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Dhampir, Kyuketsuki 吸血鬼

There are vile creatures lurking in the shadows, watching, waiting for a chance to steal some hapless victim in the dead of night. If not for the dhampir who hunt them, such supernatural beings could have wiped the living away many times over. By turning their curse against the tides of evil, the dhampir find a modicum of solace.

While they prefer the comforts of darkness and moonlight, the dhampir will occasionally travel by day when hunting a particularly dangerous foe. They may even seek others like them for aid, hoping against hope that a team of heroes won’t be too late to end whatever threatens the world out of the corner of its eye.

Total Cost: 11 points (advanced).

Kyuketsuki Racial Traits

Ability Score Modifiers: +2 Dexterity, +2 Charisma, –2 Constitution (0 points). Dhampir have preternatural reactions and an odd allure, but they are frail, especially when exposed directly to sunlight.

Size: Medium (0 points. A dhampir’s size grants no bonuses or penalties.

Speed: Standard (30 feet) 0 points. A dhampir’s base speed is 30 feet.

Special Movement: Jump 2 points. A dhampir always counts as having a running start when making an Acrobatics check to jump.

Low-Light Vision: (1 point). A dhampir can see twice as far as a human in conditions of dim light.

Dhampir: Kyuketsuki are humanoids with the dhampir subtype.

Animus (Sp): 4 points. Once per day, a dhampir can assume the form of a bat, dire bat, dire wolf, or wolf. This functions as beast shape II, and the dhampir’s caster level with the spell is equal to its total Hit Dice (minimum 1).

Blindsense: 4 points. Using non-visual senses such as acute smell or hearing, dhampir notice things they cannot see. They usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that a dhampir cannot see still has total concealment against the dhampir, and the dhampir still has the normal miss chance when attacking creatures that have concealment. Visibility still affects the dhampir’s movement, and they are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.

Cunning: 2 points. Dhampir gain +2 on Perception checks to notice traps and hidden doors located in walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Light Sensitivity: –1 point. Dhampir are dazzled in bright light.

Negative Affinity: –1 point. A dhampir is alive, but is healed by negative energy and harmed by positive energy, as if it were an undead creature.

Languages (0 points). Dhampir speak the common language of their world + 1 other language of their choice.