical contact, and their movements are stiff and awkward.
Alternate Ability Modifiers: +2 Strength, +2 Intelligence, –2 Dexterity.
Alternate Skill Modifiers: Acrobatics, Knowledge (engineering).
Alternate Spell-Like Ability: Erase.
Alternate Weakness: Ru-shi take a –1 penalty on saves against sonic effects and spells.

Moroi-Born (Svetocher)

Source Inner Sea Races pg. 241, Blood of the Night pg. 20
These dhampirs are blessed with unnatural grace, beauty, and charm, and they often feel most at home among a region's aristocracy.
Alternate Ability Modifiers: +2 Strength, +2 Charisma, –2 Constitution.
Alternate Skill Modifiers: Diplomacy, Knowledge (nobility).
Alternate Spell-Like Ability: Obscuring mist.
Alternate Weakness: Svetochers take a –1 penalty on saves against effects that deal positive energy damage.

Nosferatu-Born (Ancient-Born)

Source Inner Sea Races pg. 241, Blood of the Night pg. 21
Many of the ancient-born dhampirs possess a deep hatred for humanity—a hatred most humans return in kind.
Alternate Ability Modifiers: +2 Strength, +2 Wisdom, –2 Constitution.
Alternate Skill Modifiers: Climb, Survival.
Alternate Spell-Like Ability: Doom.
Alternate Weakness: Ancient-born take a –1 penalty on saves against effects that damage, drain, or reduce physical ability scores.

Vetala-Born (Ajibachana)

Source Inner Sea Races pg. 241, Blood of the Night pg. 21
These dhampirs are more often the result of magical experiments than mating.
Alternate Ability Modifiers: +2 Dexterity, +2 Intelligence, –2 Wisdom.
Alternate Skill Modifiers: Escape Artist, Use Magic Device.
Alternate Spell-Like Ability: Comprehend languages.
Alternate Weakness: Ajibachanas take a –1 penalty to their caster levels when they're in an area affected by consecrate, hallow, or a similar spell that makes an area holy.

Dhampir Alternate Racial Trait

Replaces Manipulative

Vampire Hunter
Source Inner Sea Races pg. 215
Some dhampirs bear a deep hatred for their undead progenitors and their kin that can never be fully quenched. They gain a +1 bonus on attack rolls against vampires. This racial trait replaces manipulative.

Vampiric Empathy
Source Advanced Race Guide pg. 97
Though dhampirs often relate poorly to humanoids, some share an affinity 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.

Replaces Spell-Like Ability

Dayborn
Source Advanced Race Guide pg. 97
A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Fangs
Source Advanced Race Guide pg. 97
On occasion, a dhampir may inherit his father’s lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.

Heir to Undying Nobility
Source Inner Sea Races pg. 215
Descended from undead nobility, perhaps from Geb, Nidal, or Ustalav, some dhampirs inherit a bit of their ancestors’ ability to control living beings. They can use command and charm person each once per day. This racial trait replaces the spell-like ability racial trait.

Dhampir Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Dhampirs have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Dhampirs who have the listed favored class.

Alchemist (Advanced Race Guide pg. 98): Add +10 minutes to the duration of the alchemist's mutagens.
Cleric (Advanced Race Guide pg. 98): Add +1 to the caster level of any channeling feat used to affect undead.
Fighter (Advanced Race Guide pg. 98): Add a +2 bonus on rolls to stabilize when dying.
Inquisitor (Advanced Race Guide pg. 98): Add a +1/2 bonus on Intimidate checks to demoralize humanoids.
Oracle (Advanced Race Guide pg. 98): Add +1/2 point of negative energy damage to spells that deal negative energy damage.
Rogue (Advanced Race Guide pg. 98): Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
Shifter (Wilderness Origins pg. 8): Add a +1 bonus on wild empathy checks to improve the attitude of bats, rats, and wolves.
Wizard (Advanced Race Guide pg. 98): Add +1/4 to the wizard's caster level when casting spells of the necromancy school.