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 .
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.
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.
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.
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 per 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
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 it gains Improved Uncanny Dodge instead.
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/magic and silver.
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.
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 half their level(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.
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.