Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains a blood charge that is saved for later use. A vampire can save a number of Blood Charges equal to his HD multiplied by his Charisma bonus .
If a Vampire drains blood from a creature with 3 or more points of Intelligence, it gains 2 Blood Charges on a successful attack instead.
If a Vampire drains blood from a member of it's base race, it gains 4 blood charges on a successful attack instead.
The Vampire can only obtain a Blood Charge from living beings. Drinking blood from dead creatures or drinking preserved blood tastes foul to the Vampire and provides no Blood Charges.
The Vampire can drain blood from summoned creatures, but the charges obtained this way disappear when the summoned monster disappears.
Each day, the Vampire loses a number of Blood Charges equal to his HD afte. If the vampire doesn't have enough blood charges to satisfy it's needs by morning, he takes a penalty to all d20 rolls equal to the number of missing blood charges, up to a penalty equal to his own HD. The penalty lasts until the Vampire gets a number of Blood Charges equal to his HD or more and spends 8 hours on his resting place.
Vampiric Power: A vampire can spend blood charges to boost his strength modifier or dexterity modifier, on a one-to-one basis with a limit equal to his HD, for a single roll. He can also boost his base speed by 10' for every blood charge spent, with a limit on charges equal to his HD.
Vampires are created, not made, and do not age no matter how much time passes, always looking the same. A new vampire can be created by spending blood charges equal to a victim's HD (whilst feeding upon them), if the Victim's CON drops to 0 or below, with a fortitude saving throw equal to 10+1/2 the vampire's HD, and a will saving throw of the same. If the victim fails both throws, they become a vampire with their previous constitution score.
Vampiric Weaknesses: A vampire takes 1d6 damage from direct sunlight, running water (such as rain), roasted soybeans, or sardine heads per round of exposure. If exposed to sunlight, they must make a Will Save with a DC equal to 1/2 HD + 10 + (10 - Wisdom Modifier) or retreat to a dark area to sleep until nightfall.
Parasol Ablatement: A vampire gains the benefits of the
Light Eater feat for free, with penalties halved. Should a vampire reach 20HD, penalties are negated altogether whilst under a parasol.
Special: Select a PHB race. Should a vampire gain a template that would alter their racial traits or the undead template, they lose all vampire abilities until the template is lost, and gain all the relevant abilities of the PHB race instead.