Ability Score Racial Traits: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Size: Dhampirs are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dhampirs are humanoids with the dhampir subtype.
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..
Undead Resistance: Dhampirs gain a +2 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.
Manipulative: Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
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.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
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.
Thrune Informant: You gain a +1 trait bonus to Diplomacy checks to gather information, Disguise checks, and Knowledge (local) checks and one of these skills(your choice is a class skill for you. ([i]Hell's Vengeance Player's Guide[i])
Mind Trapper: You gain a +2 trait bonus on Charisma checks to convince an ally enchanted by one of your charm spells (such as charm person or charm monster) to do things it wouldn't normally do.
Empty Heart, Full Heart: You gain a +1 trait bonus on saving throws against charm effects, and targets of your charm spells take a –1 penalty on their saving throws.