Size: As the race selected in 'Vampiric Base'.
Vampiric Base: Select a 1HD, humanoid race (such as Human, or Elf) with no level adjustment. Should the Vampire gain a template, or their type change from 'humanoid', they lose all benefits of being a vampire, and count instead as selected race (including bonuses) until all templates are removed and the type changes reverted.[/
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 after resting. 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 the missing charges, with at least an hour spent resting.
Vampiric Power: A vampire can spend blood charges to boost his strength modifier or dexterity score, on a one-to-one basis with a limit equal to his HD, for a single round. He can also boost his base speed by 10' for every blood charge spent, with a limit on charges equal to his HD. Finally, a vampire of 5HD or more can spend a blood charge to gain Fast Healing 1 for a minute, and a vampire of 10HD or more can spend blood charges equal to twice their HD to regenerate missing body parts over the course of an hour (cut down to a minute at 20HD). All abilities can be used as a free action, or an immediate action if it isn't your turn.
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 original constitution score, and loses all other racial traits. Additionally, their previous race counts as their chosen race for 'Vampiric Base'.
If their original race would not qualify, they cannot become a vampire and simply die.
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 10+1/2HD+Rounds of Exposure (cumulative across the day, resetting at nightfall) or retreat to a dark area to sleep until nightfall.
Parasol Ablatement: A vampire gains the parasol-related benefits of the
Light Eater feat for free. At 10HD, the penalties are halved, and at 20HD removed altogether.
Vampiric Base: Select a 1HD, humanoid race (such as Human, or Elf). Should the Vampire gain a template, or their type change from 'humanoid', they lose all benefits of being a vampire, and count instead as selected race (including bonuses) until all templates are removed and the type changes reverted.