Pathfinder RPG Reference Document
Pathfinder Reference Document

Dhampir

This unnaturally graceful man moves without a sound, his gaze just as piercing as the needle-sharp blade he effortlessly wields.

Dhampir CR 1/2

XP 200

Dhampir fighter 1

CE Medium humanoid (dhampir)

Init +3; Senses darkvision 60 ft., low-light vision; Perception +1

Defense

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)

hp 13 (1d10+3)

Fort +2, Ref +3, Will –1 (+2 vs. disease and mind-affecting effects)

Defensive Abilities negative energy affinity, resist level drain

Weakness light sensitivity

Offense

Speed 30 ft.

Melee rapier +4 (1d6+1/18–20)

Spell-Like Abilities (CL 1st)

3/day—detect undead

Statistics

Str 13, Dex 17, Con 10, Int 10, Wis 8, Cha 16

Base Atk +1; CMB +2; CMD 15

Feats Toughness, Weapon Finesse

Skills Bluff +5, Intimidate +7, Perception +1, Ride +5, Survival +3; Racial Modifiers +2 Bluff, +2 Perception

Languages Common

Ecology

Environment any land

Organization solitary, pair, or court (3–8 and 1 vampire)

Treasure NPC gear (chain shirt, rapier, other treasure)

Special Abilities

Resist Level Drain (Ex) A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Cursed from birth, dhampirs result from the rare and unnatural union of vampires and humans. Although not driven to consume blood for survival as their undead progenitors are, dhampirs nonetheless know a lifelong desire for blood that nothing else can truly sate. Those who survive their early years face a life of fear and mistrust, their unnatural beauty and incredible reflexes marking them as scions of the night just as surely as their sensitivity to light. Although polluted by undeath, dhampirs do grow old and die, aging at a rate similar to elves.

Dhampir Characters

Dhampirs are defined by class levels—they don't possess racial Hit Dice. All dhampirs have the following racial traits.

+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but closer to death than most mortals.

Senses: Low-light vision and darkvision 60 feet.

Manipulative: +2 racial bonus on Bluff and Perception.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Light Sensitivity, Negative Energy Affinity: See universal monster rules.

Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

Resist Level Drain: See above.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).