Random Dhampir idea


Homebrew and House Rules


So, I like the Skinwalker Race, and I also quite enjoy the Buffy and Angel shows. So, what if for some games, the Dhampir had something like that.

Basically, at all times they keep their negative to constitution, their Negative Energy shpeal, and maybe their special vision abilities. But, they can choose to 'change' a bit, and that's when they gain whatever abilities they would normally have, maybe at the cost of taking a hit to Charisma while also gaining bonuses to Intimidate. You know, their face will get more bestial, maybe they'll actually get fangs, that kind of thing.

Just a spur of the moment thing while I don't sleep, I haven't figured it all out. But, what do you think?


So sort of like a Shifter from Eberron? Just instead of shifting in to a hybrid animal form, more of a gothic vampire type deal? Cuz that would be pretty interesting i think.


Yeah, you got it. Normally they're just pale humans, but when push comes to shove, they've got something dark in them, that they can bring out.


Thats a neat concept. I definitely like it.


I'd give 'em a bit more oomph to compensate if they needed to "Vamp out" to access their abilities, and incurred penalties to other things when doing so.


Rynjin, I definitely want to go that route. But what do you recommend, that wouldn't be too gamebreaky? Like, maybe they actually take sunlight damage, or they have to roll(or choose) from a list of vampire-related weaknesses? And get other really cool abilities that they can do?

How about a bloodsucking mechanic, one that doesn't count as an Evil act because I remember you raging about that?


you could do like a oracle curse type thing where they choose from a list of negatives, but when they "vamp out" they receive the positives to balance it out.


even do a dhampir only item where they can drink a "potion" of blood that acts like a mutagen from the alchemist class and can boost their abilities but afterwards leaves them fatigued like the barbarian rage power if they dont continue to imbibe


9toes, I always thought that alchemists existing in the setting kind of solves the vampire blood dilemma. You've read my mind buddy.


If by having two forms they look human in their not vampiric form that would actually be a benefit, not a drawback. Right now, being a different race, they need to use disguise with a penalty for looking like another race.
If they look human they don't need that any more.


Well, I mean, they basically are human, they just got something extra in their bloodstream.

But yeah, with this version if they don't "vamp out", then they appear more human, just with something slightly 'off' about them if the player likes that sort of thing.

Or, they could look all normal and suave.


Vamptastic wrote:

Well, I mean, they basically are human, they just got something extra in their bloodstream.

But yeah, with this version if they don't "vamp out", then they appear more human, just with something slightly 'off' about them if the player likes that sort of thing.

Or, they could look all normal and suave.

Which then would be a hidden buff.

As long as you do not handwave this thing for other races, too. Like the tiefling that wants to look 100% human.


Why would a Tiefling want to look 100% human? :P The only Tiefling I ever played was basically an expy of Hellboy. With the red skin and the horns and everything.


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Gingerbreadman wrote:
Vamptastic wrote:

Well, I mean, they basically are human, they just got something extra in their bloodstream.

But yeah, with this version if they don't "vamp out", then they appear more human, just with something slightly 'off' about them if the player likes that sort of thing.

Or, they could look all normal and suave.

Which then would be a hidden buff.

As long as you do not handwave this thing for other races, too. Like the tiefling that wants to look 100% human.

You seem to be a bit confused about what Dhampir look like.

"dhampirs look like statuesque humans of unearthly beauty."

Not really much effort required in the disguise department, even in the .0001% of scenarios where it would actually matter. A negligible buff at best.

Vamptastic wrote:

Rynjin, I definitely want to go that route. But what do you recommend, that wouldn't be too gamebreaky? Like, maybe they actually take sunlight damage, or they have to roll(or choose) from a list of vampire-related weaknesses? And get other really cool abilities that they can do?

How about a bloodsucking mechanic, one that doesn't count as an Evil act because I remember you raging about that?

Sunlight damage is a bit much for a PC race. Negative Energy Affinity already screws them in a lot of parties since for SOME reason it counts as the worst of both worlds...Channel Energy and healing spells automatically harm you, even if they were set to Heal Living instead of Harm Undead.

And yes, I hate that it's always an Evil act, but I figure we might as well try to stay within the rules. SO something like...

Dhampir:

Standard racial Traits:

Ability Scores: -2 Con, +2 Cha [+2 Dex and Str, -2 Cha]*

Type: Dhampirs are humanoids with the dhampir subtype.

Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Dhampirs have a base speed of 30 feet.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits:

Undead Resistance: Dhampirs gain a +2 [+4] racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain 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. When in Vampiric Form, his HD counts as 2 higher for the purpose of determining when he dies from negative levels.

Feats and Skills Racial Traits:

Manipulative: Dhampirs gain a racial bonus on Bluff and Perception checks. In Vampiric Form the bonus to Bluff is replaced with a Bonus to Intimidate, and the bonus increases to +3 for both skills.

Running Water Aversion: Dhampir take a -4 on all Swim checks in areas of rough or stormy water.

Magical Racial Traits:

Vampiric Form: A Dhampir can change shape into a more fearsome form as a Standard action. It gains a +2 to Str and Dex, but a -2 to Cha while in this form. It may stay in this form as long as it wishes. A Dhampir may revert to humanoid form as a Swift action.

While in Vampiric Form the Dhampir gains a number of vampiric qualities, chosen from the following list. He may choose up to two vampiric qualities, no two from the same category.

Vampiric Senses:

-Scent
-Deathwatch (Constant)
-Blindsense 15 ft. (only against creatures who are bleeding from some kind of wound)

Vampiric Offense:

-2 Slam attacks that deal 1d6 points of damage.
-A Bite attack that deals 1d4 points of damage.

Vampiric Powers:

-Dominate Person as a spell-like ability once per day. Using this ability precludes you from choosing another power from the Vampiric Powers list for that day.

-A Dhampir who bites someone may swallow their blood as a free action, gaining 1d4+1 per 2 levels Temporary HP. He may also bite a creature that has died within the last minute. The effects last for one hour. Feeding on a living, unwilling creature is an evil act. This ability requires a bite attack to function.

-Summon Monster 1 3/day. This may only be used to summon bats, rats, and wolves, though the Dhampir may summon 1d4+1 of them. Using any uses of this ability precludes you from choosing another power from the Vampiric Powers list for that day.

Senses Racial Traits:

Darkvision: Dhampir see perfectly in the dark up to 60 feet.

Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Weaknesses Racial Traits:

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell. While in Vampiric Form the penalties increase to +2, and the effect of any healing spells are halved.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Garlic Revulsion: Dhampir hate the scent of garlic and endeavor to stay away from it whenever possible. They are Sickened on the first round they enter an area laced with garlic, though on subsequent rounds they can attempt to overcome their revulsion by succeeding on a DC 20 Fort save. In addition, if they chose the Scent ability from their Vampiric Form power, they lose the benefits of it as long as they remain within the area, and the penalties from Sickened increase to +3.

*Numbers in [] denote benefits only gained in Vampiric Form.

Might be a bit much, but it sounds fun to play, and could work as a good starting point.


Man, that looks awesome! You nailed it.

Hell, some of these abilities, if you feel that they'd be too strong? They could come in the form of racial feats or whatever that you can only gain at a certain level.

Man, I think I want to play this race.


Reading over this again, because I practically want to marry it.

"Ability Scores: -2 Con, +2 Cha [+2 Dex and Str, -2 Cha]*"

Does this mean that they don't take a hit to Constitution when in their Vampiric Form? I'd rule that they always keep that particular negative, personally.

Also, do they choose one of the Racial Weaknesses, or do they have all three? Do they only apply in Vampiric Form, or are they constant?

I love the Running Water aversion bit, man. That's excellent stuff, man.


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No, they keep the -2 Con, but lose the +2 Cha (and gain a further -2) and gain +2 Str/Dex.

So final stat total comes out to +2 Str/Dex, -2 Con/Cha.

They have all 3 Weaknesses, and they apply in all forms (though Vampiric Form increases the downsides of Garlic Aversion and Light Sensitivity).


I'm diggin' it.

Now I want to find a DM who'll let me play this.


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This is super cool. Well done!


I feel like the dominate person ability might be a little too much at low levels.

If I had my druthers, I would really prefer to see that start out as just hold person and then allow the dhampir to "upgrade" it to dominate person at character level 8 or so. And I guess the save is based off charisma?


Yeah, I could see that. I could see it working, either or.


That could work. And yes it's based on Cha. Though that is a mite odd now I think of it.


Rynjin wrote:
That could work. And yes it's based on Cha. Though that is a mite odd now I think of it.

I sort of agree. The simplest fix is to just let the Vampire add +2 to the save so the charisma shot does not effect it.


Or have it work on unmodified Charisma modifier.


Rynjin wrote:
Or have it work on unmodified Charisma modifier.

Same difference. Though the word "unmodified" is a slightly harder concept than "+2".

That version of the suggestion reminds me of that teifling ability that lets the teifling cast as a sorcerer with the demonic bloodline as though her charisma were higher. Maybe the dhampir should have something like that for the undead bloodline (like not take the penalty to charisma for casting in vampire form)? That is a tertiary level problem at best though.

Shadow Lodge

Rynjin wrote:
Sunlight damage is a bit much for a PC race. Negative Energy Affinity already screws them in a lot of parties since for SOME reason it counts as the worst of both worlds...Channel Energy and healing spells automatically harm you, even if they were set to Heal Living instead of Harm Undead.

Not true. A dhampir is unaffected by energy channeled to heal the living.

FAQ

Clarifying Post by SKR, #1

Clarifying post by SKR, #2


SKR's posts are how it SHOULD work IMO.

However, that's not what the FAQ says.

"this is automatic and has nothing to do with the intent of the target or the energy-wielder."


The Negative Energy thing will never be clarified, ever. There will always be dozens of different camps that insist it means this or that.

Shadow Lodge

Rynjin wrote:
"this is automatic and has nothing to do with the intent of the target or the energy-wielder."

This simply means that a friendly caster does not identify a dhampir as such who (1) casts CLW will hurt them even if they intended to heal them or (2) channels to heal a group of living creatures will not affect the dhampir despite intending to heal them, because the dhampir is treated as undead.

The actual new wording of the ability "The creature is alive, but is treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy" is perfectly clear and does not create a half-dead category for channel in which you are affected whether living or dead creatures are targeted.


I'll take that considering I don't really want it to work the way I thought it did anyway. That particular line could stand to be a mite clearer but I guess the actual text is good now.

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I'd say Charm rather than Dominate to be in line.


I'd say Hold Person, perhaps with a Feat to get Dominate as well would be fair.

Shadow Lodge

I'd probably go for Hold Person since the Vampiric Form is supposed to turn you super-scary (paralyze your prey with fear) rather than alluring.

Upgrading to Dominate at level 9 with or without a feat sounds good.


Yeah. That is more or less what I was suggesting. Maybe a feat for 3 uses a day, though.


Hey, do you add your strength bonus to the Vampiric Offense abilities?

Shadow Lodge

They look like normal natural attacks to me, and slam and bite attacks are typically primary attacks (full Str to damage) unless paired with manufactured weapons (in which case they take -5 to hit and half Str to damage). See general natural weapon rules.


^Yep.

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