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[1st] Vampiric Weakness:

Sunlight Vulnerability: A Dhampir hates the sun and takes 5 Level Race Abilities (20 levels)
points of damage per round of direct exposure to sunlight. It (+4 Str, +2 Dex, +4 Cha, +2 Con)
does not benefit from its fast healing when exposed to Vampiric Weakness, Bite 1d4,
sunlight. On a cloudy day, protected by thick clothing, or 1st Resistance to Damage,
otherwise shrouded; this damage is reduced to 1 point per Ageless, Low-Light Vision,
Blood Drain,
turn.
+1 Vampire Discipline
2nd +2 Natural AC, Vitae Pool
Blood Dependency: Dhampirs must feed on blood; otherwise, +2 Int, +2 Wis
they become overcome by their unnatural hunger. They may 3rd +2 Racial Skill Bonus
drink stored blood (such as from a hospital), but stored blood +1 Vampire Discipline
4th Fast Healing 1
doesnt taste as good or is as sustaining as hot, fresh blood
DR 5/Fire & magic
from the source. Weaker Dhampirs can sustain themselves on 5th Thaumaturgy
animal blood, but it is not as effective or lasting as human +2 Str, +2 Dex,
blood. 6th +1 Vampire Discipline
+2 Natural AC
Every full day the Dhampir goes without feeding they must Negate Vulnerability
7th
make a Will save (DC 15 + 1 per day they have not fed); If they +1 Vampire Discipline
fail this check they go into a Frenzy and lash out violently 8th Thaumaturgy
against any living creature, attempting to feed on fresh blood. Fast Healing 2
+2 Int, +2 Wis, +2 Cha
This Frenzy lasts for a scene or until the Dhampir has 9th +2 Racial Skill Bonus
quenched their thirst. Use the Barbarian's Rage ability to +1 Vampire Discipline,
determine the Dhampir's attitude and actions. 10th Improved Blood Drain
+2 Natural AC
The GM determines when this save must be made, normally DR 10/Fire & magic
during times of stress, combat, or around tempting pray. 11th Energy Drain,
Thaumaturgy
Garlic: The Dhampir cannot tolerate the strong odor of garlic +2 Str, +2 Dex,
12th +1 Vampire Discipline
and must overcome a Will save to enter an area laced with it. Fast Healing 3
(Will DC 20 + 2 per clove past the first). In addition, weapons
13th Resistances Cold & Electricity 5
laced with Garlic overcome the Dhampir's DR & Fast healing,
+1 Vampire Discipline
14th Thaumaturgy
[1st] Bite: A Dhampir has a bite attack. It is a natural weapon and +2 Racial Skill Bonus
15th
deals 1d4 points of piercing damage plus one and a half times the +1 Vampire Discipline
Dhampirs Strength bonus. 16th Fast Healing 4
Thaumaturgy
17th Improved Energy Drain
[1st] Resistance to Damage: A critical hit against a Dhampir merely +1 Vampire Discipline
stuns him rather than dealing extra damage (Fort Save DC 10 + 18th Resistances Cold & Electricity 10
damage dealt or be stunned for 1 round). Dhampirs are hard to 19th Spell/Power Resistance
kill; you can stab a knife through a Dhampirs heart and the +1 Vampire Discipline
Dhampir falls over but he stands up again moments later, 20th Thaumaturgy
relatively unharmed. Fast Healing 5

Dhampirs can choose not to bleed. A Dhampir who takes enough


damage to be in a dying state makes checks to recover but never
loses hit points from failed checks. Even a severely wounded and
unconscious Dhampir will get up and walk away if left alone.
[1st] Ageless: The Dhampir does not appear to age past the Vitae per Round: Dhampirs can spend one Vitae per
age of 21 and will never die of old age. Furthermore, they round, no matter what effect(s) they want to
are immune to any time magic or ability used to age them achieve. A Dhampir can take the Blood Potency
unnaturally. Discipline to improve this rate.
Lastly, a Dhampir gains a +4 to all saves made to resist Feeding on an unwilling target requires the Dhampir to
normal poisons and disease. grapple the victim; once the grapple is established, the
Dhampir
[1st] Low-Light Vision: Dhampirs can see twice as well as a can feed each round as a standard action by making a
normal human in conditions of poor light. Thus, if the successful grapple check. Feeding on a live creature is called
lighting is such that one can see only 30 feet, a Dhampir can the Kiss, and it is an ecstatic experience for both Dhampir
see 60 feet. and victim. Once the Kiss begins, a non-Dhampir target
must make a Will save (DC 10 + the Dhampirs Hit Dice +
[1st] Blood Drain (Ex): A Dhampir can suck blood from a the Dhampirs Charisma modifier) or succumb to the
living victim with its fangs by making a successful grapple ecstasy
check. If it pins the foe, it drains blood, dealing 1 point of and stop resisting. If the Dhampir is in combat and feeds on
Constitution drain each round the pin is maintained. his opponent, the victim never needs to make this Will save
[10th] Improved Blood Drain (Ex): This ability and can resist the Dhampirs attack every round no
increases to 1d4 points of Constitution each round matter
at 10th Lev. how good the Kiss feels, your mortal enemy wont sit back
and let you do it.
[2nd] Vampire Disciplines:
[More information on gaining/spending Vitae below]
Disciplines are special abilities available to Dhampir. Most
Disciplines grant abilities such as controlling mind, growing
[3rd] Racial Skill Bonus: Dhampirs have a +2 racial bonus on
claws or blending with the night. The Dhampir must meet
Bluff, Perception, Stealth, Spellcraft, Knowledge (Arcana)
all prerequisites to gain a Discipline.
and Sense Motive checks.
Disciplines functions the same as Feats and can be [9th] & [15th] this ability also increases by +2 at 9th
purchased in-lieu-of receiving a new Feat. & 15th Lev.
[4th], [6th], [8th], [10th], [12th], [14th], [16th],
[4th] Fast Healing (Ex): A Dhampir heals 1 points of damage
[18th], & [20th]: The Dhampir may choose another
each round so long as it has at least 1 hit point. If reduced to
Discipline every even level.
0 hit points in combat, the Dhampir is disabled and can use
its Fast Healing until it is able to rest for 1 hour. It regains 1
[2nd] Natural Armor: The base creatures natural armor
hit point after 1 hour, then is no longer disabled and
bonus improves by +2.
resumes healing at the rate of 1 hit point per round. Note
[6th] & [10th] Improved Natural Armor (Ex):
that magical healing or spending Vitae can regenerate the
This ability increases by +2 at 6th & 10th Lev.
Dhampirs health, but it still can't use Fast Healing until it has
rested for 1 hour.
[2nd] Vitae Pool:
[8th], [12th], [16th], & [20th] this ability also
When a Dhampir feeds on blood, within seconds it
increases by +1 every four levels.
transforms into a supernatural substance called Vitae. Vitae
looks, smells and flows like natural blood, but is charged
[5th] Damage Reduction (Su): A Dhampir has damage
with supernatural power.
reduction 5/Fire & magic. A Dhampirs natural weapons are
Maximum Vitae: A Dhampir can store Vitae in her
treated as magic weapons for the purpose of overcoming
body equal to 10 plus her Constitution modifier; if
damage reduction.
she gains excess Vitae, it is wasted. Upon gaining
this ability start with their maximum amount.
[11th] Improved Damage Reduction (Ex):
This ability increases to 10/Fire & magic at 11th Lev.

[5th] Thaumaturgy
Thaumaturgy is a Vampire Disciplines that focuses on using
Vitae to cast magic. Due to this Dhampirs unique blood
ties, they get additional Thaumaturgy spells.
[8th], [11th], [14th], [17th], [20th], & [20th]: The
Dhampir may choose another Thaumaturgy
Disciplines every 3 levels.

[7th] Negate Vulnerability (Su): The Dhampir can choose


any single Dhampir weakness he normally would have. This
weakness no longer affects him. The Dhampir remains
extremely uncomfortable around his weakness, but it no
longer has any unusual effect on him.

[11th] Energy Drain (Su): Living creatures hit by a Dhampirs


unarmed attack (or any other natural weapon the Dhampir
might possess) gain one negative level. A Dhampir can
choose not to use this ability if desired.
[Negative levels impose a -1 penalty on all attacks, saves,
skill checks, and a loss of spells]
For each negative level bestowed, the Dhampir gains 5
temporary hit points. A Dhampir can use its energy drain
ability once every 5 rounds.
Creatures that are slain through negative levels have a 50%
chance as returning as an undead.
[17th] Improved Energy Drain (Ex): This ability
increases to imposing two negative levels and can
be used every round.

[13th] Resistances (Ex): A Dhampir has resistance to cold


and electricity 5.
[18th] Improved Resistance: This ability increases
to resistance cold & electricity 10 at 13th Lev.

[19th] Spell/Power Resistance: The Dhampir gains spell


resistance and power resistance equal to his HD level.
VITAE RULES doesnt taste like blood stolen life is the ultimate
If Vitae leaves a Dhampirs body and is exposed forbidden
to air, the Vitae reverts to normal blood within a few fruit, the sweetest taste that any human or Dhampir has
minutes. ever
(Scientifi c analysis on reverted Vitae reveals it to be a experienced. It is also incredibly addictive.
mixture of Every time a creature drinks a Dhampirs blood, the drinker
blood from many sources, with some of the cells broken must make a Will save (DC 10 + the Dhampirs Constitution
down.) modifi er). If he fails, he is one step closer to blood
Some Dhampirs and mages know how to preserve Vitae addiction and
outside takes a 4 penalty on future saves against this addiction.
the body, and even reverted Vitae retains a mystical When
connection the penalty reaches 20, the drinker is addicted and no
to its Dhampir. longer
Dhampirs use Vitae to maintain their altered existence and wants to resist the thirst for Vitae.
to fuel their supernatural powers. When a Dhampir uses Addicted humans often become obsessed with drinking
Vitae, normal blood, though it gives them no benefi t and does not
it physically affects him in a slight way he grows paler, his slake the thirst. They often grow obsessively dependent on
skin tightens or he seems to shrink or wither, looking less the
alive. Dhampir who supplies their addiction, willing to do anything
Feeding on the blood of others allows a Dhampir to for another fi x. Addicted Dhampirs may become so
maintain desperate
a normal appearance, though normal varies from as to wound themselves and lick their own Vitae (this act
Dhampir to does
Dhampir. not diminish their supply, and it only reinforces the
Spending Vitae, for whatever purpose, does not take an addiction).
action. Certain Disciplines take a standard action to activate Some turn to preying on other Dhampirs.
and require the Dhampir to spend a point of Vitae, but the A creature who makes his Will save resists the temptation
expenditure and reduces his penalty by 4 (from 16 to 12, for example).
of Vitae takes no time in itself and the Dhampir can If
do it even on someone elses turn. an addicted creature reduces his penalty to 0 in this way, he
Maximum Vitae: A Dhampir can store Vitae in her body is
equal to 10 plus her Constitution modifi er; if she gains no longer addicted. Likewise, each month in which the
excess creature
Vitae, it is wasted. does not taste Vitae reduces the penalty by 4.
Starting Vitae: Dhampirs start with their maximum amount Some extremely powerful Dhampirs can gain sustenance
of Vitae (10 + Con modifi er). only by drinking the blood of other Dhampirs, but they do
Vitae per Round: Dhampirs can spend one Vitae per round, not
no matter what effect(s) they want to achieve. A Dhampir become addicted to it like lesser creatures.
can ESTABLISH VINCULUM
take the Blood Potency Discipline to improve this rate. Drinking a particular Dhampirs blood three times creates
Dhampirs can use Vitae for several effects. (Information on an emotional bond between the drinker and the Dhampir.
blood addiction and Vinculums appears fi rst, as the other This
Vitae bond, called the Vinculum, which means blood bond or
effects rely on it; other effects appear in alphabetical blood
order.) oath, gives the Dhampir power over the drinker. The
BLOOD ADDICTION Dhampir
Vitae may look and smell like blood, but Vitae certainly who creates the bond is called the regnant, and the drinker
is the
thrall. The thrall cannot make a save to avoid this bond. Nightmare Wave to test the length. Heavy abuse and
Each mistreatment
drink requires the Dhampir to spend at least one Vitae. can turn a thrall against his regnant, which usually results in
The Vinculum is an emotional devotion; it is like love but the
mechanical and hollow, yet stronger than any bond created thrall performing a murderous assault and then going mad.
with Killing a regnant ends his Vinculums immediately.
Dominate or Majesty Disciplines neither sorts of Demons, mages and werewolves cannot become thralls.
disciplines Awakened can become thralls, but they must drink Vitae six
can overpower the regnants power over his thrall. Likewise, times instead of three.
a
creature can be thrall to only one Dhampir at a time; the ACTIVATE DISCIPLINES
blood Some Disciplines require Vitae; others do not. See each
bond prevents any others from forming. Disciplines description to see if it requires Vitae, and if so
Normally Dhampirs use this bond on humans or animals, how
but Dhampirs can also bond other Dhampirs and some much.
other supernatural AUGMENT PHYSICAL ABILITIES
creatures. Most Dhampirs refuse to become thralls to A Dhampir can use Vitae to temporarily boost her Strength,
each other, as they fear this kind of slavery, but especially Dexterity or Constitution. Each point of Vitae grants her a
close +4
Dhampirs may form a blood bond with each other as a sign enhancement bonus to one of these abilities for one
of minute. This
friendship or to prevent others from enthralling them. use causes no apparent physical change in the Dhampirs
Commanding your thrall is easy; you gain a +4 bonus on all body,
social skills (such as Diplomacy or Intimidate) to infl uence and is therefore handy when she wants to conceal her
or supernatural
manipulate your thrall, and the thrall takes a 4 penalty on nature a Dhampir with the body of an old woman can
saves boost her Strength to Herculean levels and still appear
to resist your commands including those from puny.
supernatural Unlike most enhancement bonuses, this bonus stacks with
abilities. The thrall gains a +4 bonus on saves to resist itself as long as you spend all the Vitae in the same round.
commands Multiple
from others if those commands would cause you direct or uses on the same ability over the course of multiple rounds
indirect have no effect, but if you spend three Vitae in one round,
harm (including harm through inaction on the thralls part), you can
and opponents take a 4 penalty on social skills to gain a +12 enhancement bonus to Strength (for example).
encourage Increasing your Constitution increases your hit points;
the thrall to perform such actions. If you are thrall to these extra hit points go away when the ability expires,
another which
creature, your thralls behavior extends toward your may cause you to drop to 0 hit points or below (you do not
regnant to lose
a lesser extent (+2 and 2 instead of +4 and 4). them fi rst like temporary hit points).
If one year passes from the last time a non-Dhampir thrall COUNTERFEIT LIFE
drank A Dhampirs metabolic nature is different from that of a
his regnants Vitae, the bond ends. The blood bond normal human. A Dhampir vomits up human food and drink.
probably lasts A Dhampir can spend one Vitae to consume normal food
longer for Dhampirs, though not enough time has passed and
since the drink without this response, which lasts for one meal;
afterward
the Dhampir still regurgitates the food, so she probably Discipline (Celerity, Resilience or Vigor), allowing him to
wants to spend
get out of sight of normal people. his available feat on that Discipline (and then spend
A Dhampir has only a semblance of life Dhampirs are subsequent
sometimes pallid, with no heartbeat and no need to feats to improve that Discipline). Since ghouls do not belong
breathe to
unless they wish to speak. A Dhampir can spend one Vitae clans, they never gain a clan bonus for these Disciplines.
to give herself the full appearance of a human a rosy fl Ghouls do not age. Just as Dhampirs, ghouls can use their
ush stored Vitae to augment themselves physically, to heal
in the cheeks no matter how low her current Vitae, a themselves
regular or to activate Disciplines. A ghoul can spend only one Vitae
heartbeat, a normal breathing rhythm, even the ability to per
have round and can never learn to spend Vitae faster (ghouls
sex. This effect lasts at most an hour. Note that if your form cannot
is take the Blood Potency Discipline). Unlike Dhampirs, ghouls
normally monstrous (as most Nosferatu are), this ability just digest Vitae. To use it, they tap into stored supernatural
means you appear living and monstrous rather than power,
somewhat rather than redirect the actual liquid within themselves.
dead and monstrous. As long as any Dhampir repeats the ghoul ritual (feeding
A Dhampir can use both of these abilities at the same time, one Vitae and spending one more) every month, the ghoul
spending one Vitae for each effect (food ingestion and remains a ghoul, even if he currently has no stored Vitae. If
lifelike a
appearance). month passes since the last ritual, he is no longer a ghoul.
CREATE GHOULS His
A Dhampir can feed a human or animal her Vitae to create apparent age catches up to his true age at a rate of one year
a servant with limited vampiric powers. This creature is per day beyond the missed ritual. (In theory, a mortal
called a whose
ghoul. The act of creating a ghoul is intentional (it never lifespan has been unnaturally extended with ghouldom
happens would
by accident). Though a ghoul feeds on Vitae, a ghoul is not rapidly age and die if deprived in this way.) A reverted ghoul
necessarily a thrall, nor are all thralls automatically ghouls. loses all stored Vitae.
To create a ghoul, a Dhampir must deliberately feed the A ghoul can spend two Vitae on his own (one each round
target one Vitae and expend one additional Vitae to channel for two successive rounds) to extend his ghoul state another
supernatural energy into her new ghoul. The target month, but the ghoul does not automatically know this.
immediately Some
becomes a ghoul with one Vitae of his own. A Dhampir can Dhampirs prefer their ghouls to return to them in order to
feed keep
a ghoul more Vitae, up to half the ghouls Constitution their servants on a short leash, while other Dhampirs
score. recognize
Upon becoming a ghoul, a creature immediately gains the the need for extended missions away from home.
Celerity, Resilience or Vigor Discipline. The Dhampir chooses Animals can become ghouls, but their intelligence limits
the Discipline. Once the ghoul gains this Discipline, he can their
take effectiveness. Animal ghouls can use Vitae only on
it again as a feat to improve it. If a ghoul has an available Disciplines, not
feat to heal themselves or perform other physical
slot, he can study for one day with a Dhampir to learn any augmentations. They
ghoul usually never progress beyond the Discipline they gain
when they
become ghouls, though Dhampirs may be able to teach several times in order to generate enough Vitae to heal
animals herself.
others with careful use of Animalism Disciplines. Animal A Dhampir can heal herself in this way while unconscious.
ghouls WAKE UP
tend to use their Vitae immediately in combat, spending A Dhampir is an unnatural fusion of a living person and a
one Vitae dead soul. This combination causes lethargy and fatigue in
in the fi rst round and spending more only if they know a the
second body during daylight hours, and most Dhampirs sleep this
Discipline. Because of these limitations, animal ghouls are time
rare, and away in a state resembling death. Overcoming this
Dhampirs who want animal guardians usually create thralls. supernatural
Demons, mages and werewolves cannot become ghouls. sleep requires the expenditure of one Vitae, regardless of
Awakened can become ghouls, but all Vitae costs are what
doubled for time the Dhampir fell asleep or wants to wake. Morning,
their creation and maintenance. Awakened must spend noon,
double sundown or midnight, waking always costs one Vitae.
the normal Vitae to accomplish anything requiring Vitae. REGAINING VITAE FEEDING
DETECT BLOOD TIE Feeding on an unwilling target requires the Dhampir to
A Dhampir can recognize another Dhampirs clan if she grapple the victim; once the grapple is established, the
tastes the strangers Vitae; the nature of the dead soul fl Dhampir
avors the can feed each round as a standard action by making a
Dhampirs supernatural blood. A Dhampir can always successful grapple check. Feeding on a live creature is called
recognize the Kiss, and it is an ecstatic experience for both Dhampir
the taste of blood or Vitae she has tasted before, and even and victim. Once the Kiss begins, a non-Dhampir target
recognize must make a Will save (DC 10 + the Dhampirs Hit Dice +
the taste of someone who has drank the blood or Vitae the Dhampirs Charisma modifier) or succumb to the
of someone she has tasted. (This ability allows her to ecstasy
recognize and stop resisting. If the Dhampir is in combat and feeds on
other thralls of her regnant.) his opponent, the victim never needs to make this Will save
Recognizing a clans or a specifi c Dhampirs Vitae by taste and can resist the Dhampirs attack every round no
requires a DC 20 Search check. If the Vitae is from your matter
regnant how good the Kiss feels, your mortal enemy wont sit back
or someone who has tasted your regnants Vitae, the DC and let you do it.
is 15. You automatically detect the taste of your own Vitae, Feeding on a willing target (whether a volunteer or one
whether in another Dhampirs Vitae or in a non-Dhampir who has succumbed to the Kiss) is a standard action and
who requires
has drunk it. no grapple check. Each round of feeding on a human
VAMP I R E S subject gives a Dhampir one Vitae.
73 A Medium humanoid creature contains enough blood to
HEAL WOUNDS generate one Vitae per two points of Constitution, and each
Spending Vitae is the only way a Dhampir can heal wounds Vitae a Dhampir takes from the creature deals two points of
on her own; simple rest accomplishes nothing. Spending Constitution damage. Because Constitution damage heals
one at a rate of one point per day, and a Dhampir must expend
Vitae heals 10 hit points of damage or two points of ability at least one Vitae each night he rises, a Dhampir cannot rely
damage on a single humanoid creature for feeding; the creature gets
from a single ability. Spending two Vitae heals one point depleted over several days. Dhampirs usually rely on more
of ability drain. A severely injured Dhampir may have to than
feed
one source of blood; otherwise, they leave behind a string because their nature is counter to that of Dhampirs, Vitae
of from an Awakened hinders a Dhampirs ability to use
bodies that others can trace to them. Vitaebased
Medium or larger Animals are worth one Vitae for every abilities. Any Vitae expenditure other than waking
four points of Constitution, though each Vitae taken from up requires twice as much Vitae to function. This hampered
them still deals only two points of Constitution damage. state lasts one day per Awakened Vitae taken.
A Small creature is worth half as much Vitae as a Medium Dhampirs cannot feed on demons; their bodies are made
creature of its type. A Tiny creature is worth one-quarter as of animated inert matter that is as unsuitable for feeding as
much Vitae as a Medium creature of its type; smaller a
creatures pile of earth or a stone. Dhampirs cannot feed on plants.
cannot give Dhampirs Vitae. Dhampirs have a psychological dependence on fresh
Stored blood has only a fraction of the potency of fresh blood. Even if the Dhampir is fully sated on animal or
human blood; a Dhampir must consume eight pints of preserved
human blood, feeding on a live person is thrilling. Every time
blood to gain one Vitae. a Dhampir feeds on a live human, the Dhampir must make a
A dead human body can provide a single Vitae, and is Will save to resist draining that person completely dry (DC
available as Vitae only within 24 hours of the hosts death. 10 + 1 for every day that has passed since she last tasted
A Dhampir may feed on another Dhampir, directly draining fresh
Vitae from her target and adding it to her total. However, human blood). Most Dhampirs try to feed regularly to stave
feeding this way risks blood addiction and a blood bond. off this impulse, as a trail of dead bodies draws attention; a
Mage blood is laced with magic, but is as effective as rare few avoid feeding on humans entirely.
human blood for a Dhampirs purposes. However, a
Dhampir
who feeds on mage blood suffers mild hallucinations (1 on
all attacks, saves and checks) for one day per Vitae taken Improved Blood Drain (Su): At 4th level, the arch-Dhampir
a doubles the benefit of blood draining. Each time he blood
side effect of the mages supernatural awareness. drains,
Werewolf blood is more potent than human blood; apply the effects twice as if he had blood drained twice. For
a werewolf is worth one Vitae for every one point of the example,
werewolfs Constitution. However, due to werewolves a standard Dhampir normally deals 1d4 Con damage, and
savage chooses to gain 5 temporary hp or add the ability drain
alien natures, a Dhampir who drinks werewolf blood may toward
enter regaining lost blood points, for every successful blood drain.
a frenzied state in combat or when aggravated, similar to a If he
werewolf. This rage-prone state lasts one day per werewolf became an arch-Dhampir, he would deal 2d4 points of Con
Vitae taken. damage,
A Dhampir in this sort of rage can barely manage the clarity and gain 10 temporary hit points or add the greater amount
to speak (DC 20 Will save to bark out a few words). She of
cannot use Charisma-, Dexterity- or Intelligence-based skills 2d4 ability score points toward regaining blood points. This
(except for Balance, Escape Artist, Intimidate and Ride), ability
the Concentration skill, any abilities that require patience does not stack with the Improved Blood Drain feat.
or concentration or Disciplines (unless they specify they are Speed of Darkness (Ex): At 6th level and higher, the
useable in a rage). She can use any feat she has except archDhampir
Combat adds his Intelligence modifier (if +1 or higher) to his
Expertise. The frequency and duration of these episodes is initiative
at score.
the GMs discretion. Dominate Undead (Su): At 8th level and higher, the
Awakened blood is just as potent as human blood, but archDhampir
may use his dominate ability to control undead.
Master Dhampir (Su): At 9th level and higher, the
archDhampir
gains an inherent +2 bonus to the DC to resist all of his
vampiric abilities. Furthermore, he gains a +2 inherent
bonus to
saving throws against the abilities of other Dhampirs.
Divine Scion (Su): The arch-Dhampir discovers an amazing
inner strength that seems to be granted by a greater power.
It certainly
isnt evident in any normal Dhampir. The arch-Dhampir can
now rebuke or command undead as an evil cleric, with his
cleric
level equal to his total racial Dhampir levels plus his levels
as an
arch-Dhampir plus any normal cleric levels. He must use an
unholy symbol of his own design.
The arch-Dhampir feels a strong connection to this
mysterious
greater power. The arch-Dhampir gains one level of cleric
spellcasting. If he had no cleric levels prior to taking this
class, he
effectively casts spells as a first-level cleric. If he had cleric
levels,
he casts spells as a cleric one level higher. He must worship
Vlad the Immortal, Suthrikorn the Red, or another vampiric
deity.
The arch-Dhampir may continue to take levels as a cleric, as
if he
were taking normal cleric levels, but at no XP penalty for
multiclassing,
regardless of race or favored class.

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