[Pathfinder] beastisrfrt
651028222403622240366510286510282224036paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Featured Races 2Almost universally, those inclined toward magic pursuethe field of necromancy, though dhampir alchemists havebeen known to obsess over transforming their own bodies.Those who feel the call of the hunt often become inquisitors.Names: Lacking a culture and unified traditions,dhampirs share humans’ predilection for a diversity ofnames, and most keep their human birth names. Manydhampirs take their mother’s surname, while others takethe surname of the towns or regions in which they wereborn, or use a surname derived from a significant event.ALTERNATE RACIAL TRAITSThe following racial traits may be selected instead ofexisting dhampir racial traits. Consult your GM beforeselecting any of these new options.Dayborn: A few fortunate dhampirs were born duringthe day under the blessings of priests, and their blood hasweaker ties to their undead bloodline than others of theirkind. Such dhampirs are unhindered by daylight and losethe light sensitivity racial trait. This racial trait replacesthe spell-like ability racial trait.Fangs: On occasion, a dhampir may inherit his father’slengthy canines. Whenever the dhampir makes a grapplecombat maneuver check to damage an opponent, he canchoose to bite his opponent, dealing 1d3 points of damageas if using a natural bite attack. As a standard action,the dhampir can bite a creature that is bound, helpless,paralyzed, or similarly unable to defend itself. This racialtrait replaces the spell-like ability racial trait.Vampiric Empathy: Though dhampirs often relatepoorly to humanoids, some share an affinity withbaser creatures. These dhampirs gain the ability tocommunicate with bats, rats, and wolves as if under theeffects of a speak with animals spell (caster level equalto 1/2 the dhampir’s Hit Dice). In addition, they gaina +2 racial bonus on Diplomacy checks when dealingwith these animals. Whenever these dhampirs initiatean exchange, animals begin with a starting attitude ofindifferent. This is a supernatural ability. This racialtrait replaces manipulative.Dhampir Racial Traits+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, buttheir racial bond to the undead impedes their mortal vigor.Dhampir: Dhampirs are humanoids with the dhampir subtype.Medium: Dhampirs are Medium creatures and have no bonuses orpenalties due to their size.Normal Speed: Dhampirs have a base speed of 30 feet.Senses: Low-light vision and darkvision 60 feet.Manipulative: +2 racial bonus on Bluff and Perception.Undead Resistance: Dhampirs gain a +2 racial bonus on savingthrows against disease and mind-affecting effects.Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or withinthe radius of a daylight spell.Negative Energy Affinity: Though a living creature, a dhampir reacts to positiveand negative energy as if it were undead—positive energyharms it, while negative energy heals it.Spell-Like Ability: A dhampir can use detect undeadthree times per day as a spell-like ability. Thecaster level for this ability equals the dhampir’sclass level.Resist Level Drain (Ex): A dhampir takes no penaltiesfrom energy drain effects, though he can still be killedif he accrues more negative levels then he has Hit Dice. After 24 hours,any negative levels a dhampir takes are removed without the need for anadditional saving throw.Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose anylanguage it wants (except secret languages, such as Druidic).97paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
65102922240372224037paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126510296510292224037FAVORED CLASS OPTIONSThe following options are available to all dhampirs whohave the listed favored class, and unless otherwise stated, thebonus applies each time you select the favored class reward.Alchemist: Add +10 minutes to the duration of thealchemist’s mutagens.Cleric: Add +1 to the caster level of any channeling featused to affect undead.Fighter: Add a +2 bonus on rolls to stabilize when dying.Inquisitor: Add a +1/2 bonus on Intimidate checks todemoralize humanoids.Rogue: Add a +1/2 bonus on Stealth checks andPerception checks made in dim light or darkness.Sorcerer: Add +1/2 point of negative energy damage tospells that deal negative energy damage.Wizard: Add +1/4 to the wizard’s caster level whencasting spells of the necromancy school.RACIAL ARCHETYPESThe following racial archetypes are available to dhampirs.Cruoromancer (Wizard)To those who know how to manipulate it, the bloodof a dhampir can be a powerful component to magic. Acruoromancer infuses his necromantic magic with thepower of his unique mixture of living blood and undeadichor. As his power increases in this strange arcane art,a cruoromancer finds potent ways to infuse his uniqueblood with necromancy spells. A cruoromancer has thefollowing class features.Blood Infusion (Su): When a cruoromancer casts a spellof the necromancy school, he can opt to infuse that spellwith his undead-tainted blood as a swift action. As heincreases in level, the power and effects of such infusionsbecome more potent. Each time a cruoromancer usesblood infusion, he drains a portion of his own blood eitherby cutting himself with a blade or by opening a scab from aprevious wound. When he does this, he takes an amount ofdamage equal to 1d4 + the level of the spell being infused.A cruoromancer can only affect a spell with a single type ofblood infusion. At 1st level, he can infuse his necromancyspells in either of the following ways.Focused Infusion: When the cruoromancer uses this infusion,he adds +1 to the DC of the infused necromancy spell.Sickening Infusion: When the cruoromancer uses thisinfusion, any creature damaged by the infused necromancyspell becomes sickened for 1 round.This ability replaces arcane bond.Blood Command (Su): At 5th level, a cruoromancer cancontrol up to 5 Hit Dice worth of undead creatures percaster level instead of the normal 4 Hit Dice of undeadwhen casting the animate dead spell. He also gains thefollowing blood infusion ability.Commanding Infusion: When using this infusion withanimate dead, the cruoromancer can create a number of HitDice of undead equal to three times his caster level insteadof twice his caster level.This ability replaces the 5th-level wizard bonus feat.Blood Desecration (Su): At 10th level, a cruoromancergains the following blood infusion.Desecrating Infusion: When the cruoromancer uses thisinfusion, he can choose to center a desecrate effect onhimself or a single target of the spell modified by thisinfusion (he chooses upon casting). This effect is like thedesecrate spell, but lasts for 1 minute per caster level of thecruoromancer, and does not interact with altars, shrines,or permanent fixtures that boost the desecrate effect. Thisability replaces the 10th-level wizard bonus feat.Blood Ability (Su): At 15th level, a cruoromancer canchoose to scry through a single undead creature he createdwith a spell modified by a commanding infusion. Theundead creature is treated as if imbued with an arcane eyespell (caster level equal to the cruoromancer’s wizard level).This ability replaces the 15th-level wizard bonus feat.Perfect Infusion (Su): At 20th level, a cruoromancercan use his blood infusions without taking damage. Thisability replaces the 20th-level wizard bonus spell.Kinslayer (Inquisitor)Appalled and guilt-ridden by the horrific circumstancesof her birth, a kinslayer dedicates herself to eradicatingthe very creatures whose blood f lows within her veins.She spends her life hunting and slaying those vampiricmonsters for whom humans have become prey. A kinslayerhas the following class features.Judgment (Su): At 1st level, a kinslayer gains the followingjudgment.Slayer’s Brand (Su): When using this judgment, thekinslayer gains the ability to brand undead creatures withpositive energy. To do so, she must make a successful meleetouch attack against the undead creature. This attackdeals an amount of positive energy damage equal to 1d6+ the kinslayer’s Charisma score, and burns her personalsymbol into the undead creature’s f lesh, bone, or even itsincorporeal form. From that point onward, the kinslayercan sense the existence of the branded creature as if it werethe target of a locate creature spell (caster level equal to 1/2the kinslayer’s inquisitor level). A slayer’s brand lasts untilthe undead creature is destroyed or until the kinslayeruses this ability on another creature. This ability replacesthe destruction judgment.Greater Brand (Su): A 1st level, a kinslayer learns tomodify her slayer’s brand judgment as she gains levels.Whenever she gains the ability to learn a teamwork feat, shecan instead opt to learn one of the following modificationsto her slayer’s brand judgment.98paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Featured Races 2
Almost universally, those inclined toward magic pursue
the field of necromancy, though dhampir alchemists have
been known to obsess over transforming their own bodies.
Those who feel the call of the hunt often become inquisitors.
Names: Lacking a culture and unified traditions,
dhampirs share humans’ predilection for a diversity of
names, and most keep their human birth names. Many
dhampirs take their mother’s surname, while others take
the surname of the towns or regions in which they were
born, or use a surname derived from a significant event.
ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of
existing dhampir racial traits. Consult your GM before
selecting any of these new options.
Dayborn: A few fortunate dhampirs were born during
the day under the blessings of priests, and their blood has
weaker ties to their undead bloodline than others of their
kind. Such dhampirs are unhindered by daylight and lose
the light sensitivity racial trait. This racial trait replaces
the spell-like ability racial trait.
Fangs: On occasion, a dhampir may inherit his father’s
lengthy canines. Whenever the dhampir makes a grapple
combat maneuver check to damage an opponent, he can
choose to bite his opponent, dealing 1d3 points of damage
as if using a natural bite attack. As a standard action,
the dhampir can bite a creature that is bound, helpless,
paralyzed, or similarly unable to defend itself. This racial
trait replaces the spell-like ability racial trait.
Vampiric Empathy: Though dhampirs often relate
poorly to humanoids, some share an affinity with
baser creatures. These dhampirs gain the ability to
communicate with bats, rats, and wolves as if under the
effects of a speak with animals spell (caster level equal
to 1/2 the dhampir’s Hit Dice). In addition, they gain
a +2 racial bonus on Diplomacy checks when dealing
with these animals. Whenever these dhampirs initiate
an exchange, animals begin with a starting attitude of
indifferent. This is a supernatural ability. This racial
trait replaces manipulative.
Dhampir Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but
their racial bond to the undead impedes their mortal vigor.
Dhampir: Dhampirs are humanoids with the dhampir subtype.
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.
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving
throws against disease and mind-affecting effects.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within
the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive
and negative energy as if it were undead—positive energy
harms it, while negative energy heals it.
Spell-Like Ability: A dhampir can use detect undead
three times per day as a spell-like ability. The
caster level for this ability equals the dhampir’s
class level.
Resist Level Drain (Ex): A dhampir takes no penalties
from energy drain effects, though he can still be killed
if he accrues more negative levels then he has Hit Dice. After 24 hours,
any negative levels a dhampir takes are removed without the need for an
additional saving throw.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any
language it wants (except secret languages, such as Druidic).
97
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012