Friday, 8 October 2021

Crimson Dhampir - A Playable Race for Castles & Crusades and Amazing Adventures

 




  This is not the first time someone puts a fan-made Dhampir Race for the SIEGE Engine games online so I called this one the Crimson Dhampir to differentiate it from others and because I created this version for the Crimson Hound character. Story-wise there's no need to include the word 'Crimson' when discussing these Dhampirs - unless you feel like it would be a cool addition and/or you intend to have different types of Dhampirs in your campaign. 

  Many thanks to Jason Vey -writer of Amazing Adventures, Night Shift and many more TTRPG books- for giving me some advice while I was converting this Race from its initial BX Race-as-Class that you can also see HERE.

  Yes that also does mean I've decided to go from BX rules to Siege Engine rules for this Actual Play Serial starting with Serial 5. I'll soon post the updated Siege Engine character sheet for the Crimson Hound.

  In the meantime, here's why you clicked on this link!

Crimson Dhampir

  • Natural Weapon: Fangs for 1d4. Must be grappling.
  • Immunity to Ghoul Paralysis.
  • Immunity to Blood Diseases
  • Supernatural Healing: The Crimson Dhampir 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 oneself.
  • Vulnerable to Holy Water: Contact with Holy Water will cause 1d4 damage to the Dhampir.

  • Weakened by Daylight: When exposed to daylight directly, all Saving Throw rolls take a -1 penalty.
  • One Foot in the Grave: While the Dhampir 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.
  • Darkvision 30 ft
  • Command once per day.
  • Suggestion once per day when the Dhampir reaches third level.
  • Creature of the Night: At 6th level, the Crimson Dhampire gains the same Class Ability as the Druid's Totem Shape, restricted to a Bat or a Wolf.
  • +2 to strength but -2 Dexterity



  

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