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Dhampeal (core class)
A dhampeal is a living half-vampire often called a daywalker created when a dhampeal kills a pregnent female via a blood drain attack.
The Dhampeal class may only be taken at first level. You may not multi class into this class. You may multiclass after you have finished its 6 level progression.
HD d8
(2+int)x4 at 1st level
(2+int) each additional level
Class skills : Bluff (Cha), Climb (Str), Craft (any), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Proffesion (any), Search (Int), Sense Motive (Wis), and Spot (Wis)
Lvl BAB Fort Ref Will Special
1st +1 +0 +2 +2 Dex+1, Skill bonus+1, blood drain (lesser), slam attack, Darkvision 60ft
2nd +2 +0 +3 +3 Cha+1 , Skill bonus+2, DR (5/silver), blood drain (moderate) natural armor+1
3rd +3 +1 +3 +3 Str +2, Skill bonus+3, Spider Climb, resistances (lesser), Bonus Feat
4th +4 +1 +4 +4 Dex +1, Skill Bonus+4 blood drain (greater), natural armor+1, Bonus Feat
5th +5 +1 +4 +4 Cha +1, Skill Bonus +5, resistances (greater), Dominate, Bonus Feat
6th +6 +2 +5 +5 Str+2 Skill Bonus+6, Natural armor +1,damage reduction 5/silver and magic, Bonus Feat.
Weapon and Armor Proficencies: Proficient with all simple weapons, light armor and light shields.
Vampire Aversions: The Dhampeal gains the classic aversions of her kind. She cannot tolerate the strong odor of garlic and cannot enter an area laced with it. Similarly, she recoils from a mirror or a strongly presented holy or unholy symbol. These items don't harm the dhampeal -- they merely keep him at bay. A recoiling dhampeal must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against that creature for the rest of the encounter. Holding a dhampeal at bay requires a standard action.
Dhampeals are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since such areas are by definition open to all. For all other effects (not including running water and sunlight )related to race, a dhampeal is considered a vampire .
Ability Score Changes (Ex): The ability score in question increases by the indicated amount. Ability score increases are unnamed bonuses that stack with all other bonuses.
Blood Drain (Ex): Starting at 1st level, a Dhampeal can attempt to bite a victim with her growing fangs and suck blood. If the Dhampeal makes a successful grapple check and pins the foe, it sucks blood, dealing 1 point of Constitution damage each round that the pin is maintained. With each such successful attack, the Dhampeal gains 1 temporary hit point (all temporary hit points gained via blood drain last for one hour.)
When the dhampeal reaches 2nd level, her fangs are fully developed, though she has not yet perfected her technique for drawing blood. At this point, her blood drain attack deals 1d2 point of Constitution damage.
At 4th level, the dhampeal has mastered the art of drawing blood from a victim. Her blood drain attack deals 1d4 points of Constitution damage, and she gains 5 temporary hit points with each successful blood drain.
A dhampeal suffers from the hunger of blood and must make a Fort Save DC equal to 10+1/2 The Dhampeal's Character Level once a week or she will begin feeding until she equals her hit hit point total with temproary hit points, (each time she begins feeding upon a new target she gains a new save)
Skill bonuses (Ex): At 1st level, a dhampeal gains a +1 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This bonus increases by +1 each level.
Slam (Ex): At 1st level, the dhampeal gains a slam attack if she did not already posses one, If she is a Medium creature, her slam deals damage according to the following table.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Natural Armor Improvements (Ex): At 2nd, 4th, and 6th level, the dhampeal's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 2nd level, to +2 at 4th level, and finally to +3 at 6th level.
Damage Reduction (Su): At 2nd level, a dhampeal gains damage reduction 5/silver . At 6th level, this protection increases to damage reduction 5/silver and magic. A dhampeal's natural weapons (the slam attack, for a humanoid dhampeal) are treated as magic weapons for the purpose of overcoming damage reduction.
Bonus Feats (Ex): starting at third level the dhampeal may take any feat from the following list Dodge, Combat Reflexes, Improved Initative, or Lightning Reflexes though she may not take the feat more than once. If the Dhampeal doesn't meet the prerequisites (if any) for a bonus feat, she gains the feat but cannot use it until she does meet the prerequisites.
Resistances (Ex): At 3rd level, the dhampeal gains cold resistance 5 and electricity resistance 5. When she reaches 4th level, each of these resistances increases to 10.
Spider Climb (Ex): At 3rd level, the dhampeal can climb sheer surfaces as though with a spider climb spell.
Dominate (Su): At 5th level, a dhampeal gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the dhampeal must use a standard action, and those merely looking at him are not affected. Anyone the dhampeal targets must succeed on a Will save or fall instantly under her influence, as though via a dominate person spell (caster level 12th). The ability has a range of 30 feet and the Dhampeal may use the ability a number of times per day equal to her Cha modifer. The save for this ability is 10+1/2 the Dhampeal's Character level + Cha modifer.
A dhampeal is a living half-vampire often called a daywalker created when a dhampeal kills a pregnent female via a blood drain attack.
The Dhampeal class may only be taken at first level. You may not multi class into this class. You may multiclass after you have finished its 6 level progression.
HD d8
(2+int)x4 at 1st level
(2+int) each additional level
Class skills : Bluff (Cha), Climb (Str), Craft (any), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Proffesion (any), Search (Int), Sense Motive (Wis), and Spot (Wis)
Lvl BAB Fort Ref Will Special
1st +1 +0 +2 +2 Dex+1, Skill bonus+1, blood drain (lesser), slam attack, Darkvision 60ft
2nd +2 +0 +3 +3 Cha+1 , Skill bonus+2, DR (5/silver), blood drain (moderate) natural armor+1
3rd +3 +1 +3 +3 Str +2, Skill bonus+3, Spider Climb, resistances (lesser), Bonus Feat
4th +4 +1 +4 +4 Dex +1, Skill Bonus+4 blood drain (greater), natural armor+1, Bonus Feat
5th +5 +1 +4 +4 Cha +1, Skill Bonus +5, resistances (greater), Dominate, Bonus Feat
6th +6 +2 +5 +5 Str+2 Skill Bonus+6, Natural armor +1,damage reduction 5/silver and magic, Bonus Feat.
Weapon and Armor Proficencies: Proficient with all simple weapons, light armor and light shields.
Vampire Aversions: The Dhampeal gains the classic aversions of her kind. She cannot tolerate the strong odor of garlic and cannot enter an area laced with it. Similarly, she recoils from a mirror or a strongly presented holy or unholy symbol. These items don't harm the dhampeal -- they merely keep him at bay. A recoiling dhampeal must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against that creature for the rest of the encounter. Holding a dhampeal at bay requires a standard action.
Dhampeals are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since such areas are by definition open to all. For all other effects (not including running water and sunlight )related to race, a dhampeal is considered a vampire .
Ability Score Changes (Ex): The ability score in question increases by the indicated amount. Ability score increases are unnamed bonuses that stack with all other bonuses.
Blood Drain (Ex): Starting at 1st level, a Dhampeal can attempt to bite a victim with her growing fangs and suck blood. If the Dhampeal makes a successful grapple check and pins the foe, it sucks blood, dealing 1 point of Constitution damage each round that the pin is maintained. With each such successful attack, the Dhampeal gains 1 temporary hit point (all temporary hit points gained via blood drain last for one hour.)
When the dhampeal reaches 2nd level, her fangs are fully developed, though she has not yet perfected her technique for drawing blood. At this point, her blood drain attack deals 1d2 point of Constitution damage.
At 4th level, the dhampeal has mastered the art of drawing blood from a victim. Her blood drain attack deals 1d4 points of Constitution damage, and she gains 5 temporary hit points with each successful blood drain.
A dhampeal suffers from the hunger of blood and must make a Fort Save DC equal to 10+1/2 The Dhampeal's Character Level once a week or she will begin feeding until she equals her hit hit point total with temproary hit points, (each time she begins feeding upon a new target she gains a new save)
Skill bonuses (Ex): At 1st level, a dhampeal gains a +1 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This bonus increases by +1 each level.
Slam (Ex): At 1st level, the dhampeal gains a slam attack if she did not already posses one, If she is a Medium creature, her slam deals damage according to the following table.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Natural Armor Improvements (Ex): At 2nd, 4th, and 6th level, the dhampeal's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 2nd level, to +2 at 4th level, and finally to +3 at 6th level.
Damage Reduction (Su): At 2nd level, a dhampeal gains damage reduction 5/silver . At 6th level, this protection increases to damage reduction 5/silver and magic. A dhampeal's natural weapons (the slam attack, for a humanoid dhampeal) are treated as magic weapons for the purpose of overcoming damage reduction.
Bonus Feats (Ex): starting at third level the dhampeal may take any feat from the following list Dodge, Combat Reflexes, Improved Initative, or Lightning Reflexes though she may not take the feat more than once. If the Dhampeal doesn't meet the prerequisites (if any) for a bonus feat, she gains the feat but cannot use it until she does meet the prerequisites.
Resistances (Ex): At 3rd level, the dhampeal gains cold resistance 5 and electricity resistance 5. When she reaches 4th level, each of these resistances increases to 10.
Spider Climb (Ex): At 3rd level, the dhampeal can climb sheer surfaces as though with a spider climb spell.
Dominate (Su): At 5th level, a dhampeal gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the dhampeal must use a standard action, and those merely looking at him are not affected. Anyone the dhampeal targets must succeed on a Will save or fall instantly under her influence, as though via a dominate person spell (caster level 12th). The ability has a range of 30 feet and the Dhampeal may use the ability a number of times per day equal to her Cha modifer. The save for this ability is 10+1/2 the Dhampeal's Character level + Cha modifer.
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