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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
[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.