Alright, in sunlight vampire abilities are supressed completely, and if that is true, then why would a vampire be ashed in the sun light and not revert to a mist form automaticly?
In second Edition there is nothing that protects undead from vampires from sunlight, in third addition there are a few things, such as vampire lord template. Which i think is rediculous, the only real instant kill of the vampire and they take it away after he gaines one years of unlife. I understand the FoD and anyone can make anything item or potion do anything. I mean just the other day there was a guy on that had a rod that claimed it made 'all' celestials regardless of level completely powerless.. such an item would well one be gods made, and two not be floating around the tavern passing from vampire hand to vampire hand without a greater diety noticing and snatching it up right there. Yeah thats abit rediculous, and im not saying yours is as bad, but i can not see how a spell that says " Make a save or be destroyed " can just be ignored, its the effect of the spell, and is not abile to be supressed, and it specificly says vampires, not to mention its a 8th level spell one of the highest spells in the book.
I just cant see you taking away a bane of vampires, when they are so hard to kill anyhow.
Here ill drop down the abilities of a vampire so all can atleast know if they wish to play properly, and let them see the actual power that gets stacked onto all those character levels.
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size and Type: The creature's type changes to undead. A vampire uses all the base creature's statistics and special abilities, except as noted here.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
Armor Class: The base creature's armor bonus improves by +6.
Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. (etc. etc.)
Damage: Slam attack damage is 1d6 if medium (unless base creature already has a better slam attack), adjusting for size change from there.
Special Attacks: Saves have a DC of 10 + 1/2 vampire's HD + vampyre's Cha modifier unless noted otherwise.
Blood Drain (Ex): The 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, inflicting 1d4 points of Constitution drain each round the pin is maintained. On each successful attack, the vampire gains 5 temorary hit points.
Dominate (Su): A vampire can crush an opponent's will just by looking into his or her eyes. This is similar to a gaze attack, except the vampire must use it as 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). This ability is has a range of 30 ft. The save DC is Charisma-based.
Energy Drain (Su): Living creatures hit by a vampire's slam attack (or any other natural weapon the vampyre might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temorary hit points. The save DC to remove a negative level is Charisma-based. A vampire can use its energy drain ability once per round.
Special Qualties:
Alternate Form (Su): As 'polymoprh' (caster level 12th), except only the shape of a bat, dire bat, wolf or dire wolf, can be assumed. The vampire does not regain hit points for changing form in this manner. The vampire loses its natural slam attack and dominate ability, but gains the natural attacks and extrordinary special attacks of its new form. It can remain in any of these forms until it assumes another, or until the next sunrise. If the vampire is not terrestrial (aquatic for example) this ability might allow a different set of forms.
Gaseous Form (Su): As a standard action, a vampire can assume 'gaseous form' at will, as the spell (caster level 5th), except that she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Darkvision 60 ft.
Damage Reduction 10/magic and silver
Fast Healing (Ex): The vampire heals 5 points of damage each round so long as it has at least 1 hit point. When a vampire is reduced to zero it turns to mist, and then has a window of 2 hours to return to their coffen or be utterly destroyed. once they have rested for one hour in their coffin they return to 1hp and begin to heal normals. (While in mist form they can not be dropped below 0hp, also they can not cast with Somatic or vocal components, or use activation items, such as a teleport/planeshifting item. This means after a vampire is reduced to 0hp unless its coffin is on the same realm, it is destroyed, as it can not cross planes to get to the coffin within to hours, ****and as for second edition, if a vampire is in mist form, spells can not effect it, so outside help from an allie can not send the vampire back to it home realm. ****)
Resistances (Ex): Cold and electricity resistance 10
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a 'spider climb' spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: +6 Str, +4 Dex, -- Con, +2 Int, +2 Wis, +4 Cha
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive and Spot.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initative and Lightning Reflexes, assuming the base creature meets the prerequistes and doesn't already have these feats.
Level Adjustment: +8
Everyone says they play fair or try to even the snerts, and the god moders in their mind think they are being fair. Does not mean they are, or arnt.. its all in the mind of who you fight. ~_^