Dhampir
Dhampir are the result of
either an unlikely love between a vampire and a human or, well... something
much more disturbing. Either way, they are generally beautiful in an unearthly
way, and may look sickly and frail to some. Their beauty and grace makes them
ideal thieves and spies, but they can fill many party roles with ease thanks to
their variant heritages.
Racial
Traits:
Ability
Scores: +2 Dexterity, +2 Charisma, -2 Constitution. Dhampir bonuses make them
ideal Ninjas or Bards, and along with the Sanguine bloodline they can be
especially deadly as Sorcerers. The penalty to Con does have its drawbacks,
however, as their generally reduced hit points keeps them out of front-line
combat for the most part.
Type: Dhampir
are humanoids with the dhampir subtype.
Size: Dhampir
are the same size as humans.
Speed: Dhampir
move at the same speed as humans.
Undead
Resistance: Their undead heritage gives Dhampir a +2 bonus
against both diseases and mind-effecting affects. This is a great bonus, and
can save your party in a pinch.
Resist Level
Drain: Dhampir naturally resist the energy drain effects that their vampiric
parents love to use on living beings. This means they essentially ignore all
penalties from negative levels and any negative levels that your dhampir might
accrue are automatically healed away after 24 hours. This ability is seriously
awesome, and makes dhampir the best possible race for building a vampire
hunter-style character. (Think Blade here).
Manipulative: I
honestly don’t know why a trait called Manipulative includes a bonus to Perception,
but be glad it does! The boost to Bluff isn’t bad, either.
Spell-Like
Ability: A dhampir can cast detect undead three times per day, which is
just another reason that dhampir make excellent vampire hunters.
Darkvision: If
you’ve read this far in my guide you know how much I love Darkvision. This is
always a great thing to have in a dungeon!
Low-light
vision: A race that naturally gets both darkvision AND low-light vision? This
is awesome! Though, as I’ve said before, low-light vision just doesn’t come up
that often in real games.
Light
Sensitivity: This is part of the punishment for all those
excellent blue racial traits up above: you are dazzled in bright sunlight, and
that equates to a -1 to all attack rolls and sight-based Perception checks.
Negative
Energy Affinity: This is
the other part of the punishment I mentioned, and it’s a doozy. You can’t heal
from a good cleric’s positive energy, and you can’t use cure spells, as
they harm you as if you were undead. Now, in most cases this is a serious
detriment to your party. However, remember that most classes that have cure spells
also have inflict spells available to them, and potions aren’t
prohibitively expensive, so if your party is careful then you can get around
this. Furthermore, if you play a necromancer (which a dhampir is VERY good at
doing), you can heal yourself all day long with negative energy, and heal your
undead minions at the same time! (Therefore for necromancers, this is a green
ability.)
Variant
Heritages: IMPORTANT UPDATE: Developer Patrick Renie recently
issued an update to two of these heritages. I will be updating the guide as I
have time to reflect these ability score changes. LINK
Jiang-Shi-Born: This is
the obvious choice for a dhampir Wizard or Witch, giving you a bonus to
Intelligence and trading the penalty to Con for a penalty to Wisdom, which you
probably won’t care about if you’re an arcane caster anyway. An Alchemist would
do very well, also, thanks to the boost to both Int and Dex. You do lose the +2
to Perception, which hurts, but erase as a spell-like ability is fun.
Sonic damage comes up very seldom, so this is definitely an upgrade from the
light sensitivity that standard dhampir suffer. All-in-all, this is a good
option for anyone who doesn’t care about Wisdom very much. UPDATE: Jiang-Shi
born actually have +2 Str, +2 Int, and -2 Dex
Moroi-Born: With a
bonus to Strength and Charisma, I like this heritage for a melee Sorcerer
build, but the penalty to Constitution means you won’t make a very good Paladin
or Cavalier. Again the loss of +2 to Perception is very painful, and the
weakness that replaces light sensitivity is not much better, since a good
Cleric can take you out much more easily if you fail saves against her channel
energy. This one just isn’t as exciting as some of the other variant heritages.
Vetala-Born: This
variant heritage just screams “MONK” to me, with a bonus to both Dexterity and
Wisdom and a penalty to Int. You won’t want to be a caster, anyway, since you
will take a -1 to your effective caster level in hallowed areas. The comprehend
languages spell might come in handy but is strictly worse than detect
undead. Overall, this is a decent choice for most, but a great choice for a
monk. UPDATE: Vetala-born actually have +2 Dex, +2 Int, -2 Wis
Nosferatu-Born: Another
heritage with a boost to Strength but a penalty to Con, this just isn’t optimal
for much of anything, and the replacement for light sensitivity is truly
dreadful. Stick with one of the other heritages, and leave this one to NPCs.
Alternate
Racial Traits:
Dayborn [Spell-like
ability]: You give up your spell-like ability in exchange for no longer being
light sensitive... SIGN ME UP! This is an EXCELLENT option, especially for a
class that already has detect undead available to them.
Fangs
[Spell-like ability]: This is a strange one, as it doesn’t actually give you a
true bite attack. Instead, you get an attack that you can use when grappling a
foe or on a helpless or otherwise incapacitated target. If this granted a true
bite attack I’d be all for it, but it’s just too situational. Note, however,
that if you’re planning to take the blood drinking racial feats available to
you, it’s probably worth picking up anyway.
Vampiric
Empathy [Manipulative]: A limited speak
with animals spell isn’t worth giving up your +2 bonus to Perception. Leave
this one alone unless you plan to charm a lot of animals.
Classes:
Alchemist: A
Jiang-Shi-Born dhampir will make a seriously great Alchemist, thanks to a bonus
to Intelligence for extracts and bomb damage and to Dex for making those bombs
hit. The favored class option is unique and pretty nice, as it gives you +10
minute per level duration on your mutagen. This doesn’t matter much at higher
levels once the mutagen can last hours per level anyway, but it can come in
very handy in low levels.
Barbarian: There’s
just no good option for making a dhampir Barbarian, and they don’t really make
thematic sense to me either, as I imagine a half-vampire as being calm and
collected, not raging all over the place.
Bard: The
standard dhampir makes an excellent bard thanks to Charisma and Intelligence
bonuses, but that’s all they’ve got going for them, no other exciting racial
options here.
Cavalier
[Samurai]: The penalty to Constitution really hurts your
chances of being a Cavalier as a dhampir. The alternate heritages don’t really
help either.
Cleric: A cleric
seems like a slightly odd choice for a dhampir, as you’d think most good gods
would forsake such a creature, but a Vetala-Born dhampir can make an excellent
Cleric. Just make sure you pick a neutral or evil god so that you can channel
negative energy to heal yourself. The Undead Lord archetype obviously is a great
choice for a dhampir Cleric, and the racial favored class bonus will give you a
better chance of affecting undead with your channeling feats.
Druid: While
the idea of a dhampir druid doesn’t make a lot of sense (wouldn’t nature turn
up her nose at these guys?) the Vetala-Born dhampir can still make a very good
druid. The Mooncaller archetype is extremely thematic
and actually builds on a lot of the dhampir’s natural abilities, so I’d take a
look at that one for sure. The Urban Druid is another one that makes
sense for a dhampir.
Fighter: The
standard dhampir can make a pretty good ranged Fighter thanks to the bonus to
Dexterity, but thematically if you’re going to be an archer as a dhampir, I
much prefer the Ranger.
Gunslinger: The
standard dhampir was basically born to be a Mysterious Stranger, thanks to bonuses to
Dex and Charisma. There aren’t any other specific racial options that work for
Gunslingers, but it’s still a great choice.
Inquisitor: A
Vetala-Born dhampir is a great choice for an Inquisitor, and the obvious choice
for a vampire hunter Inquisitor is the True Death Inquisition, allowing you to
send vampires and other undead right back tot he grave. You also gain access to
the Kinslayer racial archetype, which gives
you plenty of options to turn a vampire into a steaming pile of good. There’s
also the Vampire Hunter archetype, which sadly does
not stack with Kinslayer, but has abilities that are almost as good.
Magus: A
Jiang-Shi-Born dhampir will make an excellent Dex-based Magus, but the penalty
to Constitution does make one consider closely the idea of getting into melee,
and because of that the Myrmidarch is the obvious choice of
archetypes.
Monk: As I
mentioned earlier, the Vetala-Born dhampir just screams “MONK” to me, and you
could take the vampire heritage and run with it by building a grappling-focused
monk that bites people and drains their Constitution. The Hungry Ghost Monk archetype would also fit
that theme quite nicely. If you’d rather stay out of melee, go with the Zen Archer monk and watch your enemies
fall under your flurry of arrows.
Oracle: The
standard dhampir makes an excellent Oracle, and the Bones, Dark Tapestry and Juju mysteries all fit very thematically. I
like the Juju mystery since it’s the only way in the game to create
neutral-aligned undead to do your bidding!
Paladin [Antipaladin]: There are
no good options for being a dhampir Paladin, as the two heritages that give you
a Strength boost also cause a Con penalty. If you did decide to go with a
Paladin, the Divine Hunter or Holy Gun archetypes will at least keep you
out of melee. The Antipaladin is a better choice since you can heal yourself
with your touch of corruption and/or channeling.
Ranger: If you want to be a dhampir who kicks some serious
ass on his vampire forebears, but doesn’t believe in the whole divine magic
thing as much as an Inquisitor might, this is the class to choose. With the
Constitution penalty you’ll probably want to go with Archery as a combat style,
and your favored enemy will obviously be undead. I would also suggest taking
the Infiltrator archetype, replacing favored
terrain with abilities that will aid you on your hunt for undead creatures,
since vampires can really be in any terrain. With a low Wisdom score, the Skirmisher archetype is also attractive,
trading away those few spells for some interesting Hunter’s Tricks (I like
Chameleon Step, Hateful Attack, and Surprise Shift) that will also make you
excellent at hunting down those vampires. The Urban Ranger is also a decent option if
your vampire targets are more likely to be in a town or city than out in the
wilderness.
Rogue
[Ninja]: A dhampir who sticks to the shadows and sneaks around is both
thematically appropriate and mechanically powerful. The standard dhampir makes
for a seriously excellent Ninja, while the perfect Rogue would be one of the
Jiang-Shi-Born heritage. In both cases, your dhampir’s darkvision will come in
handy. The racial favored class for a dhampir Rogue is also top-notch, giving
you a +1/2 levels bonus on Stealth and Perception check in dim light or
darkness, and if you’re a standard dhampir that still stacks with your +2
racial bonus to Perception! Overall, Ninja or Rogue are excellent class choices
for a child of the night.
Sorcerer: A dhampir’s bonus to Charisma makes them excellent
candidates for Sorcerers, and there’s even a bloodline made specifically for
them, the Undead bloodline. In fact, the Wildblooded
version, Sanguine, is even more appropriate (and
more powerful), as it lets you gain hit points from drinking the blood of the
recently deceased. Combine this with some of the dhampir racial feats such as Blood Drinker and Blood Salvage and you’ll be gaining hit points
and temporary Con bonuses all over the place! I also like the Razmiran Priest archetype for a dhampir,
since I can imagine a dhampir “Cleric” moving from town to town at night and
selling “curatives” while also scouting for weak-minded people who may join her
cult and provide her some blood now and again.
Summoner: Like the
Sorcerer, Summoner is a good choice for a dhampir thanks to the Charisma bonus.
To make that negative Constitution score even less of an issue, you may want to
consider the Synthesist archetype,
which replaces your own physical scores with that of your eidolon “suit”. You
can also play on the undead aspect of your character with some eidolon
evolutions like Unnatural Aura, Undead Appearance, or Incorporeal Form.
Witch: A Jiang-Shi-Born dhampir can make a very good
Witch, and I find the idea of a half-undead creature using hexes to be
thematically appropriate, since most of them can be done with a simple glance
of the dhampir’s unearthly eyes. The death, moon, or shadow patrons are all
appropriate, and you’ll want to consider the Gravewalker archetype for it’s creepy
Spell Poppet replacement for the standard Witch’s Familiar and its
undead-controlling abilities.
Wizard: Like the
Witch, a Jiang-Shi-Born dhampir can make an excellent Wizard. Dhampir Wizards
also gain access to a racial archetype, the Cruoromancer, who is like an emo
necromancer, using his own half-undead blood to fuel his necromancy spells. I
also like the Shadowcaster archetype for a dhampir,
since it plays on their dark and ominous nature. There are also a few thematic
Arcane Discoveries available, including Multimorph and Immortality. The favored class option for
dhampir is also pretty amazing, adding +1/4 levels to your caster level for
necromancy spells!
Racial
Favored Class Options:
Alchemist:
Increasing the duration of your mutagen can be really helpful at lower levels,
since it could let you continue the use of the mutagen through multiple
encounters. I like it.
Cleric: +1
caster level for channeling feats affecting undead is a little situational, but
for either a necromancer or an undead destroyer-style Cleric this will be very
helpful.
Fighter: Your
Fort saves are already pretty good as a Fighter... I just don’t see a +2 to
stabilize rolls being worth as much as +1 hit point.
Inquisitor: If you
plan to demoralize some humanoid foes, this is great, but if you’re a vampire
hunter then you won’t need to use this often, since you’ll instead want to be
demoralizing undead.
Rogue: This is
an AMAZING favored class option! Bonuses to the best skill in the game and
another skill that Rogues use all the time are just incredible. This one’s
worth taking every level!
Oracle: If you are focusing on negative energy spells, then this can be a worthy choice. But, your options are limited.
Wizard: For a
necromancer Wizard, a +1/4 levels to caster level for necromancy spells is a
seriously good choice. Take it!
Racial
Archetypes:
Cruoromancer (Wizard): This is
an excellent archetype for an aspiring dhampir necromancer, allowing him to use
his own half-undead blood to fuel his spellcasting in interesting ways. You
start off with the ability to add +1 to your caster level when casting a
necromancy spell, or to sicken the targets of your spells. However, as your
character levels you gain new abilities, like increasing the number of undead
you can create using animate dead, or creating an area of desecration
around yourself when casting another spell. You’ll obviously want to choose the
Necromancy school and probably the Undead focused school to get the most out of
your undead thralls. You may even want to consider the Thassilonian Gluttony
focus, giving you a few extra necromancy spells each day at the cost never
casting any abjuration or enchantment spells.
Kinslayer (Inquisitor): The
Kinslayer is all about hunting down and destroying undead creatures, and so if
you want to make a Blade-style dhampir this is your best choice. You gain the
Slayer’s Brand judgment which lets you touch an undead creature and mark it
with your personal symbol, letting you locate that creature at all times. You
then gain ways to modify this judgment as you level, allowing you to do things
such as use your brand as a ray, or deal additional damage when you brand an
undead creature. You also gain detect undead at will as a spell-like
ability, so make sure to take the Dayborn alternate racial trait so that you
don’t have to deal with that pesky light sensitivity. The True Death Inquisition is an obvious
choice for a dhampir Inquisitor, so I highly recommend that one.
Prestige
Classes:
Red Mantis Assassin: The Red
Mantis Assassin is similar to the 3.5e version of the Assassin prestige class,
gaining spell-like abilities that she uses to assassinate her targets, while
also gaining abilities adding to her stealth and subturfuge. I especially like
the Prayer Attack ability for a dhampir, as it involves fascinating your enemy
and that seems very thematic to me. You also gain the ability to know if one of
the creatures you killed is restored to life, which is an excellent ability,
and the ethereal form ability at 8th level is also very vampire-esque.
Agent of the Grave: This
prestige class is a pretty obvious one for a necromancer-style character, and
there are several different ways to get there. Probably the best choice is the
Cruoromancer Wizard, though you have to wait til 9th level to enter (requires
4th level spells) whereas if you take the Oracle of Bones approach you can get
there starting at 7th level. The Gravewalker Witch is just as quick, also
allowing you to start taking Agent of the Grave at 7th level. The Inspired
Necromancy and Undead Manipulator will let you take control and influence
hordes of undead creatures, and the Undead Initiate ability is great for a
dhampir who wants to be turned into a full-fledged vampire.
Racial
Feats:
Blood Drinker: This
feat allows your dhampir character to embrace their undead heritage and start
drinking blood from sentient creatures. You get to choose a single type of
humanoid, and when you drink their blood you gain temporary hit points and a
bonus to Con-based skill checks and saving throws. This would be a great way to
run a character who has to constantly deny his thirst for blood, but every once
in a while, in secret, gives in to it. Remember, though, that drinking blood
from an unwilling creature is considered an evil act.
Blood Feaster: This is
a nice upgrade for Blood Drinker that allows you to gain a bonus to damage
rolls and Strength-based skill checks when you drink blood from a victim. This
one is great for a front-liner who can take a moment to suck some blood from a
dying creature in order to deal more damage to his other foes in battle.
Blood
Salvage: This feat lets you use Blood Drinker on an already-dead creature, which
means you can use it without turning all evil and such.
Diverse Palate: You can
drink the blood of another type of humanoid, or monstrous humanoids! This one
probably isn’t worth it to most characters, unless you know for a fact that
you’ll be battling several different types of creatures often, as opposed to
just picking “humanoid (human)” which would be sufficient in most games.
Life-Dominant Soul: This feat makes you feel more alive, literally. It essentially lets you gain the effects of healing from either positive OR negative energy, although both are at half power. I don’t like this one because you should be able to manage negative energy to heal yourself if you’re planning to play a dhampir. Potions of inflict spells really aren’t that expensive!
Natural Charmer: You can take twenty on many Charisma-based checks. Wait... seriously? This is awesome! You know that beautiful barmaid over there? Take a few minutes to chat her up and she will literally follow you anywhere and do anything to please you! This one is probably overpowered for a feat with no prerequisites (other than a high Charisma score) but I’m not gonna complain!
Unusual Origin: Bite attack! Good for sneak attacks, and can be fit into any manufactured weapon combo at a -5 penalty.
For favored class bonuses, I think you made a mistake. The Sorcerer one should be Oracle, which makes it a bit better. Especially with the lunar mystery's touch of the moon revelation.
ReplyDeleteRight you are! Added.
DeleteA Moroi-born Dhampir Antipaladin would be very good, considering that they have +2 to their spellcasting and attacking stats. The only downside is the -2 to their constitution, but that is easily negated with the capstone of the Knight of the Sepulcher archetype, which turns Charisma into their Constitution stat.
ReplyDeleteThe class descriptions don't seem to take into account the updated ability scores for the variant heritages.
ReplyDelete