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Pathfinder

Compendium

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Dhampir

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.

Dhampir Characters

Dhampirs are defined by class levels—they don't possess racial Hit Dice. All dhampirs have the following racial traits.

+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but closer to death than most mortals.

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, 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.

Special Abilities

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.

Languages : Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).

Attributes

Dhampir

CR 1/2

  • XP

    200
  • Dhampir fighter 1
  • Ce Medium Humanoid (Dhampir)
  • Init

    +3;

    Senses

    Darkvision 60 Ft., Low-light Vision;Perception +1
  • DEFENSE

  • AC

    17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
  • hp

    13(1d10+3)
  • Fort

    +2,

    Ref

    +3,

    Will

    +1
  • Defensive Abilities

    Negative Energy Affinity, Resist Level Drain;
  • Weaknesses

    Light Sensitivity
  • OFFENSE

  • Speed

    30 Ft.
  • Melee

    Rapier +4 (1d6+1/18-20)
  • Spell-Like Abilities

    (CL 1; )
  • STATISTICS

  • Str

    13,

    Dex

    17,

    Con

    10,

    Int

    10,

    Wis

    8,

    Cha

    16
  • Base Atk

    +1;

    CMB

    2;

    CMD

    15
  • Feats

    Toughness, Weapon Finesse,
  • Skills

    Bluff +5 Intimidate +7 Perception +1 Ride +5 Survival +3 ;

    Racial Modifiers

    +2 Bluff, +2 Perception
  • Languages

    Common
  • ECOLOGY

  • Environment

    Any Land
  • Organization

    Solitary, Pair, Or Court (3-8 And 1 Vampire)
  • Treasure

    Npc Gear (Chain Shirt, Rapier, Other Treasure)