Vampire Duminor

Desert vampires of Mephais. 2nd clan out of Sammael

Levels 3-30+

Disadvantages: 

They cannot use their path of blood and necromantic magic while exposed to the sun, without risking lowering their radiation immunity by -50%.   Drink Water: like humans, these vampires require water to survive and get dehydrated if they do not drink enough water.  Water can be attained by drinking blood.

Advantages

  • Improved Strength: +8 in elven form
  • Keen Senses:  +30 to split between senses or +10 alertness.
  • Retractable Fangs: +10, large curved fangs like a lion's in vampire form, +3 in subrace form
  • Retractable Claws: +15, large heavy claws in vampire form, +5 subrace form
  • Feral Strength:  +15, +1 per two levels in vampire form Rage: +25, +1 per two levels, base strength in any form, 0 HB defense when enraged, lasts at least 1 d6+2 actions (AR)
  • Fortitude:  +12
  • Improved Stamina:  +10
  • Hasted Movement: +5 movement, +1 per two levels
  • Far Leap: 2 d6, +1 per five levels, total = max distance covered. Also doubles as added kicking damage.
  • Lion's Grace: +5 natural dexterity and reflexes, +1 per two levels
  • Immune to Sunlight: sunlight has no ill affect on these vampires unless they use their blood sorcery or necromancy during daylight hours, which lowers their resistant to the sun by 50% until it sets.

Inborn Powers

  • Domination: inborn power
  • Charm by Gaze: power boosted by willpower vs. willpower
  • Presence: inborn power
  • Masters of Reality: choose 12 spells from the paths of phantasmancy, mental tower and dementia in limited paths, or illusory in Arcane Paths as a limited, innate path.
  • Telepathy: inborn powers.

Arcane Paths:

Conjuration, Blood Sorcery (limited), Necromancy (arcane, full path) and Path of Shadows (elemental, full path).