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Alucard and Angels Dhampir child

They are not undead, they are not affected by spells that affect undead, but are still affected by
spells that specifically affect vampires (anti-vampire magic); however, they suffer only half
damage regardless of rolls (if an anti-vampire spell allows a save for half damage, cut the
damage in half again (1/4 damage) on a successful save).

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 creatures statistics and special abilities except as noted here. This template can only be added to a new character only.
Hit Dice
Increase all current and future Hit Dice to d10s.
Armor Class
The base creatures natural armor bonus improves by +3.
Racial Hit Dice: A Dhampir begins with five levels of 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 Dhampirs monstrous humanoid levels give it skill points equal to 5 (2 + Int modifier). Its class skills are Stealth and
Perception, which gains a +2 to those checks.
Racial Feats: A Dhampirs monstrous humanoid levels give it four feats. Dhampir also gain Alertness, Improved Initiative, and Lightning
Reflexes
Abilities
Increase from the base creature as follows: Str +4, Dex +2, Con +4, Cha +2.
Blood Drain and Requirements:
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 injects a venom which will paralyze the victim for 4 rounds .
If you do not drain at least 5 Constitutions point of Blood every 4 days from a living creature, you take -2 INT and -2 STR (Fort Neg, 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 as weak as your
mortal race
Immortality (Ex): The Dhampir has no maximum age. He takes no penalties for aging, but gains any bonuses. 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 +1 strength. +1 constitution, and +1 dexterity every
decade
Undead Characteristics (Ex): Dhampir are immune to poison, disease, and death from massive damage. 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. There is a 6% chance 2 levels that the Dhampir will rise as a Vampire on death.
Special Attacks
Gain 1d4+2 of the following abilities:
Blood Rage: A Dhampir has the ability to enter a state where he gets +6 Strength, +4 Dexterity, +5 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, 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 HalfVampires HD as Caster level. (WillNeg). If the targets save is successful, he/she is immune to this Dhampirs 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 can be cast 1/day per point of Charisma modifier. 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 more powerful and will disintegrate
anything it destroys.
Summon Spirit (Sp): This spell may be cast 1/day per 5pts of Charisma modifier. It summons a spirit that does 1d8 damage/three levels. Once
summoned, the spirit can take an 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.
Special Qualities
The Dhampir gains a choice of 1d10+3 of the following powers:
Fast Healing (Ex): As base vampire, but a Dhampir heals 4 hit points each round so long as their hit points are above 0. Below that, they may
only take partial actions. Fast healing is negated if they are impaled with a wooden stake.
Resistance- Resistance (Ex): Dhampirs have fire and acid resistance equal to their level divided by two (round down.). They also have Cold and
Electricity Resistance 5
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 any 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/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 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): 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 or make their
hearts stop, etc. They also for a short amount of time (Con modifier in rounds) can increase his physical stats by 1 per 3HD, allocated however he
chooses, giving him a short time to become stronger than he really is.
Speed Enhancement (Ex): A Dhampir outstanding speed gives him a +10 ft competence bonus to movement rates every 3 levels.
Scent (Ex): Dhampirs can use the scent ability to track, and have a +5 racial bonus to alchemy.
Darkvision (Ex): Dhampir have darkvision with a range of 120 ft.
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 its 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, theyre considered moving;
they dont 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.

Superior Bloodright- Cassidy has the power of superior blood, allowing him to deny the use of vampiric
abilities. For each rank he learns, he can automatically block 1 level of Kindred ability or impose a -2 for a
Traditional to exercise their powers.

Left HandGust of Wind- A 30ft cone of high power wind that knocks over foes (Ref Save DC10+1/2 Level + Con mod) and
slows flying creatures as if 90ft had been subtracted from their movement rate.
Sub WeaponAs a unforeseen side effect of his power as a Devil Forger, he may use the minor effect of his ability to make use of
the sub weapons from the Castlevania series. He subconsciously drains the latent magic in all things from object and
even foes to recharge this power. Dead foes/destroyed items will typically yield up 1 heart. IF the target slain is over
8HD or is a particularly heavy or hard item, it will drop a large heart that replenishes the Heart Pool by 5.
The Left Hand can make a Fortitude save and absorb an incoming spell and recharge this pool also, each spell level
eaten in this manner restores 1 heart.
He gains a Heart Pool Equal to his Level x 5. These hearts are consumed with each use of the sub weapon in
question. Cassidy may hold 4 items in his memory at a time and he may change them over by meditating in the
morning for an hour. It takes a move action to cycle through the available sub weapons.

Sub weapon

Cost

Alchemy DC to
unlock

Effect (due to the magical effect that creates them, Cassidy cannot ad

Dagger
Rebound Stone

1
2

15
16

Holy Water

17

Axe
Bible
Agunea
Stopwatch
Cross

4
5
5
20
50

18
19
20
25
30

5pts of damage per dagger, crit x 2; may throw 2 per attack action. Range incr
4pts diagonal ranged touch attack that rebounds through foes out to 50 ft wort
knowledge of geometry to make the most of this weapon.
5pts of Holy damage in a 5 x 5 square. Reflex save (DC10+1/2Level+Dex Mo
applied again. Range increment 10ft. The flame lasts 1 round.
10pts of damage. crit x 3 Great for attacking low flying creatures, Range incre
20pts of damage to any foe attempting to pass through its barrier effect, stops
5pt ranged touch attack that chains a lightning attack that inflicts 5pts of holy
Does a 1 round duration time stop . Foes over 6 HD are slowed instead.
50pts of damage to all foes within a 20ft radius. Half is divine damage, the oth

Resplendent Cloaker sidekick

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