Vampire Spawn

**Vampire Spawn (24 RP)**

Vampire Spawn are weaker versions of their dark brethren, but still stronger than the Dhampir.

**Type (5 RP):** Humanoid (Half-Undead)

**Ability Scores (0 RP):** +2 Str, +2 Cha, -2 Con

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed.

**Languages (0 RP):** Vampire Spawn begin play speaking Common and Necril. Vampire Spawn with high Int may choose

**Darkvision:** Vampire Spawn have darkvision 60 ft.

**Half-Undead Traits:** Vampire Spawn have a +2 racial bonus on saves against disease and mind effects, take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws. Finally, Vampire Spawn are harmed by positive energy and healed by negative energy

**Natural Armor (2 RP):** Vampire Spawn have a +1 natural armor bonus to AC.

**Bite Attack (2 RP):** Vampire Spawn have a natural bite attack that deals 1d6+ Str mod damage.

**Blood Drain (2 RP):** If a Vampire Spawn establishes or maintains a Pin, it deals 1 point of Con damage to the creature and heals 2 HP or gains 2 temporary HP for 1 hour (up to a max number of temp HP equal to their max HP) each round it drains blood.

**Climb (2 RP):** Vampire Spawn have a climb speed of 20 feet, and a +8 bonus on climb checks.

**Manipulative (6 RP):** Vampire Spawn gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks.

**Bonus Feats (4 RP):** Vampire Spawn gain Dodge and Toughness as bonus feats.

**Gaseous Form (3 RP):** Vampire Spawn can cast Gaseous Form once per day as a spell-like ability.

**Damage Reduction (3 RP):** Vampire Spawn have DR 5/Silver.

**Vampire Weaknesses (-5 RP):** Vampire Spawn take 1 point of Con damage every hour they are exposed to sunlight, and when exposed to natural sunlight they cannot attack and are staggered. Additionally, Vampire Spawn have no reflections and cast no shadows and cannot enter private dwellings without permission. Vampire Spawn cannot stand the scent of Garlic, and they must make a DC 18 Fortitude save or become sickened for 1d4 rounds.  The vampire must continue to make saving throws at the start of his or her own turn each round this exposure continues, with additional failed saving throws extending the duration of this condition. Vampire Spawn take twice as much damage from Stakes.

**Dual-Nature (0 RP):** Vampire Spawn count as Humanoids and Undead for the purposes of all affects that target either type (such as Bane). They may select a single humanoid race to be treated as for the purpose of selecting feats and abilities (typically Human).

### Half-Breed Rules:

Dominant: Lose Gaseous Form, Bonus Feats, Manipulative, and Vampire Weaknesses (-8 RP)

Non-Dominant: Gain Dual-Nature, Bite, Blood Drain, and Damage Reduction (+7 RP)

## True Vampire

**True Vampire (75 RP)**

**Type (11 RP):** Undead

**Ability Scores (10 RP):** +4 Str, +4 Cha, +4 Dex, +2 Int, +2 Wis

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed.

**Languages (0 RP):** Vampires begin play speaking Common and Necril. Vampire Spawn with high Int may choose

**Darkvision:** Vampires have darkvision 60 ft.

**Sentient Undead Traits:**

* Undead have no Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
* Unlike most Undead, Vampires are not immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
* Undead are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning.
* Undead are not subject to nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
* Undead are harmed by positive energy and healed by negative energy. An undead creature with the fast healing special quality still benefits from that quality.
* Undead are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Undead do not risk death from massive damage, but are immediately destroyed when reduced to 0 hit points or fewer.
* Undead are 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.
* Undead do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an undead creature can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

**Natural Armor (12 RP):** Vampire Spawn have a +5 natural armor bonus to AC.

**Bite Attack (4 RP):** Vampire Spawn have a natural bite attack that deals 1d6+ twice Str mod damage.

**Blood Drain (5 RP):** If a Vampire Spawn establishes or maintains a Pin, it deals 1d4 points of Con damage to the creature and heals 5 HP or gains 5 temporary HP for 1 hour (up to a max number of temp HP equal to their max HP) each round it drains blood.

**Expert Climber (6 RP):** Vampires have a climb speed of 20 feet, are treated as being under a constant, nonmagical Spider Climb spell, and a +16 bonus on climb checks.

**Manipulative Hunters (12 RP):** Vampires gain a +2 bonus to Bluff, Diplomacy, Intimidate, Perception, Sense Motive, and Stealth checks.

**Bonus Feats (8 RP):** Vampire Spawn gain Dodge, Toughness, Combat Reflexes, and Improved Initiative as bonus feats.

**Vampiric Magic (6 RP):** Vampire Spawn can cast the following once per day as spell-like abilities: Gaseous Form, Charm Person, Beast Shape II, Summon Monster III.

**Damage Reduction (5 RP):** Vampire Spawn have DR 10/Silver.

**Fast Healing (6 RP):** Vampires have Fast Healing 1

**Vampire Weaknesses (-10 RP):** Vampire Spawn take 1 point of Cha damage every hour they are exposed to sunlight, and when exposed to natural sunlight they cannot attack and are staggered. Additionally, Vampire Spawn have no reflections and cast no shadows and cannot enter private dwellings without permission. Vampire Spawn cannot stand the scent of Garlic, and they must make a DC 18 Fortitude save or become sickened for 1d4 rounds.  The vampire must continue to make saving throws at the start of his or her own turn each round this exposure continues, with additional failed saving throws extending the duration of this condition. Vampires take twice as much damage from Stakes. Additionally, Vampires cannot cross running water and being submerged in running water deals 1 Cha damage to them per round. They take 100% more (double) damage from holy damage.

**Vampiric Nature (0 RP):** Vampires gain the bonus Vampire Spells as they level if they are arcane casters.

### Half-Breed Rules:

Half-Breeds of True Vampires are typically Vampire Spawn or Dhampir, or use the Vampirism Corruption. If using the Gene-Splicing feat or similarly gaining the half-breed abilities of a True Vampire, you instead gain the racial traits listed under the Vampire Spawn Non-Dominant as well as gaining the racial traits Vampire Spawn lose listed under Dominant. This is treated as being 15 RP.