So far this is what I'm looking at for "basic" Nosgothian vampires, feedback would be appreciated:
Nosgothian Vampire, Fledgling
- +4 Str, +4 Dex. Vampires are both stronger and more agile than the average human.
- Undead (Unliving, Darkminded)
- Size: As base creature (pretty much always medium in Nosgoth anyway.)
- Speed: As base creature
- 2 Racial HD: 2d12 HD, +1 BAB, +3 Will, one feat, 5(4+Int mod) skill points.
- Bite (1d6) and 2 claws (1d4)
- 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 damage each round the pin is maintained. Each point of con damage dealt gives the vampire 1 blood point, to a max of 3(Character Level), and heals the vampire 1d4 points. Vampires automatically spend 1 blood point per 2 character levels each day at dusk to maintain their body.
- Fast Healing 2: A vampire can spend blood points to activate fast healing as a free action. Each point spent allows 2 rounds of fast healing. This ability automatically activates if the vampire is reduced to 0 hp but not destroyed.
- Unliving Resilience: A vampire can only be truly destroyed through destruction or removal of the head, heart or soul, or complete eradication of the body. Impalement through the head or heart will render a vampire inert and functionally dead, but if the instrument is removed, the vampire will be returned to his "living" state, albeit at 0 hp, and his fast healing will automatically trigger, so long as he has at least 1 blood point.
- Sire's Gift: A fledgling vampire possesses the dark gift of his sire, but does not evolve it's own gifts. Some sires possess and confer additional weaknesses also.
- Water Vulnerability: Water (of any kind) burns vampiric flesh like strong acid. Water that a vampire is exposed to acts exactly like a like amount of acid.
- Sunlight Vulnerability: Each round during which a vampire is exposed to sunlight deals 1d6 fire damage, and ignites their flesh.
- Combustible: Vampires are easily immolated, when burned by fire, the flames linger until extinguished and deal 1d6 points of fire damage per round.
- Melchiah: Phase through barriers which provide partial cover or less. Increased Sunlight Vulnerability, even the heavily filtered sunlight prevalent over much of Nosgoth is sufficient to burn Melchiahim, and even adults suffer this weakness.
- Zephon: Climb 40', create webs as a giant spider.
- Dumah: +5 Natural Armour, Tongue Attack (1d4 damage, drain blood, 10' reach)
- Rahab: Immune to water, Swim 40'. Increased Sunlight Vulnerability, even the heavily filtered sunlight prevalent over much of Nosgoth is sufficient to burn Melchiahim, and even adults suffer this weakness.
- Turel: Telekinesis at will, Caster Level equal to Character Level, Blindsense. Turelim are blind, like their sire.
- Raziel*: Fly 60' (average)