This is the most up-to-date version of the Dhampir Vigilante class, if you're curious about the original version it's HERE.
DHAMPIR VIGILANTE
Requirements: Minimum Str 13, Minimum Dex 13
Prime requisite: STR
Hit Dice: 1d8
Combat Progression: As Fighter
Saving Throws: As Dwarf
Maximum Level: 14 (Or no limit if your game doesn't stop at Level 14 for Humans.)
Armour/Shields: Any
Weapons: Any
Languages: Common, Shadows
Abilities, Skills & Weaknesses
- Combat Machine: Extra attacks up to current level on enemies of 1HD or less.
- Infravision 30 ft.
- Unarmed Combat: Fists or fangs, 1d4
- Skill, Supernatural Lore: 3 in 6 chance to have useful information about the supernatural. If a roll fails about a specific subject matter, the information can only be learned through the story. A new roll can be attempted after a level has been gained as long as the character had some downtime to do research in the meantime. The GM can give penalties for obscure lore or declare that a roll can't be made in the first place.
- Skill, Urban Tracking: 3 in 6, the ability to track someone or something down in a city via gathering clues and talking to people. It's always possible that no clues at all are out there for the time being and thus that such a roll fails automatically. How long such an investigation takes is up to the GM, but the Player can always stop searching before the end if it's taking too long, the roll is then automatically declared failed.
- Climb Sheer Surfaces: Same progression as a Thief
- Hear Noise: Same progression as a Thief
- Hide in Shadows: Same progression as a Thief
- Move Silently: Same progression as a Thief
- Immunity to Ghoul Paralysis.
- Immunity to Blood Diseases.
- Supernatural Healing: The Dhampir Vigilante can heal faster than humans once per day. Mechanically this is the same as the spell Cure Light Wounds but the Dhampir Vigilante can only do it on himself.
- Stronghold: At any level as long as the Dhampir Vigilante has the funds for it.
- Vulnerable to Holy Water: Contact with Holy Water will cause 1d4 damage to the Dhampir Vigilante.
- Weakened by Daylight: When exposed to daylight directly, all Saving Throw rolls take a -1 penalty.
- One Foot in the Grave: While the Dhampir Vigilante is not Undead, their connection to their Vampiric ancestry means that they can be affected by a Turn Undead attack. They can only be Turned however, never destroyed by it.
- Bloodlust: All Dhampirs thirst for the blood of humans. Some try to keep it in check, others don't. The GM decides when this comes into play or not, and how to handle it rules-wise. If the GM deems it appropriate there are rare moments when this could be an advantage, such as allowing a Dhampir to track a bleeding person from the scent of their blood for example.
- Vampiric Gifts: Starting at Level 2, a Dhampir Vigilante can choose to roll 1d4 HP instead of 1d8 when levelling up in exchange for a Level 1 Arcane Spell that he can use 1/day. The same spell can be chosen many times, in that case it adds an extra use per day. A Dhampir Vigilante can never have more Level 1 spells than an Elf of the same level. No spellbook is required for this.
XP CHART
- Level 1: 0 xp
- Level 2: 4000 xp
- Level 3: 8000 xp
- Level 4: 16 000 xp
- Level 5: 32 000 xp
- Level 6: 64 000 xp
- Level 7: 128 000 xp
- Level 8: 240 000 xp
- Level 9 Onwards: +120 000 xp /additional level