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Dhampir

Dhampir Premium

Favored class: Rogue

With Undeath somewhere in their ancestry, Dhampir are living beings with increased Strength, a Vampiric bite, and an affinity for death.

Dhampir have supernatural Strength, but also have access to uncanny Constitution and Charisma. They can heal themselves by using their Vampiric Bite on living beings. They can excel at both felling their foes with weapons and enchanting unsuspecting animals and humanoids.

Stat Notes:

Dhampir start with higherstrength.

Strengths: Their Vampiric Bite allows them to heal themselves and eventually kill foes outright.

Weaknesses: If fully embracing Undeath, they become vulnerable to Light damage and take less Positive healing.

Str +2
Dex 0
Con 0
Int 0
Wis 0
Cha 0

Automatic Feats 3

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • You do not need to breathe underwater.
  • Single Target Action: You bite target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power (though is not a weapon attack and cannot crit). If that creature is a living and corporeal creature, you heal for 20 + (Character Level x Constitution Modifier) number of Hit Points from Positive energy. This damage does not have a saving throw, though upgrades to this ability may have one.
  • Dismiss Charm
    Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.

Enhancements Full tree →

The Dhampir tree. Hover a cell for what it does; the full page has every rank and description.

Draining Bite 0/1
Draining Bite
Ranks: 1 Cost: 1 AP Requires: 1 AP
Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
Skills 0/3
Skills
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Hide, Move Silently, and Jump
Drink In 0/1
Drink In
Ranks: 1 Cost: 1 AP Requires: 1 AP
Choose between Drinking in Life or Death
Tenuous Relationship With Death 0/3
Tenuous Relationship With Death
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your range of unconsciousness extends by 5 Hit Points.
Innate Protection 0/3
Innate Protection
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Saves vs. Spells
Lifeblood 0/3
Lifeblood
Ranks: 3 Cost: 1 AP Requires: 5 AP
When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1 to all Ability Scores for 60 seconds.
Dominate Animal 0/1
Dominate Animal
Ranks: 1 Cost: 1 AP Requires: 5 AP
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 0/1
Embrace Death
Ranks: 1 Cost: 1 AP Requires: 5 AP
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 0/3
Rush of Bats
Ranks: 3 Cost: 1 AP Requires: 5 AP
Turn into a swarm of bats and rush to target foe's position.
Cloak of Undeath 0/3
Cloak of Undeath
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 Magical Resistance Rating
Fearsome Countenance 0/1
Fearsome Countenance
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/3
Stunning Visage
Ranks: 3 Cost: 1 AP Requires: 10 AP
+2 to Stun DCs
Deathly Bite 0/1
Deathly Bite
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/1
Harrying Swarm
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/3
Improved Dodge
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1% Dodge when wearing Light or no Armor
Ascendant Bite 0/1
Ascendant Bite
Ranks: 1 Cost: 1 AP Requires: 15 AP
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 0/3
Vampiric Persuasion
Ranks: 3 Cost: 1 AP Requires: 15 AP
+1 Enchantment DC
Dominate Person 0/1
Dominate Person
Ranks: 1 Cost: 1 AP Requires: 15 AP
Spell-Like Ability: Dominates one target humanoid, causing it to change sides. (DC: 15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)
Biting Swarm 0/1
Biting Swarm
Ranks: 1 Cost: 1 AP Requires: 15 AP
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.
Core Enhancements
Dark Origins 0/1
Dark Origins
Ranks: 1 Cost: 1 AP
+1 to Attack while performing Sneak Attacks.
Dhampir Ability 0/1
Dhampir Ability
Ranks: 1 Cost: 2 AP
Choose between Strength, Constitution, or Charisma
Dark Present 0/1
Dark Present
Ranks: 1 Cost: 1 AP
+2 to Attack while performing Sneak Attacks, +1 Sneak Attack Die, +20 Negative Amplification
Dhampir Ability 0/1
Dhampir Ability
Ranks: 1 Cost: 2 AP
Choose between Strength, Constitution, or Charisma
Dark Future 0/1
Dark Future
Ranks: 1 Cost: 1 AP
+3 to Attack while performing Sneak Attacks, +2 Sneak Attack Dice, +20 Negative Amplification

Racial Past Lives

Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.

  • You were a Dhampir in a past life. You gain +1 to the Hide skill. This is the first of three Past Life: Dhampir feats, each of which grants a different bonus.
  • You were a Dhampir in a past life. You gain +1 to Strength. This is the second of three Past Life: Dhampir feats, each of which grants a different bonus.
  • You were a Dhampir in a past life. You gain +1 Racial Action Point. This is the final Past Life: Dhampir feat.