Just to make it easier for people to see the vampire template in savagre progressions form - see attached.
It is actually a pretty good build that keeps the character "in balance" with other PCs. Sean K Reynolds did a very good job designing this, IMO. Just follow the progressions and IMO it is balanced as it goes up and avoids a huge increase of power at any single point.
At first level a PC gets:
Con -2, blood drain (lesser), resistances (lesser), spawn slavery, spider climb, vampire bonus feats (Alertness, Dodge)
Ability Score Changes: The ability score in question increases or decreases by the indicated amount. Ability score increases are unnamed bonuses that stack with all other bonuses. At 1st level, however, the ability score change is a -2 penalty to Constitution, which represents the physical trauma involved in starting along the path toward undeath. No spell or other effect can remove this penalty.
Blood Drain (Ex): Starting at 1st level, a vampire can attempt to bite a victim with his growing fangs and suck blood. If the vampire makes a successful grapple check and pins the foe, it sucks blood, dealing 1 point of Constitution damage each round that the pin is maintained. With each such successful attack, the vampire gains 1 temporary hit point.
When the vampire reaches 2nd level, his fangs are fully developed, though he has not yet perfected his technique for drawing blood. At this point, his blood drain attack deals 1 point of Constitution drain.
At 4th level, the vampire has mastered the art of drawing blood from a victim. His blood drain attack deals 1d4 points of Constitution drain, and he gains 5 temporary hit points with each successful blood drain.
Resistances (Ex): At 1st level, the vampire gains cold resistance 5 and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10.
Spawn Slavery (Su): Typically, a vampire is created when another vampire kills its mortal body by draining all of its blood (see Create Spawn, below). A vampire created in this fashion is under influence of the master vampire's dominate ability, even if it is normally immune to mental control or mind-affecting effects. This control lasts until the master is destroyed. Vampires created through other circumstances (such as unholy rituals or strange, spontaneous magical effects) are not under this sort of control.
Spider Climb (Ex): Beginning at 1st level, the vampire can climb sheer surfaces as though with a spider climb spell.
Vampire Bonus Feats: At 1st, 2nd, and 7th level, the vampire gains the feats indicated on Table SP-1, assuming that he doesn't already have them. If the vampire doesn't meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.
But no increase to hit points (in fact there will be an initial loss due to the -2 Con suffered for the "pain of transformation"), BAB, Saving throws or skill points.
It is actually a pretty good build that keeps the character "in balance" with other PCs. Sean K Reynolds did a very good job designing this, IMO. Just follow the progressions and IMO it is balanced as it goes up and avoids a huge increase of power at any single point.
At first level a PC gets:
Con -2, blood drain (lesser), resistances (lesser), spawn slavery, spider climb, vampire bonus feats (Alertness, Dodge)
Ability Score Changes: The ability score in question increases or decreases by the indicated amount. Ability score increases are unnamed bonuses that stack with all other bonuses. At 1st level, however, the ability score change is a -2 penalty to Constitution, which represents the physical trauma involved in starting along the path toward undeath. No spell or other effect can remove this penalty.
Blood Drain (Ex): Starting at 1st level, a vampire can attempt to bite a victim with his growing fangs and suck blood. If the vampire makes a successful grapple check and pins the foe, it sucks blood, dealing 1 point of Constitution damage each round that the pin is maintained. With each such successful attack, the vampire gains 1 temporary hit point.
When the vampire reaches 2nd level, his fangs are fully developed, though he has not yet perfected his technique for drawing blood. At this point, his blood drain attack deals 1 point of Constitution drain.
At 4th level, the vampire has mastered the art of drawing blood from a victim. His blood drain attack deals 1d4 points of Constitution drain, and he gains 5 temporary hit points with each successful blood drain.
Resistances (Ex): At 1st level, the vampire gains cold resistance 5 and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10.
Spawn Slavery (Su): Typically, a vampire is created when another vampire kills its mortal body by draining all of its blood (see Create Spawn, below). A vampire created in this fashion is under influence of the master vampire's dominate ability, even if it is normally immune to mental control or mind-affecting effects. This control lasts until the master is destroyed. Vampires created through other circumstances (such as unholy rituals or strange, spontaneous magical effects) are not under this sort of control.
Spider Climb (Ex): Beginning at 1st level, the vampire can climb sheer surfaces as though with a spider climb spell.
Vampire Bonus Feats: At 1st, 2nd, and 7th level, the vampire gains the feats indicated on Table SP-1, assuming that he doesn't already have them. If the vampire doesn't meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.
But no increase to hit points (in fact there will be an initial loss due to the -2 Con suffered for the "pain of transformation"), BAB, Saving throws or skill points.