Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
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.
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.
Heir to undying Nobility
Descended from undead nobility, perhaps from Geb, Nidal, or Ustalav, some dhampirs inherit a bit of their ancestors’ ability to control living beings. They can use command and charm person each once per day. This racial trait replaces the spell-like ability racial trait.
Does detect as magical, while you have it open and over your head the natural sunlight of the world doesnt hurt your eyes near as much.(Spells like daylight still hurt though)
Nicenzia Immortuos was born in Cheliax a short while after her mother, Verula had been stolen from Ustalav and sold into slavery. Unlike her mother, Nicenzia was born very pale almost white with black hair, a sign of the undeath blood long mixed into her ancestry going all the way back to the Whispering Tyrants rule. Nicenzia grew up also a slave but one who was best used to clean the house at night, she was always shunned by the humans of the house and quickly learned to return the favor. At her early teen years she began to feel the magic hiding in her blood and she began to experience the power to charm the humans of the house hold and on rare occasions command them to bring themselves in harm's way.
As she entered adulthood she was sold to another family in Isger while her mother was staying in servitude at thier current house. On the way to her new home in Elidir the slave transport travled along the river from Logas where it was attacked by a group of Eagel Knights, who had targeted the transport to save a fellow knight destined to be used as slave labour. During the commontion Nicenzia saw her opportnity to escape the transport and jumped ashore running as fast she could along the river hoping to find a city not part of Cheliax. She ended up near the mountains bewteen Isger and Druma when a Hellknight of the Chain tracked her down and intended to capture here and return the lost proberty of Cheliaxian nobelity to it's rightful owner. Wound and afraid Nizencia eventually came upon the campsite of Temrinil who managed to send the Hellnight packing and Nicenzia followed her with the promise of being treated for her injuries. She swore an lifedebt to the elf ranger and has joined the Silver Shields for a chance to return the favor before she moves on to find her ancestry homeland.
Personality and appereance:
Nizencia looks ustalavic in appereance, but people can quickly see she is a halfbreed of some sort with her white skin and charcoal black hair. Having been raised in Cheliax and shunned for most of her life has made her think the way her owners acted is the way people act towards each other and as a result she doesn't surpress her natural tendencies for evil.
Notes from GM:
Afficted by lost mines wailing curse.
Broken orb of Absorbtion:
- This cracked light blue glass orb was once used as a focus for major magics involving weather shaping by an old and power druid grove. When Aroden fell the orb cracked and sent a massive magical backlash that eradicated the druids grove leaving just the cracked orb behind.
Every spell cast(level 1 or higher) by the user has a small part of the essence of the spell siphoned into the orb. Every Spell cast against the user too also has a small part of it siphoned into the orb. Every time the orb gains a full charge ( 6 points for level 1, 12 points for level 2 and so on).
The bearer of the orb can use the orb to cast a randomized quickened version of the spell from the orb. The Orb absorbs both Arcane and Divine magics and as such the spell pulled from it can be either as well.
(in this case I would randomly roll like 6 spells and you would get to choose what spell is cast.)
As a warning.. the orb is well broken. There is a chance while absorbing magics something catastrophic could occur. (the percentage rises with the level of spell being cast from the orb)