baseballtaya.blogg.se

Vampire combat 3.5
Vampire combat 3.5









A DM may ban the Damphir's ability to summon any animal type that he deems as "unsuitable", all bats, rats and wolves are always allowed. Successfully using this ability replaces the Damphir's need to eat and drink for that day.Ĭhildren of the night (Sp): Once per day a Damphir can cast the highest version of natures ally as a druid of equal HD can cast at a caster level equal to his class levels.

vampire combat 3.5

Holy symbols, garlic and mirrors (though Damphirs do have a reflection) cause Damphirs to become shaken.ĭeath kneel (Sp): A Damphir can cast death kneel once per day. Holy water deals half damage and unholy water heals half it would an undead. Tainted: Damphirs always radiate a mildly evil aura regardless of their true alignment. However spells and supernatural abilities which effect only undead usually have no effect on a Damphir. Undead Blood: For all effects related to race, a Damphir is considered an undead in addition to whatever subtype the base creature had. Avoiding direct eye contact with a Damphir does not grant an attack penalty, though the creature does take a -4 penalty on charisma and sense motive checks against the Damphir. Natural armor bonus equal to constitution bonus, this never applies as a penalty.ĭamage Reduction (Su): A Damphir gains DR 5/good or silver.įast Healing (Ex): A Damphir gains Fast healing equal to their charisma bonus every 10 minutes.Ĭharming gaze (Su): The Damphir gets a bonus on charisma and sense motive checks equal to it's HD against any creature within 30 feet that does not purposefully avoid direct eye contact with the Damphir.

vampire combat 3.5

He must meet the feat's requirements to take it. Sunlight weakened: While in any contact with sunlight causes a Dhampir to take a -2 penalty to it's attack bonus, caster level and all skill checks.īonus feat: A Dhampir may chose one from the following list: Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes. Every 5 points point of constitution absorbed to a maximum of 7 allows the Dhampir to last one day without needing to eat or sleep or drink, although they still can do these things to gain benefits from them.ĭeath kneel (Sp): As soon as he reaches the third level a Dhampir can cast death kneel once per day.Ĭhildren of the night (Sp): Once per day a Dhampir can cast the highest version of summon monster (Fiendish animals only) at a caster level equal to cleric of HD equal to his minus 3. Dhampirs gain a +4 bonus to handle animal and ride checks against undomesticated carnivores.ĭrink blood: A Dhampir can drain the blood of any living helpless warmblooded creature, dealing 5 points of con damage per round gaining temporary hitpoints equal to the constitution points absorbed. So Dhampirs normally can't ride horses, but they can ride in carriages pulled by horses driven by a human. Unsettle Animals (Ex): All herbivores and most domesticated animals are automatically hostile towards Dhampirs which makes handle animal and ride checks towards them impossible without the calm animals spell. Holy symbols, garlic and mirrors (though Dhampirs do have a reflection) cause Dhampirs to become shaken. Tainted: Dhampirs always radiate a mildly evil aura regardless of their true alignment. However spells and supernatural abilities which effect only undead usually have no effect on a Dhampir.

vampire combat 3.5

Undead Blood: For all effects related to race, a Dhampir is considered an undead in addition to whatever subtype the base creature had. Avoiding direct eye contact with a Dhampir does not grant an attack penalty, though the creature does take a -4 penalty on charisma and sense motive checks against the Dhampir as not being able to look at someone you are talking to in the eye usually hampers your ability to use and observe body language and does not give you a look of confidence. Natural armor bonus equal to half it's constitution bonus rounding down, this never applies as a penalty.ĭarkvision (Ex): Out to 60 feet, or improved by 60 feet if the base creature already has darkvision.Įndure elements (Ex): as the spell, but as an extraordinary ability.ĭamage Reduction (Su): A Dhampir gains DR 2/magic or silver.Ĭharming gaze (Su): The Dhampir gets a +4 bonus on social interactions(most charisma and sense motive checks), against any creature within 30 feet that does not purposefully avoid direct eye contact with the Dhampir. +8 bonus to climb checks and can always take a 10 on climb checks. +2 racial bonus on Hide, Listen, Move Silently, Search, and Spot checks. Dhampirs abilities awaken when reaching adulthood, although they always have a pallid and feral look. Vampires are an unusual type of undead and can produce Dhampir, or half vampire spawn when mating with mortal women. This is a +1 LA template that can be added onto any living humanoid.











Vampire combat 3.5