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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
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FAVORED CLASS OPTIONS
The following options are available to all dhampirs who
have the listed favored class, and unless otherwise stated, the
bonus applies each time you select the favored class reward.
Alchemist: Add +10 minutes to the duration of the
alchemist’s mutagens.
Cleric: Add +1 to the caster level of any channeling feat
used to affect undead.
Fighter: Add a +2 bonus on rolls to stabilize when dying.
Inquisitor: Add a +1/2 bonus on Intimidate checks to
demoralize humanoids.
Rogue: Add a +1/2 bonus on Stealth checks and
Perception checks made in dim light or darkness.
Sorcerer: Add +1/2 point of negative energy damage to
spells that deal negative energy damage.
Wizard: Add +1/4 to the wizard’s caster level when
casting spells of the necromancy school.
RACIAL ARCHETYPES
The following racial archetypes are available to dhampirs.
Cruoromancer (Wizard)
To those who know how to manipulate it, the blood
of a dhampir can be a powerful component to magic. A
cruoromancer infuses his necromantic magic with the
power of his unique mixture of living blood and undead
ichor. As his power increases in this strange arcane art,
a cruoromancer finds potent ways to infuse his unique
blood with necromancy spells. A cruoromancer has the
following class features.
Blood Infusion (Su): When a cruoromancer casts a spell
of the necromancy school, he can opt to infuse that spell
with his undead-tainted blood as a swift action. As he
increases in level, the power and effects of such infusions
become more potent. Each time a cruoromancer uses
blood infusion, he drains a portion of his own blood either
by cutting himself with a blade or by opening a scab from a
previous wound. When he does this, he takes an amount of
damage equal to 1d4 + the level of the spell being infused.
A cruoromancer can only affect a spell with a single type of
blood infusion. At 1st level, he can infuse his necromancy
spells 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 this
infusion, any creature damaged by the infused necromancy
spell becomes sickened for 1 round.
This ability replaces arcane bond.
Blood Command (Su): At 5th level, a cruoromancer can
control up to 5 Hit Dice worth of undead creatures per
caster level instead of the normal 4 Hit Dice of undead
when casting the animate dead spell. He also gains the
following blood infusion ability.
Commanding Infusion: When using this infusion with
animate dead, the cruoromancer can create a number of Hit
Dice of undead equal to three times his caster level instead
of twice his caster level.
This ability replaces the 5th-level wizard bonus feat.
Blood Desecration (Su): At 10th level, a cruoromancer
gains the following blood infusion.
Desecrating Infusion: When the cruoromancer uses this
infusion, he can choose to center a desecrate effect on
himself or a single target of the spell modified by this
infusion (he chooses upon casting). This effect is like the
desecrate spell, but lasts for 1 minute per caster level of the
cruoromancer, and does not interact with altars, shrines,
or permanent fixtures that boost the desecrate effect. This
ability replaces the 10th-level wizard bonus feat.
Blood Ability (Su): At 15th level, a cruoromancer can
choose to scry through a single undead creature he created
with a spell modified by a commanding infusion. The
undead creature is treated as if imbued with an arcane eye
spell (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 cruoromancer
can use his blood infusions without taking damage. This
ability replaces the 20th-level wizard bonus spell.
Kinslayer (Inquisitor)
Appalled and guilt-ridden by the horrific circumstances
of her birth, a kinslayer dedicates herself to eradicating
the very creatures whose blood f lows within her veins.
She spends her life hunting and slaying those vampiric
monsters for whom humans have become prey. A kinslayer
has the following class features.
Judgment (Su): At 1st level, a kinslayer gains the following
judgment.
Slayer’s Brand (Su): When using this judgment, the
kinslayer gains the ability to brand undead creatures with
positive energy. To do so, she must make a successful melee
touch attack against the undead creature. This attack
deals an amount of positive energy damage equal to 1d6
+ the kinslayer’s Charisma score, and burns her personal
symbol into the undead creature’s f lesh, bone, or even its
incorporeal form. From that point onward, the kinslayer
can sense the existence of the branded creature as if it were
the target of a locate creature spell (caster level equal to 1/2
the kinslayer’s inquisitor level). A slayer’s brand lasts until
the undead creature is destroyed or until the kinslayer
uses this ability on another creature. This ability replaces
the destruction judgment.
Greater Brand (Su): A 1st level, a kinslayer learns to
modify her slayer’s brand judgment as she gains levels.
Whenever she gains the ability to learn a teamwork feat, she
can instead opt to learn one of the following modifications
to her slayer’s brand judgment.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012