You should probably include Plants in the types of creatures that can't be drained of blood.
You have a level 2 vampire gaining the "Improved reflexes" feat, which does not exist.
What if some lesser gifts were more like Psionic feats, where you need a certain number of VP in reserve to get a benefit? For example, if using the Mind Gift, the vampire must have more VP in reserve than the victim has HD.
Perhaps split Unholy Speed into 2 gifts, one that's essentially haste, and a second that grants the extra full round action. An extra full round action every turn is pretty insane (tho it is very Anne Rice-y).
Clay_More said:Basic template for all vampires.
Hit Dice: Increase to d12
Speed: Increases according to vampiric level
AC: Increases according to vampiric level
Attacks: All vampires have Claw attack that they can use with their normal attack bonus.
Damage: Increases according to vampiric level
Special Attacks: Depending on vampiric level
Special Qualities: Depending on vampiric level, all vampires are though undead
Saves: Same as the base creature
Abilities: Increased according to vampiric level. All vampires have 0 constitution though, no matter level.
Skills: Increases according to vampiric level
Feats: All vampires have scent and track; some have additional feats according to their vampiric level.
Spell Resistance: All vampires have a spell resistance equal to 10 + their Vampiric Level.
Vampiric Levels.
Level 1
Level one vampires are also known as Blood Spawn and are little more than ghouls, obeying every command given to them by their masters.
Speed: 40 ft.
AC: Base natural armor improves by +2
Damage with Claw attacks: 1d6/1d6
Special Attacks: None
Special Qualities: None
Abilities: Str +1, Dex +3, Int -6, Wis -6, Cha -6
Skills: No extra skills
Feats: No extra feats
Clay_More said:Level 2
Speed: 50 ft.
AC: Base natural armor improves by +3
Damage with Claw attacks: 1d8/1d8
Special Attacks: All vampires of level 2 and higher retain the special attacks they had in life and gain additional special attacks as listed below. Saves have a DC of 10 + ½ the vampires HD + the vampire’s Charisma modifier + the vampires vampiric level.
Energy Drain (Ex): Living creatures hit by a vampire’s claw attack suffers 1 negative temporary Strength that is regained after a number of hours equal to the vampires vampiric level + the vampires Charisma modifier.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fang by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d2 points of permanent Constitution drain each round the pin is maintained.
Special Qualities: All vampires of level 2 and higher retain the special qualities they had in life and gain those listed below. They also gain the undead type.
Damage Reduction (Su): As the vampire grows in age and power, his body strengthens and becomes tougher to harm, giving the creature damage reduction 5/silver
Turn Resistance (Ex): A level 2 vampire has +1 turn resistance.
Vampiric Gifts: A level 2 vampire has 1 lesser vampiric gift
Abilities: Str +1, Dex +3, Cha +2
Skills: All vampires of level 2 receive a +2 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks. Otherwise, same as in life.
Feats: All vampires of level 2 gain Improved reflexes
Clay_More said:Edit: Forgot to say Hey to Upper_Krust & Welcome him to the hideous thread of Clay_More's vampires![]()
Clay_More said:Hmmmmm, wonder what effective CL adjustment the Gifts will have then. I think they rate higher than Feats, in regards to power. It did though occur to me that the lvl 1 template would be pretty weak, it was made to be weak (I think of puny, horrid little creatures... kind of the Vampire in Blade 1, the one that black lady encountered in the evil guy's lair).
Would a gift be worth +0.5 CR, with a greater gift being worth +0.8 CR perhaps?
Clay_More said:So, what did you think of the Template all in all?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.