Dhampir pc playablity?


Advice


Yes dhampir sound cool on paper but with the limited ways to keep them healed are they a realistic option. I mean really whats the in game life expecties of this guy like two three sessions most?


JOHNB83 wrote:
Yes dhampir sound cool on paper but with the limited ways to keep them healed are they a realistic option. I mean really whats the in game life expecties of this guy like two three sessions most?

I've only played one for a couple levels, but she did just fine. In-combat healing usually doesn't work out so well to begin with, and out of combat you can get an inflict wand the same way you can get a cure one.

Also, if you run up against an evil cleric, it's hilarious when they channel and you smile and feel better. ^_-


I recently played a negative energy focused cleric (Undead Lord Archetype) it was for PFS play so I could not play a Dhampire, though I wish I, it would have made my semi-evil job so much easier.

Scarab Sages

I think they make solid paladins as they can self-heal via lay on hands. Get your friendly cleric a wand of inflict and you should be good to go.


I have played as a Dhampyr for about 6 sessions and did see a massive problem at the start because my character didn't tell them what was up. A bard gave me healing which dropped me to 2hp (my character sucked it up) and while she lay dying she almost got heal-killed by a paladin's Lay On Hands. Luckily, the DM decided to have everyone roll a Know Religion check to see if they can recognise the tell-tale Dhampyr signs (in our game there are a few). The paladin failed but the rogue rolled a natural 20 (we utilise skill criticals sometimes) and related a story about a little boy Dhampyr who was killed when his mother took him to the church for healing.

Once that was out of the way, it worked out all right. I just need to get my hands on a Wand of Inflict and either the rogue or myself can keep myself healed.

We were worried for awhile that Inflict Wounds spells were of the evil descriptor and casting them would make us evil but we quickly figured out that wasn't how it worked.

So yeah, it can be bumpy to begin with but works out in the end.


JOHNB83 wrote:


Yes dhampir sound cool on paper but with the limited ways to keep them healed are they a realistic option. I mean really whats the in game life expecties of this guy like two three sessions most?

Mechanically "doable" as others have pointed out. I'd be more worried about the locals if they find out what you are and assume the worst (and when do people not?). Whatever you might be like, the typical Dhampir hasn't exactly done you any favors in the public relations department... you're fellow adventurers might get to know you and not hate your guts (or maybe they will anyway, but that's just personal) but other people may not give you the benefit of the doubt. The setting and your DM are the sources on that. I'd check unless you want to play the monster in the local versions of Frankenstein or Dracula...


Lay on hands don't harm the dhampyr.


Curse of the Crimson Throne
Dhampyr Wizard (Necromancer)
Lifespan: End of Campaign
Deaths: 1
Cause: Self-Sacrifice to save an imperiled townsman and take false credit for a political assassination in public, saving law and order from being overwhelmed by riots and plotting.
Level 14.

Who has two thumbs and plays Dhampyr? This guy.

Tell the party after you've had one close scrape, or after a couple of excellent combats. Avoid the 'accidentally healed to death' issue, and you're golden.

I'm currently playing a Necromantic Affinity Dwarf Invulnerable Rager Barbarian. Same issue. Positive energy kills him. Everyone in the party knows it, and not just because he has bones tatooed all over his body...


I agree with not keeping your nature secret from the rest of your party. I'm playing a dhampir ninja in a Jade Regent campaign, and almost died when the druid hit me with a clw...after that I came out to the party and main npc's, and purchased as many potions if inflict light wounds as I could afford. After 5 sessions, I am really liking the character, both mechanically and the background I came up with.


Playing a Dhampir Fighter, took a 1 lv dip in Oracle for self-sufficiency. Bought a wand of inflict for the party cleric, and I prepay for custom potions at the apothecary. That way I always have some to pick up when I'm back in town. Also, the party knows, and has from first level.

A few different ways of looking at negative energy affinity. From my understanding, Pally lay on hands to heal does nothing to a Dhampir. Pally lay on hands to harm undead harms a Dhampir. Cleric channel negative to harm living has no effect, cleric channel positive to heal living has no effect. Channel Negative to heal undead heals Dhampir, Channel Positive to harm undead harms Dhampir.


In a 3.5 game we got bitten by a Tomb Spider that had venom that delivered the same effect - positive energy healing caused damage to the envenomed character; problem was, the spirit shamen acting as party healer always used the vigor spells, which don't heal, they give you fast healing instead.


I am playing a dhampir fighter in a Council of Thieves campaign.

First session... fighting undead in the sewers and the cleric channels to harm undead, hurting my fighter as well. After that, he "came out" to the party and it's not been a problem. Wrote a "source" for inflict potions into his backstory (no freebies, just a logical way to buy them... I dont think they would be a typical potion at all) and it's all good.

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