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Pathfinder 1e

Race: Drampir

Standard Racial Traits

Ability Score Modifiers: Dhampirs are fast and seductive, but their racial bond to the undead
impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.

Type: Dhampirs are humanoids with the dhampir subtype.

Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Dhampirs have a base speed of 30 feet.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can
choose any language it wants (except secret languages, such as Druidic). See the Linguistics
skill page for more information about these languages.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and
mind-affecting effects.

Resist Level Drain (Ex): A dhampir 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 dhampir takes are removed without the need for an additional saving throw.

Manipulative: Dhampir gain a +2 racial bonus on Bluff and Perception checks.

Spell-Like Abilities (Su): A dhampir can use detect undead three times per day as a spell-like
ability. The caster level for this ability equals the dhampir’s class level.

Darkvision: Dhampir see perfectly in the dark up to 60 feet.

Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir
have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a
daylight spell.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative
energy as if it were undead—positive energy harms it, while negative energy heals it.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the
standard racial traits above. Consult your GM before selecting any of these new options.

Dayborn: A few fortunate dhampirs were born during the day under the blessings of
priests, and their blood has weaker ties to their undead bloodline than others of their
kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait.
This racial trait replaces the spell-like ability racial trait.

Favored Class Options: Wizard Add +1/4 to the wizard’s caster level [4] when casting spells of the
necromancy school.

Sacred Ancestry

Dhampirs descended from the Vampire King are rare in the extreme. Incredibly beautiful but
strikingly grim shades that straddle the line between humanity and vampirekind, sacred ancestry
dhampirs are often single-minded loners intent on a specific goal. This ancestry should be
considered exceptionally rare, and players and GMs should work together to explain why a
character possesses such a remarkable legacy. How the dhampir came into being, his
relationship to the Vampire King, and which secrets of the past he does or doesn’t remember
should all be considered during character creation.

Ability Modifiers: +2 Str, +2 Int, –2 Dex

Alternate Skill Modifiers: Diplomacy, Knowledge (nobility).

Alternate Spell-Like Ability: True strike.

Alternate Weakness: Sacred ancestry dhampirs take a –1 penalty on saving throws against
spells of the illusion school.

Class: Wizard

Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond
mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and
terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk
to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet
esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While
some might choose a particular field of magical study and become masters of such powers, others
embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a
cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to
their every desire.

Role: While universalist wizards might study to prepare themselves for any manner of danger,
specialist wizards research schools of magic that make them exceptionally skilled within a specific
focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in
overcoming any danger.

Alignment: Any

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit
worth 10 gp or less.
Class Skills
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics
(Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Class Features

The following are the class features of the wizard.

Weapon and Armor Proficiency


Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not
with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his
spells with somatic components to fail.

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and
prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the
wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell
allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high
Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by
getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard
decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level
wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level
spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his
Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any
spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a
wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between
adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to
his spellbook. The two free spells must be of spell levels he can cast.

Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of
his race.

Arcane Bond (Ex or Sp)


At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two
forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and
senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional
spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be
changed.

Arcane School

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based
on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard
that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his
opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in
another. A wizard who prepares spells from his opposition schools must use two spell slots of that level
to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of
his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any
skill checks made when crafting a magic item that has a spell from one of his opposition schools as a
prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive
an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a
spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can
select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level
spell slot. Wizards with the universalist school do not receive a school slot.

Necromancy Arcane School


The dread and feared necromancer commands undead and uses the foul power of unlife against
his enemies.

Power over Undead (Su)


You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a
number of times per day equal to 3 + your Intelligence modifier, but only to use the selected
feat. You can take other feats to add to this ability, such as Extra Channel and Improved
Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel.
The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma
modifier. At 20th level, undead cannot add their channel resistance to the save against this
ability.

Command Undead

Using foul powers of necromancy, you can command undead creatures, making them
into your servants.

Prerequisites: Channel negative energy class feature.

Benefit: As a standard action, you can use one of your uses of channel negative energy
to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The
DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier.
Undead that fail their saves fall under your control, obeying your commands to the best
of their ability, as if under the effects of control undead. Intelligent undead receive a new
saving throw each day to resist your command. You can control any number of undead,
so long as their total Hit Dice do not exceed your cleric level. If you use channel energy
in this way, it has no other effect (it does not heal or harm nearby creatures). If an
undead creature is under the control of another creature, you must make an opposed
Charisma check whenever your orders conflict.

Grave Touch (Sp)


As a standard action, you can make a melee touch attack that causes a living creature to become
shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a
shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than
your wizard level. You can use this ability a number of times per day equal to 3 + your
Intelligence modifier.

Undead
Associated School: Necromancy.

Replacement Power: The following school power replaces the grave touch power of the
necromancy school.

Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with
negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as
well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus
on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess.
These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1
round). The bonuses and temporary hit points are immediately dispelled if the creature is
within the area of a consecrate spell. You can use this ability a number of times per day
equal to 3 + your Intelligence modifier.

Life Sight (Su)


At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to
your wizard level. This ability only allows you to detect living creatures and undead creatures.
This sight also tells you whether a creature is living or undead. Constructs and other creatures
that are neither living nor undead cannot be seen with this ability. The range of this ability
increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond
12th. These rounds do not need to be consecutive.

Cantrips

Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under
“Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and
may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his
available slots (see below).

Scribe Scroll

At 1st level, a wizard gains Scribe Scroll as a bonus feat.


Bonus Feats

At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose
a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a
bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a
character of any class gets from advancing levels. The wizard is not limited to the categories of Item
Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these
levels.

Spellbooks
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell
not recorded in his spellbook, except for read magic, which all wizards can prepare from
memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from
his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The
wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to
add to the spellbook.

Adding Spells to a Wizard’s Spellbook


Wizards can add new spells to their spellbooks through several methods. A wizard can only
learn new spells that belong to the wizard spell lists (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between
adventures. Each time a character attains a new wizard level, he gains two spells of his choice to
add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll: A wizard can also add a spell to his book
whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what
the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical
Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a
Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells
gains a +2 bonus on the Spellcraft check if the new spell is from his specialty. See Writing a
New Spell into a Spellbook for associated costs.

Cruoromancer (Wizard; Dhampir)

The cruoromancer is an archetype of the wizard class, available to dhampir wizards.

To those who know how to manipulate it, the blood of a dhampir can be a powerful component
to magic. A cruoromancer infuses his necromantic magic with the power of his unique mixture
of living blood and undead ichor. As his power increases in this strange arcane art, a
cruoromancer finds potent ways to infuse his unique blood with necromancy spells.

Class Features
A cruoromancer has the following class features:

Blood Infusion (Su)

When a cruoromancer casts a spell of the necromancy school, he can opt to infuse that spell
with his undead-tainted blood as a swift action. As he increases in level, the power and effects
of such infusions become more potent. Each time a cruoromancer uses blood infusion, he drains
a portion of his own blood either by cutting himself with a blade or by opening a scab from a
previous wound. When he does this, he takes an amount of damage equal to 1d4 + the level of
the spell being infused. A cruoromancer can only affect a spell with a single type of blood
infusion. At 1st level, he can infuse his necromancy spells in either of the following ways.

Focused Infusion: When the cruoromancer uses this infusion, he adds +1 to the DC of the
infused necromancy spell.

Sickening Infusion: When the cruoromancer uses this infusion, any creature damaged by the
infused necromancy spell becomes sickened for 1 round.

This ability replaces arcane bond.

Blood Command (Su)

At 5th level, a cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster
level instead of the normal 4 Hit Dice of undead when casting the animate dead spell. He also
gains the following blood infusion ability.

Commanding Infusion: When using this infusion with animate dead, the cruoromancer can
create a number of Hit Dice of undead equal to three times his caster level instead of twice his
caster level.

This ability replaces the 5th-level wizard bonus feat.

Blood Desecration (Su)


At 10th level, a cruoromancer gains the following blood infusion.

Desecrating Infusion: When the cruoromancer uses this infusion, he can choose to center a
desecrate effect on himself or a single target of the spell modified by this infusion (he chooses
upon casting). This effect is like the desecrate spell, but lasts for 1 minute per caster level of the
cruoromancer, and does not interact with altars, shrines, or permanent fixtures that boost the
desecrate effect.

This ability replaces the 10th-level wizard bonus feat.

Blood Ability (Su)


At 15th level, a cruoromancer can choose to scry through a single undead creature he created
with a spell modified by a commanding infusion. The undead creature is treated as if imbued
with an arcane eye spell (caster level equal to the cruoromancer’s wizard level).

This ability replaces the 15th-level wizard bonus feat.


Perfect Infusion (Su)
At 20th level, a cruoromancer can use his blood infusions without taking damage.

This ability replaces the 20th-level wizard bonus spell*.

Thassilonian Specialist

Only wizards can truly follow the ancient philosophies created by Thassilon’s runelords, for
only wizards have the capability to specialize in a school of magic.

The choice to specialize in a Thassilonian school of magic must be made when a character first
becomes a wizard. Once the choice to do so is made, it cannot be changed.

Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level
he can cast. These bonus spell slots must both be used to prepare the same spell from the
wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared
the spell twice). The wizard cannot use these slots to prepare two different spells, even if they
are of the school he is specialized in.

Restrictions: A Thassilonian specialist does not get to customize his choice for opposition
schools—that choice is selected for him when he chooses his specialization. These restrictions
are more significant than those most wizards follow, and are known as prohibited schools. A
Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats
these spells as if they were not on the wizard spell list. If using a spell trigger or spell
completion item to cast a spell from one of his prohibited schools, he must use the Use Magic
Device skill to do so.

Thassilonian Magic: While the concept of wizard specializations along the classically
recognized schools of magic certainly dates back to the time of Azlant, and perhaps beyond into
the dim recesses of time before humanity rose to prominence, it was the runelords of Thassilon
who explored school specialization to its full extreme.

Focusing their research on the discovery that each school of magic was opposed by two specific
opposition schools, the runelords developed methods of further enhancing their mastery over
their chosen arcane specialties. Essentially, they defined these seven schools as much by what
they couldn’t do as by what they could. By excising “impurities” introduced by fixed
oppositional schools, they traded arcane versatility for greater strength in their chosen fields.

Gluttony (Necromancy): Magic that manipulates the physical body to provide for an
unending hunger for life. Prohibited Schools: abjuration, enchantment.

Feats:

Spell Penetration
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s
spell resistance.

Greater Spell Penetration


Your spells break through spell resistance much more easily than most.

Prerequisite: Spell Penetration.

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s
spell resistance. This bonus stacks with the one from Spell Penetration.

Objetos:

Kimono, Otherwordly (https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/kimono-other/)

Numerology Cylinder (https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/numerology-


cylinder/)

Bag, Handy Haversack (https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/bag-handy-


haversack/)

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