| Enhancement | Description |
|---|---|
Dark Origins
|
+1 to Attack while performing Sneak Attacks. |
Dhampir Ability
|
Choose between Strength, Constitution, or Charisma |
Dark Present
|
+2 to Attack while performing Sneak Attacks, +1 Sneak Attack Die, +20 Negative Amplification |
Dhampir Ability
|
Choose between Strength, Constitution, or Charisma |
Dark Future
|
+3 to Attack while performing Sneak Attacks, +2 Sneak Attack Dice, +20 Negative Amplification |
| Enhancement | Description |
|---|---|
Draining Bite
|
Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have. |
Skills
|
Rank 1 +1 to Hide, Move Silently, and JumpRank 2 +2 to Hide, Move Silently, and JumpRank 3 +3 to Hide, Move Silently, and Jump |
Drink In
|
Choose between Drinking in Life or Death |
Tenuous Relationship With Death
|
Rank 1 Your range of unconsciousness extends by 5 Hit Points.Rank 2 Your range of unconsciousness extends by 10 Hit Points.Rank 3 Your range of unconsciousness extends by 20 Hit Points. You automatically stabilize when Unconscious. |
Innate Protection
|
Rank 1 +1 to Saves vs. SpellsRank 2 +2 to Saves vs. SpellsRank 3 +3 to Saves vs. Spells |
| Enhancement | Description |
|---|---|
Lifeblood
|
Rank 1 When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1 to all Ability Scores for 60 seconds.Rank 2 When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +2 to all Ability Scores for 60 seconds.Rank 3 When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +3 to all Ability Scores for 60 seconds. |
Dominate Animal
|
Spell-Like Ability: Telepathically controls the actions of an Animal, Magical Beast, or Vermin, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon. Mindless targets cannot save, but the duration is halved. (DC: 15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses) |
Embrace Death
|
Toggle: While Embrace Death is active, you gain 100% critical hit resistance and are able to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. (This replaces your natural vulnerability to Light). You are considered Undead rather than your original type for the purposes of most effects. You gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Character level (max 20). This is a Major Form, and counts as a Shroud for the purpose of Pale Master. |
Rush of Bats
|
Rank 1 Turn into a swarm of bats and rush to target foe's position.Rank 2 Turn into a swarm of bats and rush to target foe's position.Rank 3 Turn into a swarm of bats and rush to target foe's position. |
Cloak of Undeath
|
Rank 1 +2 Magical Resistance RatingRank 2 +4 Magical Resistance RatingRank 3 +6 Magical Resistance Rating. +6 Magical Resistance Rating Cap. |
| Enhancement | Description |
|---|---|
Fearsome Countenance
|
Target enemy must make a Will Saving Throw (10 + Highest of STR/CON/CHA Mod + Stunning bonuses + Enchantment DC Bonuses) or be Cowered for 6 seconds. This is considered a Fear effect. On Save: -10% Movement and Attack Speed for 6 seconds. |
Stunning Visage
|
Rank 1 +2 to Stun DCsRank 2 +3 to Stun DCsRank 3 +4 to Stun DCs |
Deathly Bite
|
When you are considered Undead (via Embrace Death or any other source), your Vampiric Bite heals you for Negative energy instead of Positive. |
Harrying Swarm
|
Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds. Additionally, when you finish Rush of Bats, you gain 5% Incorporeality and +2 Stunning DCs for 6 seconds. |
Improved Dodge
|
Rank 1 +1% Dodge when wearing Light or no ArmorRank 2 +2% Dodge when wearing Light or no ArmorRank 3 +3% Dodge when wearing Light or no Armor |
| Enhancement | Description |
|---|---|
Ascendant Bite
|
Your Vampiric Bite now applies 5 stacks of Vulnerability and deals double the piercing damage. If the target of your Vampiric Bite is Cowered, living, and corporeal they must make a Fortitude Saving Throw (DC 16 + Highest of STR/CON/INT/CHA Mod + Stunning Bonuses + Enchantment Bonuses) or die. |
Vampiric Persuasion
|
Rank 1 +1 Enchantment DCRank 2 +2 Enchantment DCsRank 3 +3 Enchantment DCs |
Dominate Person
|
Spell-Like Ability: Dominates one target humanoid, causing it to change sides. (DC: 15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses) |
Biting Swarm
|
Living, corporeal enemies in a small area around where you finish your Rush of Bats are bitten by the bats, causing them to bleed, taking 1d12 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Melee Power. |