Dhampir (3.5e Template)
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- 1 Damphir
- 1.1 Creating a Dhampir
The result of the union between a vampire and a human, elf, or other human sized women.
Alucard from Castlevania series, D from Vampire Hunter D, and Blade are example of Dhampirs.
Creating a Dhampir
Dhampir is a template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). A Dhampir uses all the base creature’s statistics and special abilities except as noted here. This template can only be added to a new character only.
Size and Type
Size and type is unchanged.
Increase all current and future Hit Dice to d10s.
Base speed is unchanged.
The base creature’s natural armor bonus improves by +3.
A Dhampir is proficient with all simple and martial weapons and gains the special attacks listed below.
Gain the following abilities:
Blood Drain: If pinning an opponent, the vampire can make a bite attack that does 1d4 Constitution damage each round, the vampire gains 5 temporary hp each point, and imput a venom which will paralyze the victim . If you do not drain at least 5 Constitutions point of Blood each day from a living creature, you take -2 INT and +2 STR (FortNeg, DC 15 + number of days since you last drunk). If you still do not drink, for every day you take -2 INT and +2 STR until you will become your mortal race
Blood Rage: A Dhampir has the ability to enter a state where he gets +6 Strength, +4 Dexterity,+4 Constitution, and +2 regeneration, but he must pass a dc 20 will save in order not to attack his allies and can only do this once a day per 3 levels, may be unwillingly invoked around large pools of blood or when under great stress or life threatening condition and as the Dhampir ages the blood rage will become stronger and more in control
Charm Gaze: by making a gaze attack against a target within 30’ as a Free Action, the target is affected by Charm Monster, using the Half-Vampire’s HD as Caster level. (WillNeg). If the target’s save is successful, he/she is immune to this Dhampir’s Charm Gaze for 24 hours.
Dark Metamorphosis (Sp): This spell does not count as one of the limited spell a Dhampir can know. It counts as a Level 1, so it only costs 1 MP. With this spell any blood the dhampir touches is absorbed by their body just as if they had used their fangs. Also when a Dhampir gets older he will have the ability to just point at a person to suck the blood out of them when they just want to.
Hellfire (Sp): This spell courts as a 1st level spell, so it only costs 1 MP. It sends out one to three firebolts doing a total of 1d6 fire damage per two levels. It is a ranged touch attack. When a Dhampir becomes older his hellfire ability will become inextinguishable (unless the Dhampir wants it extinguished) and will disintegrate any thing it touches.
Summon Spirit (Sp): This spell counts as a Level 3 spell, so it costs 5 MP to cast. It summons a spirit that does 1d8 damage per three levels. Once summoned, the spirit can take a action the next round, until the battle is over. He will be able to also summon the spirits of people he has killed in the past and the spirits ancestors. It has an AC of 10 plus the dhampir's level. It has the same BAB and half the HP that the dhampir does. It is treated like a creature with incorporeal as a subtype. The only way it can attack is to pass though the victim doing magic type damage. It can say on the same target or can switch targets as the caster wishes.
Domination (Su): As base vampire, except that a Dhampir can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level. When the vampire gets older he will be able to dominate a person with just his voice no matter how strong the victim's will is and however long he wants no matter how far away, the only way to break the domination is to kill the Dhampir or make a successful will save.
Fast Healing (Ex): As base vampire, but a Dhampir heals 4 hit points each round.
Cold and Electricity Resistance 5
There is a 6% chance 2 levels that the Dhampir will rise as a Vampire on death.
Blood Requirements: A Dhampir has to drain blood once every month or his special qualities will weaken and if he doesn’t feed for 3 months he will become his mortal race
Racial Hit Dice: A Dhampir begins with five levels of humanoid or monstrous humanoid, which provide 5d10 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4
Racial Skills: A Dhampir’s humanoid or monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Search, and Spot. A Dhampir has a +2 racial bonus on Hide, Listen, Move Silently, Search, and Spot checks.
Racial Feats: A Dhampir’s humanoid or monstrous humanoid levels give it four feats.
Uncanny Dodge (Ex): At 2nd level, a Dhampir retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Dhampir already has uncanny dodge from a different class.
Alternate Form (Su): As a base Vampire: A dhampir can assume the shape of a bat or wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the dhampir does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the dhampir loses its dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Ex): A Dhampir is extremely tough; it has damage reduction 5/+1.
Telepathy (Su): A Dhampir can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile.
Blood Mimicry: When a Dhampir reaches ancient status he will get a unique ability to call forth the memories, skills, and powers of the victim he has drained, He can also take the persons form when calling the past victim forth. Also he must drain the victim completely in order to keep their powers and depending on the amount of blood he has drunken, he will only hold onto the victims powers and memories for a while before disappearing
Blood Rush (Ex): When a Dhampir consumes a pint of blood, they go gain a surge of power. They gain an untyped bonus of +5 to any physical ability score for a number of rounds equal to half their total hit dice.
Metabolism Control (Ex): Dhampirs have an unlimited life span, do not age, but are alive, so their bodies still grow. Cutting off their hair or nails would only cause them to regenerate, so vampires have control over the growth of their anatomy. As 1 action, a vampire can change the length of his nails, hair, and/or canine teeth. They often use this ability to hide their claws and fangs until they're ready to strike a victim and expose what they really are. The vampire can also stop breathing, make their hearts stop, etc. They also for a short amount of time can increase his physical stats by however he chooses giving him a short time to become stronger than he really is.
Super Immortality (Ex): The Dhampir has no maximum age. He takes no penalties for aging, and any penalties he once had are negated. If a living vampire chooses to do so, his soul may return to his body upon being killed. Also the Dhampir as he ages he gains +5 strength. +5 constitution, and +5 dexterity every decade
Speed Enhancement (Ex): A Dhampir outstanding speed gives him a +4 competence bonus to melee attack rolls, ranged attack roll with thrown weapons, armor class, and reflex saves. When he reaches ancient status all those increase +2 every year
Scent (Ex): Dhampirs can use the scent ability to track, and have a +5 racial bonus to alchemy.
Darkvision (Ex): Dhampire have darkvision with a range of 120 ft.
Resistance (Ex): Dhampirs have fire and acid resistance equal to their level divided by two (round down.)
Undead Characteristics (Ex): Dhampir are immune to poison, sleep, paralysis, stunning, disease, death effects, death from massive damage, and necromantic effects. The aberration that their living body takes on is reinforced with the power of the undead, so they only gain the powers of the undead, and are not truly the undead, nor are they considered the undead type.
Evolution: When an ancient Dhampir Sucks the blood of other creatures, he will eventually gain the powers and abilities of every victim he has drained in the past and the ones he will drain in the future. He will also be able to take their form if he wants to.
Tremorsense: (50ft) A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.
Increase from the base creature as follows: Str +4, Dex +2, Con +4, Cha +2.
Dhampir have a +4 racial bonus on Hide, Listen, Move Silently, and Spot checks. Otherwise same as the base creature.
Dhampir gain Alertness, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Any, usually same as base creature.
Same as the base creature +2.
By character class.