1st New Race Attempt

Khaalis

Adventurer
Seeking comments on the first draft of a new 4E Race.

Preface: In the campaign setting that this race is created for, there are a few differences from the core book assumptions.

1) There are 2 "planes" - the mortal realms and the Otherworld. The Otherworld is comprised of all the other planes. Only natives of the otherworld and the most learned of paragons know how to navigate the otherworld.

2) Unlike other worlds, vampires in this world are similar to those in the Dresden-verse. They come in a variety of breeds differing physically from breed to breed. In fact they are often considered different genus of a similar species. Vampires are creatures of the Otherworld, more akin to fiendish creatures than the classic awakened undead of other worlds (with the exception of Black Court Vampires which are classic nosferatu). These vampires often meddle in mortal affairs and can even "mate" with mortals. The results of such matings are Dhampir.

3) We do not use the "Common" language; instead using actual regional languages.


DHAMPIR

Heirs of a fiendish bloodline who live and thrive in the shadows of human society.

RACIAL TRAITS
---Average Height: 5’ 7” – 6’ 4”
---Average Weight: 145 – 225 lb.

---Ability Scores: +2 Strength, +2 Dexterity
---Size: Medium
---Speed: 7 squares
---Vision: Low-Light

---Languages: By Background
---Skill Bonuses: +2 Bluff, +2 Stealth
---Bloodlust: You take a -2 penalty to attack rolls for any attack that doesn’t include the nearest bloodied creature. However, you gain a +1 racial bonus to attack and damage rolls against bloodied foes.
---Resilient: You gain a +1 bonus to all saving throws.
---Regeneration: You gain regeneration 2 (regeneration 4 at 11th level regeneration 6 at 21st level).


Vampires are creatures of the Otherworld that often travel to the material plane as they prefer the entertainment and challenge of dealing with the mortals they find there. There are two clans of vampires that particularly practice the art of blending in among human societies, known as the White and Red clans. These vampires spend decades or even centuries among humans, preferring them over other races due to their similarity in appearance, drives and psychologies. Additionally, many of the other races such as those with feyblood have an uncanny ability to sense or ferret out vampires much more than humans. These vampires often produce offspring through reproduction with humans as they most often see humanoids as entertainment, slaves and then food. Dhampir, also known as half-vampires, are sometimes the actual product of the union between a white or red vampire and a mortal humanoid. More often however, dhampirs are the result of a dhampir parent who has produced an offspring with another human. In many ways dhampir are human, but their racial heritage passes from generation to generation and any offspring of a dhampir will be a dhampir.

Play a dhampir if you want…
• To be a hero with a dark side to overcome.
• To be fast, stealthy and resilient.
• To be a member of a race that favors the paladin, rogue, and warlock classes.


PHYSICAL QUALITIES
Dhampirs usually pass for human at cursory inspection by those who are not knowledgeable in the supernatural or not paying close attention to details. Dhampir appear as attractive human with finely chiseled features, slightly pointed bat-like ears, and pale skin tones ranging from pallid to porcelain to pure albino white. They always have black, midnight blue or deep auburn hair and ice-blue eyes that glow slightly with an inner fire when highly emotional. Dhampir also possess small fangs that can be generally be concealed but still betray their nature to the careful observer.


PLAYING A DHAMPIR
Dhampirs have no lands or true racial culture of their own, being most often raised in their human parent’s culture but they can be raised by either or both parent. When raised in human society, they oft times are forced to the fringes due to the fear inherent in their obvious parentage, resulting in many being outcasts. More often than not though, Dhampir learn at an early stage in life to disguise their more obvious traits so as to better blend in.

In all other ways the dhampir acts as a normal member of their human culture. Dhampirs are very social by nature and are always drawn to others and thus prefer large communities. However, they also tend toward vanity, for they can tell at an early age that they are different from others, being stronger and often more attractive. Many even go so far as to take on the opinion that non-dhampir are beneath them, becoming proud of their heritage. Other dhampir hate their heritage, depending mostly on their exposure to vampire culture or what they are taught about vampires in their youth.

The life of a dhampir is usually hard, being torn between their mortal natural and supernatural heritage having to contend with the dark curse passed to them by their vampiric progenitors. Likewise, dhampirs often retain some of their vampiric heritage, being driven, social yet often mysterious, power hungry, prone to mood swings of darkness and brooding and even a tendency and penchant for violence.

Dhampir do not tend to be religious or spiritual, having a more grounded base in the supernatural. Some however, choose to follow faiths that can either aid them to become more like their vampire heritage or to destroy those that created them. Those who have no particular feelings toward vampires but that are spiritual often follow the path of the Moon Mother.

Many dhampirs turn to the life of adventure, allowing them to use their skills and strength in a way that is generally found acceptable by their new allies. Many do so to hunt vampires if they are raised to despise their heritage, while others do so simple to strengthen themselves, or for the thrill.

Dhampir Characteristics: Agile, mysterious, quick, sinister, stealthy.
Names: Dhampirs are named based on the culture in which they are raised, being named in the manner of their humanoid parent’s race and culture.


DHAMPIR ADVENTURERS
Three sample dhampir adventurers are described below.

Kerys is a dhampir warlock torn between good and evil. He longs to fit into the human society in which he lives and would like to call himself genuinely good. At the same time, he fears that his soul is irretrievably tainted by the touch of evil – both the evil in his blood and the sinister nature of his infernal pact. He feels as if he is on a tightrope between good and evil and might eventually fall either way. His companions recognize the good in his heart and trust him, and that trust has been enough on some days to keep him from sliding into evil. His life is tormented, and though he believes he is called to a great destiny, he is not sure whether he will become a hero or a villain.

Myarra is a dhampir paladin who prays daily that Pelor will help her keep her commitment to live justly and honorably. She has no love for Pelor’s priests and temples, but she feels a personal connection to the sun God – the antithesis to all the evil in her heritage. She leads a group of adventurers in strikes against evil outsiders and undead but dreams of one day leading an army into the abysss under Pelor’s banner. In his name, she struggles to keep her dark nature under tight control.

Tadogar is a dhampir rogue, a native of the streets and alleys of a human city and no stranger to the dark side of human nature. As far as he’s concerned, good and evil are matters for philosophers to discuss in their universities. The reality of life on the street is survival, and he’s willing to do what’s necessary to survive. As part of an adventuring group, he uses his natural talents to aid in the dirtier jobs that must be handled and that some, like the paladin, are above doing. However, he has had his first real taste of trust and friendship, which are growing on him as well.


RACIAL FEATS - HEROIC
Any feat in the following section is available to a dhampir character of any level who meets the prerequisites. Heroic tier feats are the only feats you can take if you are 10th level or lower.

CELERITY [Dhampir]
Prerequisites: Dhampir, Dex 13
Benefit: You may add 1 extra square of movement each time you shift.

DHAMPIR RESISTANCE [Dhampir]
Prerequisites: Dhampir, Con 13
Benefit: You gain a +5 racial bonus to saving throws against disease and poison.

FRENZIED BLOODLUST [Dhampir]
Prerequisites: Dhampir
Benefit: Your racial bonus to attack and damage against bloodied foes increases to +2.


RACIAL FEATS - PARAGON
Any feat in the following section is available to a dhampir character of 11th level or higher who meets the prerequisites.

DHAMPIR HEALTH [Dhampir]
Prerequisites: Dhampir, Con 15
Benefit: You are immune to disease.

QUICK HEALER [Dhampir]
Prerequisites: Dhampir, Con 17
Benefit: Increase your healing surge value by your Constitution modifier, and increase your regeneration rating by 1.

IMPROVED CELERITY [Dhampir]
Prerequisites: Dhampir, Dex 15
Benefit: You ignore difficult terrain when you shift.
 

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I'd probably make regeneration 2 the final part of a long racial feat chain - it seems way more powerful than any of the powers any other race get.
 

Gort said:
I'd probably make regeneration 2 the final part of a long racial feat chain - it seems way more powerful than any of the powers any other race get.
On looking at it again, I think it needs to be an encounter power as it is based off this...

Longtooth Shifting [Longtooth Shifter MM Race]
Effect: Until the end of the encounter or until rendered unconscious, you gain a +2 bonus to damage rolls. In addition, for as long as you are bloodied, you gain regeneration 2 (regeneration 4 at 11th level, regeneration 6 at 21st level).

However I dropped all mention of the bonuses to damage.

Thus it would be...

DHAMPIR REGENERATION --- Dhampir Racial Power
You unleash the fiend within and take on a more fiendish countenance, shrugging off damage.
Encounter * Healing
Minor Action --- Personal
Special:
You must be injured to use this power.
Effect:Until the end of the encounter, for as long as you are wounded, you gain regeneration 2 (regeneration 4 at 11th level, regeneration 6 at 21st level).


As a side note, vampires have regneration 10.
 

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