I have no interest in the vampire template from the MM -- I've created my own vampire races for a homebrew (that I never ran, natch -- but I'll borrow these again sometime, never fear!) that are based somewhat on the Warhammer vampires as basic archetypes. Here's the rules, cut and paste from the PDF document I was making for that setting. Ignore the setting fluff, references to a custom magic system where casting spells causes subdual damage and references to the diplomat core class!
Vampires: Unlike the other races, vampires are not split by Realm, as all of them are native to the Night Realm, only a few live in the Twilight Realm and none at all are native to the Day or
Celestial Realms. However, there are three distinct Bloodlines of vampires, each with its own attributes and appearance. All, however, represent aspects of their dark and cruel creator,
Shenesesh. Vampires are attended to by a variety of outsiders that they are able to summon, including demons, undead and more. Their goal is to turn all of creation into something like the
nightmarish Night Realm, only even more firmly under their control. Only then, they believe, will they be able to summon Shenesesh back into the world and usher in a “golden age” of vampires, without the meddling of any other god or his children. Vampires are accomplished necromancers and demonologists, especially the nosferatu clan, but all of them are also frighteningly effective in combat – strong as stone and devilishly quick. Vampires, due to their power relative to other races, are not suitable PC races. All vampires share some common traits:
- Medium sized
- Base speed 40’
- Darkvision 60’
- Bite attack with 1d8 damage.
- +4 racial bonus to initiative
- Extra half-action per round – vampires are constantly acting as if under the influence of a haste spell.
- Light sensitivity – vampires receive a -2 to attack rolls, saving throws and skill checks while operating in daylight. This increases to –4 when operating under the extremely bright conditions of the Day or Celestial Realms (or when under the influence of a Light spell) when clouds or shadows are not present.
- Darkness – however, all vampires can generate their own darkness at need, turning the brightest day into dark night. This special ability acts like the darkness spell in effect and in subdual damage to the vampire who casts it.
- All vampires advance as characters, by class, but they also come with a hit dice of 5d8 before they take their first level.
- +6 natural armor bonus to Armor Class.
- Blasphemous presence – vampires generate an aura an unholy “wrongness” about them. Even vermin, such as rats and insects leave the area, and upon entering proximity to a vampire, a sense of forboding comes upon all who approach. All must make a Will save when entering the influence of a vampire’s
blasphemous presence. Failing the will save means the character becomes panicked. He suffers a -2 to all further saving throws, and a –2 to his attack rolls against the vampire himself. A successful will save negates the panic effect, but the –2 to saving throws and attack rolls remains.
- Vampiric tendencies – a victim that has been rendered helpless may be the target of a vampire’s blood-sucking. Following a bite to the jugular vein, a vampire drinks the victims blood, causing 3d8 hit point damage and d6 temporary
constitution damage per round. To the vampire, however, this restores 3d8 hit points, or if already at a maximum, the extra hit points become temporary hit points. The maximum temporary hit points a vampire can have is 1½ x his normal maximum.
Vampire Bloodlines
Nosferatu: The nosferatu are a bloodline that specializes in the foulest necromancy and the summoning of demons. Few vampires don’t take some levels of alt.wizard with a specialty in these blasphemous arts, but the nosferatu are the best at it. They are an extremely ugly form of being; their bodies look like dried husks over skeletons, with brownish or graying, mummy-like skin. Their eyes are milky-white and sunken, like those
of the dead, and they have little to no hair. Their fangs are very close together in the front of their mouth, which causes them to speak in a hoarse, whispered lisp. In addition to the common vampire traits, nosferatu vampires have the following additional traits:
- +4 Strength, +6 Intelligence –4 Charisma
- Has subdual damage resistance 10 in regards to casting spells only
- Automatic languages: Infernal, Common, Abyssal, Celestial, Draconic
- Favored class: alt.wizard
- ECL: +8
Chernabog: The chernabog clan of vampires is even more monstrous in appearancethan the nosferatu – they not only share the wrinkled and husk-like skin, but add to that a
feral bestiality that betrays their role as the commanders and champions of the demons and other soldiers in their blasphemous hosts. They are powerfully built and muscular,
their legs have developed a digitigrade posture, they have horn-like growths all over their body, and their entire mouth has developed into a powerful maw. They also have grown
monstrous claws on their fingers, each a foot long or more and razor sharp. In addition to the common vampire traits, chernabog vampires have the following additional traits:
- +8 Strength, +4 Constitution, -4 Charisma
- Additional +3 natural armor bonus to armor class
- Additional 2d8 damage with claw attacks
- Automatic languages: Infernal, Abyssal, Common
- Favored class: Barbarian
- ECL: +10
Dyaus: The Dyaus clan of vampires are the leaders of the vampires, and the infiltrators amongst humans and others. Unlike the other vampire clans, dyaus are beautiful in the extreme, usually appearing as pale humans or elves with raven-black hair and brilliant blue eyes. In their natural form, their canines are extremely elongated, and their skin appears almost alabaster or blue it is so bloodless. However, the Dyaus are adept at
hiding their vampire traits. They are also highly skilled and flexible, more able to assume various roles within vampire society. They are good at combat, although not as
nightmarishly frightening as the chernabog, and they can make excellent spellcasters, if not as proficient as the nosferatu. Where they really excel is in leading.
- +6 Strength, +2 Intelligence, +6 Charisma
- Leadership feat for free
- +2 racial bonus on Diplomacy and Bluff checks
- +10 racial bonus on Disguise skill to hide vampire traits only
- Favored class: Diplomat
- ECL: +10