"Vampire" is an acquired template that can be added to any living creature with a head, a heart, a mouth, and a blood system (referred to hereafter as the base creature).
Vampires are a form of powerful undead known for their unending thirst for blood, their numerous powers, and their specific weaknesses. Vampires retain their identity, memories, and experiences in life. Their personalities in undeath resemble much like they were in life, but the transition has stripped them of any empathy for life or previously held morals. The state of being a vampire also imparts a euphoria of power, leading to arrogance and a sense of superiority.
As an undead creature, vampires have no need to consume
Racial Traits
Standard Traits
- CR: +10 (200 CP total)
- Hit Dice: The vampire adds 10 vampire Hit Dice (d8) to the base creature's total Hit Dice. These HD stack with the base creature's HD to determine the number of ability score increases, feats, racial feats, skill proficiency increases, and any abilities or traits that scale off of the creature's total HD except for its base attack bonus, base saving throw bonuses, and skill ranks (see traits below). (0 CP)
- Alignment: Any evil
- Type: The creature's type changes to undead (augmented). Do not recalculate the base creature's base attack bonus, base saving throw bonuses, and skill ranks.
- Speed: If the base creature had a swim speed, the vampire is not unduly harmed by running water.
- Ability Score Adjustment: Str +5, Dex +5, Cha +5. Vampires have no Constitution score, and instead use their Charisma score in place of it score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution. (23 CP)
Defense Racial Traits
- Channel Resistance (Su): The vampire adds half of it total Hit Dice as a bonus to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). (2 CP)
- Damage Reduction: The vampire gains DR/good and silver equal to its total Hit Dice. (8 CP)
- Death by Decapitation: The vampire can only be permanently destroyed by having its head severed from its body with a silver weapon that deals holy damage. (7 CP)
- Energy Immunity: The vampire gains immunity to cold and electricity. (8 CP)
- Gaseous Escape (Ex): When the vampire is reduced to 0 hp or lower, it does not die. Instead, it turns into a gaseous form (as the gaseous form spell) except that no further damage can harm it. The vampire can retain this form for a number of hours equal to its total Hit Dice, after which it returns to its normal form. Once it does, it is helpless for eight hours, and regains hp as normal. (5 CP)
- Natural Armor: The vampire gains a natural armor bonus equal to its total Hit Dice. If the base creature already had a natural armor bonus, the vampire instead gains Improved Natural Armor as a bonus feat. (2 CP)
- Regeneration: The vampire gains regeneration 1 (holy and silver). (10 CP)
- Undead Damage: The vampire is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). (10 CP)
- Undead Immunities (Su): The vampire is immune to the following conditions: bleed, energy drain, exhaustion, fatigue, paralysis, sleep, and stunned. It is also immune to death, disease, mind-affecting, and poison effects and spells. It is also immune to ability drain, energy drain, nonlethal damage, and ability damage to Strength, Dexterity, and Constitution. They are not affected by raise dead or reincarnate effects or spells. Finally, the vampire is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). (85 CP)
- Undead Saving Throws: The vampire increases their base Will saving throw bonus by +7. (2 CP)
Feat and Skill Racial Traits
- Feats: The vampire gains Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as a bonus feat. If the base creature already had any of those feats, they can swap it for another feat. (12 CP)
- Shadowless (Ex): The creature casts no shadows and shows no reflection in a mirror, granting a +4 bonus to Stealth checks. (2 CP)
- Skill Ranks: The vampire gains 4 + Intelligence modifier skill ranks per vampire Hit Die. (1 CP)
- Vampire Skills: The vampire gains the following as class skills: Bluff, Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. (11 CP)
Magical Racial Traits
- Change Shape (Su): The vampire can use beast shape II a number of times per day equal to its total Hit Dice as a supernatural ability, using its total Hit Dice as its caster level, but can only assume bat or wolf forms. (5 CP)
- Dominate (Su): The vampire can use dominate person a number of times per day equal to its total Hit Dice as a supernatural ability, using its total Hit Dice as its caster level, but can only assume bat or wolf forms. The DC is Charisma-based. (5 CP)
- Gaseous Form (Su): The vampire can use gaseous form a number of times per day equal to its total Hit Dice as a supernatural ability, using its total Hit Dice as its caster level. (4 CP)
- Summon Swarm (Su): The vampire can use summon swarm a number of times per day equal to its total Hit Dice as a supernatural ability, using its total HD as its caster level. (3 CP)
Offense Racial Traits
- Base Attack Bonus: The vampire increases the base creature's base attack bonus by +6 (medium progression). (0 CP)
- Bite: The vampire gains a bite natural attack that deals damage for its size. If the base creature already had a bite attack, the bite's damage increases by 1 size. (2 CP)
- Blood Drain (Su): A vampire's bite attack can drain blood, dealing 1d4 points Constitution damage. This increases the vampire's regeneration, Strength, and Dexterity by half of the target creature's total Hit Dice for a number of rounds equal to the Constitution damage. The target must have a Constitution score and have a blood system. (9 CP)
- Create Spawn (Ex): A vampire can create spawn out of those it slays with blood drain, provided that the slain creature drank some of the vampire's blood within 1 minute of its death. The victim rises from death as a vampire at the next midnight. This vampire is under the command of the vampire that created it, and remains under a dominate monster effect towards its master until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. (5 CP)
Senses Racial Traits
- Darkvision: The vampire can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. If the base creature already had darkvision, its range increases by 30 feet. (2 CP)
- Light Blindness: Abrupt exposure to bright light blinds the vampire for 1 round; on subsequent rounds, it is dazzled as long as it remains in the affected area. (-2 CP)
Other Racial Traits
- Antipathy: The vampire is repelled by garlic, holy symbols, mirrors, and running water as per the antipathy spell except that the vampire is only pushed away by 5 feet. The vampire must overcome a DC 25 Will save to get closer. If the item is being held by a creature, add the creature's Charisma modifier to the DC. (-16 CP)
- Blood Addiction: The vampire is addicted to consuming blood. Save Will DC 15; onset 1 week; frequency 1/week; effect -1 penalty to Strength, Dexterity, Wisdom, and Charisma; cure none. (-10 CP)
- Disabling Point: The vampire becomes paralyzed when stabbed in the heart by an item made out of wood. (-5 CP)
- Powered by Negative Energy (Su): The vampire is healed by negative energy and harmed by positive energy. (-1 CP)
- Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell. (4 CP)
- Sunlight Powerlessness: The vampire is powerless in natural sunlight (this does not include light created by effects such as a daylight spell). The vampire caught in natural sunlight cannot attack and is staggered. (-3 CP)
- Undead Biology: The vampire does not need to breath, drink, eat, or sleep unless doing so benefits it. (15 CP)
- Warded From Entry: The vampire cannot enter a home unless its owner grants him permission. (-5 CP)