Dhampir

Dhampirs are a rare race of beings born from the union of humans and vampires. They are often ostracized and feared, but also possess unique strengths and abilities that make them valuable allies or formidable foes. They are rare in Avarion, little more than myths and legends but are more common in Sylvaris with the Empire of Nytharis ruled by undead being a major source of Dhampir.

Origin and Society

The origins of Dhamphir are a matter of rumor and legend. Some say that a Dhamphir is made when a pregnant woman survives an attack by a vampire but others say they are the result of forbidden arcane rituals. Their existence is shrouded in mystery, and they are often viewed with suspicion and fear by both humans and vampires. As a result, Dhampirs often live on the fringes of society, seeking refuge in the anonymity of large cities or hiding within the shadows of their families. Some Dhampirs are raised by their human parents, while others are claimed by their vampire progenitors, destined to serve as spies or servants. Regardless of their upbringing, Dhampirs often struggle to find their place in a world that both attracts and repels them.

Appearance and Traits

Dhampirs inherit physical characteristics from both their human and vampire parents, resulting in a striking and often unsettling appearance. They are typically taller than humans, with a pale complexion that hints at their undead heritage. Their eyes may glow with an unnatural light, reflecting the vampire within. Some Dhampirs possess a captivating beauty, while others have a more feral and ghoulish appearance. All Dhampirs share certain unmistakable signs of their vampire lineage, such as a distinct earthy scent, a lack of reflection or shadow, or prominent fangs.

Playing a Dhampir

Playing a Dhampir presents a unique challenge and opportunity. Dhampirs have a rich history and diverse skillset, and players can explore a wide range of character concepts, from cunning spies and stealthy assassins to brooding warriors and charismatic socialites. Note that playing a Dhampir requires Gamemaster permission.

Male Names

  • Allister
  • Cain
  • Dorian
  • Fane
  • Grim
  • Victor

Female Names

  • Arabelle
  • Glory
  • Lenore
  • Scarlet
  • Selene
  • Vivian
Ability FocusDescription
Communication (Seduction)Dhampirs are often charming and charismatic, able to use their words to manipulate and influence others.
Dexterity (Stealth)Dhampirs are skilled in the art of stealth and subterfuge, able to move silently and blend seamlessly into the shadows.

Playing A Dhampir
If you choose to play a dhampir, modify your character as follows:.

  • Pick one of the following ability focuses: Communication (Seduction) or Dexterity (Stealth).
  • You have Dark Sight, which allows you to see up to 20 yards darkness without a light source.
  • Your Speed is equal to 12 + Dexterity (minus armor penalty if applicable).
  • You can speak and read the Common Tongue.
  • Roll twice on the Dhampir Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.


Dhampir Benefits

2d6 RollBenefit
2+1 Communication
3-4Focus: Perception (Smelling)
5Focus: Strength (Intimidation)
6Focus: Willpower (Courage)
7-8+1 Accuracy
9Focus: Intelligence (Etiquette)
10-11Focus: Dexterity (Acrobatics)
12+1 Perception

Blood Drinker Talent

The Blood Drinker talent allows Dhampirs to embrace their vampiric nature, gaining a powerful advantage in combat. By tapping into their innate bloodlust, they can enhance their damage output, regain health, and even sense the weakness of their enemies.

Novice

You are sensitive to the smell of spilt blood. You can instinctively sense when a living enemy you can see is at half or below their maximum health and can immediately make a TN 11 Perception (Smelling) test when a bleeding creature is within 10 yards of you, revealing its direction but not its exact location until it is within reach.

Journeyman

Your bloodlust spurs your blows. You gain a +1 bonus on damage rolls against living enemies that are at half or below their maximum health. Non-living enemies, such as golems or walking dead, ignore this bonus.

Master

You are reinvigorated by the blood of others. You can perform Blood Drain, a special combat stunt, for 4 SP. You regain health equal to 2d6 + your Constitution. For ranged attacks, you can draw the blood to you but only regain 1d6 + your Constitution. Non-living enemies, such as golems or walking dead, are immune and you can not gain more than your maximum health in this way.


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