Dhampirs are half-undead beings, their births the result of vampiric perversion and seduction. For every dhampir sired by a seductive vampire count working his whiles upon a buxom village maiden, there is another conceived in the red horror of a rapacious vampire’s lust. Objects of embarrassment at best and outright hatred at worst, Dhampirs are perpetual outcasts within their families and communities, having little place among humans and less among the ranks of the undead.
___Physical Description: Dhampirs range in height, as do humans, although their slender builds tend to make them appear taller than then actually are. A Dhampir’s skin is pale, often ashen or alabaster. All Dhampirs possess at least one physical trait in common with their undead parent, such as pronounced canines, red-rimmed eyes, elongated yellow nails, or a suggestively bestial countenance. Despite their unusual appearance, dhampirs can easily pass for human.
___Society: Generally speaking, Dhampirs have no society of their own, typically living on the fringes or margins of the human society in which they were born. In the harsh and shadowed climes where vampires rule with absolute authority, entire villages of Dhampirs are rumored to exist. It is from these isolated communities that vampire lords frequently select favored lieutenants and enforcers.
___Relations: Dhampirs are regarded with a mixture of shame, pity, and fear by their human relatives. As the black ¬— or, in this case, pale — sheep of the family, Dhampirs have tumultuous relationships with their human parent and other immediate family members. However, where a dhampir can expect derision from her human parent, from her vampiric parent she can expect nothing more than cold indifference. As a byproduct of a vampire’s rampant lusts and perverse hungers, Dhampirs are viewed as little more than the disposable byproducts of a casual tryst. The few Dhampirs that have been taken in and raised by their vampiric parent receive little in the way of familial love, being regarded as amusing pets, cherished toys, or expendable resources.
___Alignment and Religion: Dhampirs have tepid relationships with religion at best. Only the foulest deities of death and magic suffer the existence of vampires. However, Dhampirs can sometimes be found in service to gods of honor and mercy, who can see beyond their state of half-undeath into the core of a worthy soul. Unfortunately, most Dhampirs never make it that far, all too often repelled from hallowed ground like their undead parents. A Dhampir who does become a cleric or paladin fights with all the fervor of the staunchest convert. Dhampir druids, if they ever existed at all, are currently unknown; aligned as there are to undeath, the forces of the natural world have no truck with dhampirs.
___Adventurers: Dhampirs engage in lives of adventure for all the typical reasons, including power, fame, idealism, and wealth, but all too often their motivation is revenge, seeking out the means to destroy their vampire parents. Still others go on to careers as powerful wizards and sorcerers, blessed with an elongated lifespan to dedicate to esoteric studies.
___Male Names: Boian, Crnobog, Dimitri, Dragomir, Vladimir, Volos.
___Female Names: Borisslava, Danika, Dragana, Katarina, Magda, Morana, Nika, Zaria.
DHAMPIR RACIAL TRAITS
___+2 to One Ability Score: Dhampirs get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
___Normal Speed: Dhampirs have a base speed of 30 feet.
___Darkvision: Dhampirs can see in the dark up to 60ft.
___Thing of Darkness: Dhampir’s are detectable by spells and effects such as detect evil regardless of their actual alignment. Furthermore, Dhampirs suffer a -2 penalty on all rolls while on consecrated ground or any area aligned with or consecrated to a Good aligned deity or power.
___Vampire Blood: Dhampir count as both humans and undead for any effect related to race or creature type. 1/day a dhampir may cast vampiric touch as a spell-like ability with a melee bite attack. This power cannot be used on constructs, elementals, or other creatures without blood.
___Undead Immunities: Dhampirs get a +2 racial saving throw bonus against enchantment spells and effects, death effects, paralysis, poison, sleep, stun, disease, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
___Languages: Dhampirs begin play speaking Common. Dhampirs with high Intelligence scores can choose from the following: Abyssal, Aklo, Infernal.