Vampire body: Unlike other monster classes, the Vampire doesn't lose his racial ability modifiers, but he does gain undead traits:
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, unless it has activated it's fast healing ability.
* Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Vampires don't need to breath, eat, or sleep. However, a Vampire may do any of the three if desired
The Vampire gains a slam attack dealing 1d6 plus 1-1/2 times his Strength bonus.
Any previously gained HD are changed to d12, and any new HD gained are also changed to d12.
In addition, the Vampire gains a natural armor bonus equal to its Strength or Charisma bonus, whichever is higher.
Vampire Vulnerabilities: The vampire becomes vulnerable to a variety of things in diferent degrees.
I think these are going to be modified, right?Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
A Vampire casts no reflection on a mirror.
Exposing any Vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion (unless the base creature had a swim speed, in wich case the vampire can swim freely). Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
Resting Place: a vampire who rests for 8 hours over a layer of dirt taken from 100 feet of his birthplace completely heals his HP. Most vampire craft coffins wich are filled with such dirt so they always have a safe place to return to (see also fast healing blood power).
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 Strength bonus or Charisma bonus (whichever one is higher).
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. If he rested 8 hours in his resting place, he only loses half that number, rounded up. 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 twice 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.
Blood Powers: The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Blood Power is a free action.
Vampire Aptitude: By expending one Blood Charge, the Vampire gains a +3 untyped bonus to the skill of his choice for 1 hour. Any bonuses given by this ability cannot exceed 2 higher than the Vampire's HD
Vampire Might: By expending one Blood Charge, the Vampire gains a +1 untyped bonus to an ability score of his choice for one hour. Multiple uses of this power for the same ability score stack, but any bonuses granted by this ability for a single ability score cannot exceed the Vampire's HD.
Night Form(Su): By expending one Blood Charge, a vampire can assume the shape of a bat or wolf as a standard action. While in its alternate form, the Vampire loses its natural slam attack, but it gains the natural weapons and any extraordinary special attacks of its new form. This ability lasts 24 hours. Otherwise it functions as the Alternate Form ability.
If the Vampire has 4 or more HD, it can also use this ability to take the form of a dire wolf or dire bat at the cost of 2 Blood Charges.
According to the campaign setting and Vampire's original race, the vampire may replace some of it's forms with others more apropriate, with authorization of the DM.
Gaseous Form (Su): As a standard action the Vampire may expend any number of Blood Charges. The Vampire assumes a Gaseous Form as the spell, but with a fly speed of 20 ft. with perfect maneuverability, and with a caster level equal to the number of Blood Charges spent.
Dark healing: By expending one Blood Charge, the Vampire gains Fast Healing 1 for 1 minute. If reduced to 0 hit points while Dark Healing is active, the Vampire automatically assumes a Gaseous Form and attempts to escape. It must reach its resting place within 2 hours or be utterly destroyed. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once resting in its resting place, a Vampire is helpless. It regains 1 hit point after 1 hour, after which he is no longer helpless.
Spider Climb (Ex): By expending one Blood Charge, a Vampire can climb any surface as though affected by a Spider Climb spell for 1 hour.