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MONSTERS (Templates Class): The Vampire
"Vampire" is a fairly common acquired template among adventurers. When an adventuring party is attacked by a vampire, those slain by its special abilities may rise as vampires themselves if the proper measures are not taken. If the vampire template is applied to such a character, she would appear to be dead for a time, then return to a tenuous life, slowly succumbing to the seductive lure of the vampire's hunger, sharpened senses, and evil nature.
Table SP-1:The Vampire Template Class
| Level | CR | Special |
| 1 | +0 | Con -2, blood drain (lesser), resistances (lesser), spawn slavery, spider climb, vampire bonus feats (Alertness, Dodge) |
| 2 | +0 | Str +2, blood drain (moderate), fortification (light), vampire bonus feats (Improved Initiative, Lightning Reflexes), vampire skills +2 |
| 3 | +1 | Cha +2, Dex +2, coffin sanctuary (lesser), dominate (lesser), gaseous form (lesser), resistances (greater), slam |
| 4 | +1 | Str +2, alternate form (lesser), blood drain (greater), dominate (moderate), natural armor +2, vampire aversions, vampire skills +4 |
| 5 | +1 | Wis +2, children of the night (lesser), coffin sanctuary (greater) , damage reduction 5/silver and magic, dominate (greater), fortification (moderate), gaseous form (moderate), sunlight & water vulnerability (lesser) |
| 6 | +2 | Int +2, Str +2, fast healing 1, natural armor +2, vampire skills +6 |
| 7 | +2 | Dex +2, children of the night (greater), create spawn (lesser), dominate (superior), energy drain (lesser), gaseous form (greater), sunlight & water vulnerability (greater), undeath, vampire bonus feat (Combat Reflexes) |
| 8 | +2 | Cha +2, alternate form (greater), create spawn (greater), damage reduction 10/silver and magic, energy drain (greater), fast healing 5, natural armor +2, turn resistance +4, vampire skills +8 |
All of the following are class features of the vampire template class.
Ability Score Changes: The ability score in question increases or decreases by the
indicated amount. Ability score increases are unnamed bonuses that stack with
all other bonuses. At 1st level, however, the ability score change is a -2
penalty to Constitution, which represents the physical trauma involved in
starting along the path toward undeath. No spell or other effect can remove this
penalty.
Blood Drain (Ex): Starting at 1st level, a vampire can attempt to bite a victim
with his growing fangs and suck blood. If the vampire makes a successful grapple
check and pins the foe, it sucks blood, dealing 1 temporary point of Constitution damage
each round that the pin is maintained. With each such successful attack, the
vampire gains 1 temporary hit point.
When the vampire reaches 2nd level, his fangs are fully developed, though he has not yet
perfected his technique for drawing blood. At this point, his blood drain attack
deals 1 permanent point of Constitution drain.
At 4th level, the vampire has mastered the art of drawing blood from a victim. His blood drain
attack deals 1d4 points of Constitution drain, and he gains 5 temporary hit
points with each successful blood drain.
Resistances (Ex): At 1st level, the vampire gains cold resistance 5 and electricity
resistance 5. When he reaches 3rd level, each of these resistances increases to 10.
Spawn Slavery (Su): Typically, a vampire is created when another vampire kills its
mortal body by draining all of its blood (see Create Spawn, below). A vampire
created in this fashion is under influence of the master vampire's dominate
ability, even if it is normally immune to mental control or mind-affecting
effects. This control lasts until the master is destroyed. Vampires created
through other circumstances (such as unholy rituals or strange, spontaneous
magical effects) are not under this sort of control.
Spider Climb (Ex): Beginning at 1st level, the vampire can climb sheer surfaces as
though with a spider climb spell.
Vampire Bonus Feats: At 1st, 2nd, and 7th level, the vampire gains the feats
indicated on Table SP-1, assuming that he doesn't already have them. If the
vampire doesn't meet the prerequisites (if any) for a bonus feat, he gains the
feat but cannot use it until he does meet the prerequisites.
Fortification (Ex): When the vampire reaches 2nd level, his internal organs begin to cease
functioning as they become unnecessary to his altered metabolism. This process
makes him less vulnerable to critical hits, sneak attacks, and other attacks
that target a creature's vital spots. The vampire is treated as if he had the
light fortification armor property active at all times. This ability
gives him a 25% chance to turn a critical hit or sneak attack against him into a
normal attack. If the vampire already has fortification from another source
(such as a spell or magic item), use the better value.
At 5th level, this ability becomes moderate fortification (50% chance to turn a critical hit
or sneak attack into a normal attack).
Vampire Skills: At 2nd level, a vampire gains a +2 racial bonus on Bluff, Hide,
Listen, Move Silently, Search, Sense Motive, and Spot checks. This bonus
increases to +4 at 4th level, to +6 at 6th level, and to +8 at 8th
level.
Coffin Sanctuary (Ex): Upon reaching 3rd level, a vampire chooses a coffin or
similar small enclosed space as his primary resting place. Thereafter, if he is
brought to -1 to -9 hit points (if living) or to 0 or fewer hit points (if
undead) while outside the coffin, he is forced to assume gaseous form (see
below) immediately and flee for his coffin so that he may heal. If the vampire
cannot use his vampiric ability to assume gaseous form (for example, if he has
expended all his daily uses of that ability), he cannot enter gaseous form under
these circumstances and dies immediately.
Any damage dealt to the vampire after he is forced into gaseous form has no effect. If the
duration of his gaseous form ability expires before he reaches his coffin, or
more than 2 hours pass after he is forced into gaseous form in this way, the
vampire must assume his normal form at his current location. In that case, he
either begins to die (if he is a living vampire) or is destroyed (if he is an
undead vampire). If he succeeds in reaching his coffin, he is helpless for 1
hour, after which he heals 1 hit point and the helplessness ends. A nonhelpless
vampire resting in his coffin has fast healing 1.
A 5th-level or higher nonhelpless vampire resting in his coffin has fast healing 5.
Dominate (Su): At 3rd level, a vampire gains the ability to crush another creature's
will just by looking into its eyes. This ability is similar to a gaze attack,
except that the vampire must use a standard action, and those merely looking at
him are not affected. Anyone the vampire targets must succeed on a Will save or
fall instantly under his influence, as though via a dominate person spell
(caster level 12th). The ability has a range of 5 feet and is usable once per
day.
At 4th level, the vampire can use this ability three times per day at a range of 10 feet. At
5th level, his range increases to 30 feet. At 7th level, the vampire may use his
dominate ability at will.
Gaseous Form (Su): Starting at 3rd level, a vampire can assume gaseous form as the
spell (caster level 5th) once per day as a standard action. He can remain in
gaseous form for up to 10 minutes. A gaseous vampire's fly speed is 20
feet.
At 5th level, a vampire can assume gaseous form three times per day. At 7th level, he may
become gaseous at will and remain in gaseous form indefinitely.
Slam: At 3rd level, the vampire gains a slam attack if he didn't already have one. If
he is a Medium creature, his slam deals damage according to the following
table.
| Size | Damage |
| Fine | 1 |
| Diminutive | 1d2 |
| Tiny | 1d3 |
| Small | 1d4 |
| Medium | 1d6 |
| Large | 1d8 |
| Huge | 2d6 |
| Gargantuan | 2d8 |
| Colossal | 4d6 |
At 8th level, the vampire's slam attack (or other natural attack) bestows 2 negative
levels.
Undeath: Upon reaching 7th level, a vampire gains the undead type, with all of its normal
benefits and drawbacks. He no longer has a Constitution score, and he loses any
Constitution bonus or penalty on hit points, saving throws, or skills that he
may previously have had. He uses either his Charisma modifier or his
Constitution modifier (+0), whichever is better, for all skills, save DCs, and
other quantities that previously incorporated his Constitution modifier. The
vampire becomes immune to many attacks but is subject to turn or rebuke undead
attempts and is immediately destroyed if brought to 0 or fewer hit points. All
of his current and future Hit Dice increase to d12s. (Rather than rerolling all
the character's Hit Dice, you can simply add 4 hit points for every d4 Hit Die
the vampire previously had, 3 hit points for every d6 Hit Die, 2 for every d8,
and 1 for every d10, if desired.) The vampire immediately becomes evil and
subject to the special rules for staking a vampire through the heart.
A vampire cleric may become an ex-cleric if his deity does not accept evil clerics, but
character can remedy this problem either by changing allegiance or by devoting
himself to an evil cause or a source of evil divine power (selecting new domains
if appropriate). A vampire cleric who could normally turn undead loses that
ability but gains the ability to rebuke undead, and one who can spontaneously
convert spells into cure spells now converts them into inflict
spells.
A vampire sorcerer, wizard, or other character who has a familiar is shunned by that
creature unless it is a bat or rat, but he can acquire one of those creatures to
replace the previous familiar.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a 7th-level or higher
vampire's energy drain attack rises as a vampire spawn (see the Monster
Manual) 1d4 days after burial. If the vampire instead drains the victim's
Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer
HD and as a vampire if it had 5 or more HD. In either case, the new vampire or
spawn is under the command of the vampire that created it and remains so
enslaved until its master's destruction.
At any given time, a vampire may have enslaved spawn whose Hit Dice total no more than his
own. Any spawn he creates that would exceed this limit can be created either as
free-willed vampires or as vampire spawn, at the creator's option. If he chooses
the latter option, he must immediately free one or more spawn of his choice
until the total Hit Dice of his existing enslaved spawn would allow the addition
of the desired new one. Once freed, a vampire or vampire spawn cannot be
enslaved again, except through magic such as control undead, rebuking attempts
by evil clerics, and so on. An enslaved vampire may create and enslave spawn of
its own, so a master vampire can control a large number of lesser vampires in
this fashion.
At 8th level, the vampire may have enslaved spawn whose Hit Dice total no more than twice his
own Hit Dice.
Turn Resistance (Ex): At 8th level, a vampire gains turn resistance +4. He is
treated as an undead 4 Hit Dice higher than his normal total for the purpose of
turn, rebuke, command, or bolster attempts.