In addition to class abilities gain the following at each level. Characters must qualify for feats (eg dex 13 for dodge). Characters who do not qualify for a feat will gain it automatically if they later meet the necessary pre-requisites. Hit die increases mean use the next bigger die. D4->D6, D6->D8 etc. Max is D12. This increase is NOT applied retrospectively. Optionally include the Create Spawn abilty anywhere - depends if it is desireable to have a pile of slave vamps running around. Level 1 Type changes to undead No constitution (use str score if necessary for rage etc) +1 natural armour class +1 str Bluff, Hide, Listen, Move Silently, Search, Sense Motive and Spot +1 per level (max +8) DR 1/silver & magic (+1 per level, max 10) Free Feat: Alertness Fast Healing 1/round Blood Drain 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 5 temporary hit points. Level 2 +1 dex, +1 cha +1 turn resistance Hit Die increase. Level 3 Gain slam attack (1d6+drain 1 level) +1 str +1 natural armour class Free feat: lightning reflexes Fast Healing 2/round Spider Climb A vampire can climb sheer surfaces as though with a spider climb spell. Level 4 +1 int, +1 wis Turn resistance increases to +2 Resist cold 5, Resist Electricity 5 Vampire's natural weapons are now treated as magic. Hit Die increase. Level 5 +1 str, +1 dex, +1 cha +1 natural armour class Free Feat: Dodge Alternate Form A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.) Level 6 Turn resistance increases to +3 Fast Healing 3/round Hit Die increase. Gaseous Form As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Level 7 +1 str, +1 dex, +1 cha +1 natural armour class Free Feat: Combat reflexes Turn resistance increases to +3 Dominate A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Level 8 +1 int, +1 wis Resist cold 10, Resist Electricity 10 Slam attack improves to drain 2 levels Fast Healing 4/round Hit Die increase. Level 9 +1 str +1 natural armour class Free Feat: Improved initive Children of the Night Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Level 10 +1 str, +1 dex, +1 cha +1 natural armour class Fast Healing 5/round Hit Die increase (everyone should be d12 now) Turn resistance increases to +4