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Bloodstained Dhampirs

The Bloodstained all walked the line in the Boneyard, as all sent to have their soul be judged. Without their choice or by horrible luck they were brought back but not to their own form or body. Their soul placed in a body by failed resurrection rather than necromancy has left them stranded. Often hated or repulsed those closest to the resurrection and nearly everyone afterwards, Bloodstained often live a new singularly different life. Only able to remember scant memories about who they were before they wander the earth and are often misrepresented as the mindless dead and not a person gives them a world worn perspective.  

Physical Description:

Often mistaken for zombies, Bloodstained even doing their best to stay well maintained, often show signs of rot or decrepitude that gives away their form. They can occur from any non-outsider race, and if that vessel was a small race then they trade their medium template for small. When they are injured negative energy heals the damage but the physical skin of the surface can take days to reform, so after a pitched battle their appearance might look even more grotesque than normal (this does not effect their negative charisma modifier).  

Society:

“Monster! Zombie! The Dead Walk! Run! Kill It!” Most bloodstained have heard it all before. The only thing keeping the forces of Sarenrae or Pharasma from obliterating them is for one minute a day they can return to the form of a man or woman as proof they are not true undead. Though there are offshoots that would prefer all partially dead people killed, most simply feel pity, but it rarely extend to actual hospitality. Bloodstained that do work together often live in Duskmouth Halls or in communities where they are well known, to minimize the screaming about their appearance to once every few hours rather than once every few minutes.  

Relations:

Typically among the home race of the vessel body is where a Bloodstained might not be treated as awfully. Any people, including Dwarves or Deep Dweller Half-Orcs are most ill at ease, having historically excavated their fair share of liches hiding in the depths of the world. Outside of the always accepting Duskmouth Halls, militaristic societies are the most likely place were a measure of acceptance can be found, as long as the Bloodstained is willing to be covered in layers of armor and not come near the cavalry yards. True Dhampirs are often their vocal advocates and allies.  

Alignment and Religion:

Worship varies incredibly among the Bloodstained. Some, believing their return must come for a purpose devote themselves to a higher deity. Others reject the notion of fate, glumly accepting their reality and scorning the gods for their cursed half lives among people. Some even devote themselves to Urgothea, letting the cruel accusations be true in the end. There is no natural trend among alignment among the Bloodstained.  

Adventurers:

While often neglecting the people part of adventuring, being away from society and solving problems in a physical or magical way is appealing. When joining an adventuring group, after answering all the questions they get constantly, if they feel accepted, they will go the extra mile for comrades, as acceptance is a treasure they are often terrified to part with. The self-discipline and personal perfection of monks can draw a Bloodstained, as can the isolated path a Druid, though often without animal companions. Otherwise there search for roles that put them in the front lines, as clerics or fighters, defending or helping others to help support their very few friends.  

Stats Block

Ability Score: (+2 Con, +2 Wis, -2 Cha) The appearance of the Bloodstained is hard to look at but resilient and wise for their experience.   Type: Bloodstained are humanoids with the dhampir subtype.   Size: Bloodstained are Medium creatures and thus have no bonuses or penalties due to their size.   Base Speed: Bloodstained have a base speed of 30 feet.   Languages: Bloodstained begin play speaking Common and Necril. Bloodstained with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Grippli, Halfling and Orc.   Undead Resistance: Bloodstained gain a +2 racial bonus on saving throws against disease and mind-affecting effects.   Fearless: Bloodstained gain a +2 racial bonus on all saving throws against fear effects.   Resist Level Drain (Ex): A Bloodstained takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a Bloodstained takes are removed without the need for an additional saving throw.   Toughness: Bloodstained gain toughness as a bonus feat at 1st level.   Negative Energy Affinity: Though a living creature, a Bloodstained reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.   Unnatural: Bloodstained unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Bloodstained take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward Bloodstained is one step worse than normal.   Feign Death: The Bloodstained can halt all movement and appear as a corpse. If they cease moving and pretend to be a corpse while they aren’t being observed, they can use the Stealth skill without cover or concealment. A successful Stealth check still allows other creatures to notice the Bloodstained; they will believe the Bloodstained is a corpse, similar to the freeze universal monster ability (without being able to take 20).   Life’s Breath: The Lost gain the following supernatural ability: Once per day as an immediate action, The Lost can treat positive and negative energies as if it were an living creature, taking healing from positive energy and taking damage from negative energy. This ability lasts for 1 minute once activated.  
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