Deepbluediver
2013-03-04, 04:59 PM
Short Version: LA sucks is troublesome, at best; what if we had certain templates as classes instead? This isn't exactly the same as a SRD vampire, but it has most of the standard strengths and weaknesses, with a few mechanics tweaked to address old problems or new issues generated by the changeover.
This was an idea I originally came up with for lycanthropes (werewolves and such) but since vampires are on everyone's mind lately, I figured I'd try writing it up for that in the meantime.
Plus there's an infinite number of were-creatures, but only 1 vampire. So go laziness.
VAMPIRES
Becoming a vampire: If killed within one hour of taking damage from a vampire's Drain Blood ability (including if they are killed by the aforementioned ability) a creature has a 50% chance to rise from the dead as a vampire. If the creature wishes to rise, the chance increases by 25%, and if it does not wish to rise, the chance decreases by 25%. If the vampire who dealt the Blood Drain damage wishes for their target to rise, the chance increases by 25%, and if the vampire does not wish it to rise, the chance decreases by 25%. (yes, the two effect can stack or cancel each other out)
The vampiric rebirth occurs 1d20+4 hours after the victim becomes deceased.
Normally when a creature dies and resurrects it loses 1 HD or 1 class level. Vampires instead replace their most recently gained class level or HD with the first level of the vampire class. After that, additional class levels are gained as normal.
WARNING! Picture NSFW!
http://images2.wikia.nocookie.net/__cb20120728050626/twilightsaga/images/8/8a/Edward-376194_429619737081258_1836140990_n.jpg
Troll-lol-lol :smallbiggrin:
Alignment: Almost always evil (see below)
HD: d12
Skill Points: 4+Int mod
Class Skills: Acrobatics, Climb, Disguise, Fly, Intimidate, Knowledge (History), Knowledge (Local), Knowledge (Religion), Linguistics, Perception, Sense Motive, Stealth, & Survival
Type: A vampire is Undead
Level|BAB|Fort|Ref|Will|Special|Other
1st|+0|+0|+0|+2|Undead Traits, Vampire Traits, Vampiric Power|+1 existing class features
2nd|+1|+0|+0|+3|Blood Drain|+1 level of existing spells/day
3rd|+1|+1|+1|+3|Dominate|+1 existing class features
4th|+2|+1|+1|+4|Children of the Night|+1 level of existing spells/day
5th|+2|+1|+1|+4|Create Spawn|+1 existing class features
Alignment
The negative energy flowing through a vampire unceassingly and relentlessly influences it's thoughts and actions, driving it away from good and towards either evil or insanity.
As soon as a creature becomes a vampire and once per week afterwards, if it is non-evil it must make a Will save (DC 10+2/vampire level) or move 1 category towards evil on the alignment scale.
A creature who makes the save suffers from an ever-shifting madness (http://www.d20pfsrd.com/gamemastering/afflictions/madness) (reroll type every 24 hours). A creature who makes the save by at least 5 or more may act normally.
Each day that the vampire takes 30 points or half his max HP (whichever is greater) in positive energy damage, he gains a +1 bonus on his next Will save to resist madness and alignment shift.
Class Features
Weapon and Armor Proficiency
Vampires gain no proficiency with any weapon or armor.
Undead Traits
Vampires have some of the same characteristics as other Undead, and some that are similar but different, as listed below:
Same
Darkvision out to 50 feet+10 ft./Vampire level
Can be healed by Negative energy (such as an inflict spell) and harmed by Positive energy
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Immune to death effects.
Immune to non-lethal damage.
Not at risk of death from massive damage.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect vampires. These spells turn the vampire back into the living creatures it was before becoming undead, with it's Vampire levels replaced by racial HD.
Different
Vampires have a constitution score (any constitution damage from Blood Drain prior to a vampires death is removed), and gains a bonus to HP as normal.
Vampires gain a +2 bonus per vampire level to resist all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), as well as poison, sleep effects, paralysis, stunning, and disease; 5th level vampires are immune to these effects.
At first level, a vampire can hold it's breath twice as long as normal for a creature of it's type before it begins to suffocate. For each vampire level, this amount doubles (x3 at 2nd level, x4 at 3rd) until at 5th level when a vampire can hold it's breath indefinitely (though it cannot speak when doing so).
Vampires do not truley sleep, but they must rest (in a trance-like state) for an average of 1 day out of 3, or they begin to suffer sleep deprivation. Also unlike other undead, vampires will recover HP from resting.
Vampires do not need to eat, but can consume digestible material (for example, to keep up the appearance of life).
Unlike other undead, vampires ARE vulnerable to ability damage, ability drain, and energy drain. At 3rd level they take half as much ability damage or drain as normal, and there is a 50% chance the do not take energy drain. At 5th level, vampires are immune to both these effects.
Vampire Traits
Vampires have some characteristics that are unique to their kind:
Vampire Physiology- Vampires appear similar to how they did in life, although their features are often take on a predatory and feral look.
They also have small fangs and claws. These do not grant natural attacks, though they make it easier for a vampire to draw blood from a creature. The fangs and claws give a penalty to Disguise checks equal to -1 per vampire level, and allow a vampire making Unarmed Strikes to deal slashing instead of bludgeoning damage.
Vampires are sensitive, for some reason, to the smell or garlic and other similar plants (onions and the like). Each round when a vampire smells fresh garlic, they must succeed on a Fortitude save (DC 15+1 per vampire level) or become nauseated.
Vampires retain any Extraordinary, Spell Like, and Supernatural abilities they posessed while alive, except for positive-energy based effects.
some vampires have unusually tiny, almost useless fangs, and require a dagger or other tool to draw blood to drink. Other vampires will make fun of them mercillessly for this :P
Vampiric Vigor- Vampires also gain a natural armor bonus equal to +1/level of vampire.
Vampires also heal 1 HP per round (fast healing), which increases by 1 per level of vampire. Damage taken from positive damage is not healed by the vampires fast healing, though it may be healed if fast-healing is gained from other sources.
If a vampire is reduced to 0 HP, they are not destroyed but instead are forced into a an incorporeal cloud (gain the incorporeal creature subtype). The vampire will be drawn towards any gravedirt (see below) within 1 mile/vampire level, reaching it within 1 minute to rest. If there is no such place, then the vampire is destroyed.
The vampire must rest in this misty state for 8 hours, upon which it recovers both it's pysical form and 1 HP, and it's fast healing resumes as normal.
An incorporeal vampire can be destroyed if it's HP is reduced to -10 [or however you calculate normal creature-death].
Vampiric Vulnerabilities- A vampire that has a wooden stake or similar object rammed through it's chest will fall unconscious and lose it's fast-healing (it must still be destroyed some other way to keep it dead).
Vampires also dislike running water; if they come within 20 ft. of running water (flow must be at least 100 gallons per minute, about the size of a small but rapid stream) they are paralyzed for 3 rounds. If they come within 5 ft. of running water, they are completely paralyzed. (an ocean, sea, or lake large enough to have waves counts as running water)
If a vampire is submerged in running water, they will take 20 damage per round until destroyed (a vampire reduced to 0 HP in this manner is destroyed completely). A vampire can be carried across running water in a container filled with gravedirt (see below).
Consuming blood - a vampire does not need to eat, but they must consume 1 pound of blood per day from a creature of the same base-type as themselves, or they begin to suffer from vampiric starvation. (small creatures require half as much, large creatures twice as much)
A vampire suffering from this starvation takes a penalty to all rolls equal to it's vampire level. If a vampire goes 10 days without drinking blood, it will be destroyed, collapsing into dust. A staked vampire can last twice as long without blood.
yes yes, I'm sure measuring liquid in pounds enrages you as well, but that's how the game rules work
Shapeshifting- a vampire can transform into a vampire-bat as a standard action at will (and change back that same way). A vampire bat has the same statistics dire bat except for size, which is based on the vampire: a 1st or 2nd level vampire transforms into a bat 1 size category smaller than they are, a second or third level vampire transforms into a bat the same size category, and a 5th level vampire transforms into a bat 1 size larger.
Creature of the Night- vampires are vulnerable to daylight and similar spell-like effects. Vampires have light-sensitivity, which at 4th level increases to light blindness. They also take double-damage from any spell with the [Light] descriptor.
A vampire caught in partial daylight (dusk, dawn) will take 5 radiant damage per round. A vampire caught in full daylight will take 10 radiant damage per round. This damage cannot be healed by a vampire's fast healing so long as the vampire remains in sunlight, and a vampire reduced to 0 HP in this manner is destroyed completely.
Vampires also require special accommdations to rest. They can only sleep in an area of gravedirt, or a container filled with the same. Gravedirt is soil or sand from any area where a large number of corpses where disposed of, such as a graveyard or battlefield.
Vampiric Power
A combination of the benefits of being undead, plus a retention of most of the qualities they had in life, means vampires are frequently stronger, smarter, or more skilled than other creatures of the same base type.
At first level, and every vampire level thereafter, the vampire can increase one ability score of their choice by 1.
Blood Drain (Ex)
At 2nd level, a vampire can derive extra benefits from consuming blood, and can even drain blood directly from living creatures.
Whenever a vampire drinks at least 1/2 pound of blood, they can heal 1 point of ability damage, or recover 5 HP.
At 2nd level a vampire can drain blood directly from a victim as a full round action by biting them (vampires do not have natural bite attacks unless they did so in life, meaning unwilling creatures can and will fight back if not restrained or unconscious). Each round the vampire can drain 1/2 pound (about 1/2 a pint), which deals 1 Constitution damage.
The vampires must succeed on an unarmed attack (bite) which deals 1d3 damage, +1 damage per vampire level. Damage must be dealt in order for the vampire to drink blood, which means creatures with damage reduction or similar qualities may be more difficult for the vampire to drink from.
Dominate (Su)
At 3rd level, a vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack (range 30 feet), except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save (DC 10+2/vampire level) or fall instantly under the vampire’s influence as though by a Charm Monster spell (caster level equal to the vampire's total HD), except that it lasts 1 minute per HD. If the target fails by 5 or more, they are instead effected as if by a Dominate Monster spell (same duration).
Creatures with more HD than the vampire gain a bonus to their Will save equal to +1 per HD difference. If a creature resists this ability, the vampire cannot target that creature again for 24 hours.
A vampire can dominate only 1 creature at a time, but can dismiss the effect as a free action at will. The effect will also end if the dominated creatures travels more than 1 mile from the vampire.
Children of the Night (Su)
By 4th level, vampires command the lesser creatures of the world and once per day can call forth 2d4 rat swarms, 2d3 bat or snake (tiny viper) swarms, or a pack of 3d4 wolves as a standard action. The vampire can summon 1 additional swarm or wolf per 3 HD. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
If the base creature is not terrestrial or the vampire is not on the material plane, this ability might summon other creatures of similar power.
Create Spawn (Su)
At 5th level, the vampire can create servants who are uterly loyal to the vampire, and share in some of his power.
A vampire can create a spawn from any creature that is dealt damage by the vampire's Blood drain, and then falls prey to the vampires Dominate ability. Once Spawned, they do not count against the vampires normal limit for dominating creatures, and the effect does not have a time limit.
A vampire can have a maximum of 1 spawn per 3 HD, and cannot create a spawn from any creature with more than 1/2 the vampire's total HD. The vampire can dismiss the effect at will, at which point the creature reverts to normal.
Vampire Spawn have the following characteristics:
It's skin becomes pale and ashen, and it gains fangs and claws, like a vampire.
Gains Darkvision 30 ft. and Light sensitivity
Has fast healing 1
Can be healed by Negative energy (such as an inflict spell) and harmed by Positive energy
Immune to death effects
+5 bonus to resist all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), as well as poison, sleep effects, paralysis, stunning, and disease
Has a vampire's sensitivity to Garlic
Takes 1 damage per round in full sunlight, similar to a vampire
Can drain blood and heal HP from such like a 2nd level vampire
Vampire Spawn can be killed as normal for a creature of their type, and if revived will no longer be vampire spawn.
The effect can also be broken a number of other ways as well: if the spawn travels more than 10 miles from the vampire, by a Remove Curse spell, by keeping the creature contained inside a Consecrated area for 3 days, or by dealing 20 points or 1/2 max HP (whichever is greater) of positive energy damage to the creature.
The spawn will resist all attempts to cure it to the best of it's ability.
Other
At levels 1, 3, & 5 a vampire gains the benefits of any class features except for spellcasting from any 1 class it had before becoming a vampire (basically, anything listed in the "Special" column of the class' table, but not spells).
At levels 2 & 4, a vampire gains new spells per day as if it had also gained a level in any one spellcasting class it belonged to before becoming a vampire.
Conclusion
Ok, I think that's pretty much everything, let me know if there's any major things I missed and what you think about this idea/this class overall.
Edit: forgot to include why vampries are (almost) always evil; added a section between the chart and Class Features.
Edit2: I tweaked the alignment section to allow extra help if some one is trying to keep a non-evil vampire from sliding down that slippery slope.
Also made a few other small changes.
This was an idea I originally came up with for lycanthropes (werewolves and such) but since vampires are on everyone's mind lately, I figured I'd try writing it up for that in the meantime.
Plus there's an infinite number of were-creatures, but only 1 vampire. So go laziness.
VAMPIRES
Becoming a vampire: If killed within one hour of taking damage from a vampire's Drain Blood ability (including if they are killed by the aforementioned ability) a creature has a 50% chance to rise from the dead as a vampire. If the creature wishes to rise, the chance increases by 25%, and if it does not wish to rise, the chance decreases by 25%. If the vampire who dealt the Blood Drain damage wishes for their target to rise, the chance increases by 25%, and if the vampire does not wish it to rise, the chance decreases by 25%. (yes, the two effect can stack or cancel each other out)
The vampiric rebirth occurs 1d20+4 hours after the victim becomes deceased.
Normally when a creature dies and resurrects it loses 1 HD or 1 class level. Vampires instead replace their most recently gained class level or HD with the first level of the vampire class. After that, additional class levels are gained as normal.
WARNING! Picture NSFW!
http://images2.wikia.nocookie.net/__cb20120728050626/twilightsaga/images/8/8a/Edward-376194_429619737081258_1836140990_n.jpg
Troll-lol-lol :smallbiggrin:
Alignment: Almost always evil (see below)
HD: d12
Skill Points: 4+Int mod
Class Skills: Acrobatics, Climb, Disguise, Fly, Intimidate, Knowledge (History), Knowledge (Local), Knowledge (Religion), Linguistics, Perception, Sense Motive, Stealth, & Survival
Type: A vampire is Undead
Level|BAB|Fort|Ref|Will|Special|Other
1st|+0|+0|+0|+2|Undead Traits, Vampire Traits, Vampiric Power|+1 existing class features
2nd|+1|+0|+0|+3|Blood Drain|+1 level of existing spells/day
3rd|+1|+1|+1|+3|Dominate|+1 existing class features
4th|+2|+1|+1|+4|Children of the Night|+1 level of existing spells/day
5th|+2|+1|+1|+4|Create Spawn|+1 existing class features
Alignment
The negative energy flowing through a vampire unceassingly and relentlessly influences it's thoughts and actions, driving it away from good and towards either evil or insanity.
As soon as a creature becomes a vampire and once per week afterwards, if it is non-evil it must make a Will save (DC 10+2/vampire level) or move 1 category towards evil on the alignment scale.
A creature who makes the save suffers from an ever-shifting madness (http://www.d20pfsrd.com/gamemastering/afflictions/madness) (reroll type every 24 hours). A creature who makes the save by at least 5 or more may act normally.
Each day that the vampire takes 30 points or half his max HP (whichever is greater) in positive energy damage, he gains a +1 bonus on his next Will save to resist madness and alignment shift.
Class Features
Weapon and Armor Proficiency
Vampires gain no proficiency with any weapon or armor.
Undead Traits
Vampires have some of the same characteristics as other Undead, and some that are similar but different, as listed below:
Same
Darkvision out to 50 feet+10 ft./Vampire level
Can be healed by Negative energy (such as an inflict spell) and harmed by Positive energy
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Immune to death effects.
Immune to non-lethal damage.
Not at risk of death from massive damage.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect vampires. These spells turn the vampire back into the living creatures it was before becoming undead, with it's Vampire levels replaced by racial HD.
Different
Vampires have a constitution score (any constitution damage from Blood Drain prior to a vampires death is removed), and gains a bonus to HP as normal.
Vampires gain a +2 bonus per vampire level to resist all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), as well as poison, sleep effects, paralysis, stunning, and disease; 5th level vampires are immune to these effects.
At first level, a vampire can hold it's breath twice as long as normal for a creature of it's type before it begins to suffocate. For each vampire level, this amount doubles (x3 at 2nd level, x4 at 3rd) until at 5th level when a vampire can hold it's breath indefinitely (though it cannot speak when doing so).
Vampires do not truley sleep, but they must rest (in a trance-like state) for an average of 1 day out of 3, or they begin to suffer sleep deprivation. Also unlike other undead, vampires will recover HP from resting.
Vampires do not need to eat, but can consume digestible material (for example, to keep up the appearance of life).
Unlike other undead, vampires ARE vulnerable to ability damage, ability drain, and energy drain. At 3rd level they take half as much ability damage or drain as normal, and there is a 50% chance the do not take energy drain. At 5th level, vampires are immune to both these effects.
Vampire Traits
Vampires have some characteristics that are unique to their kind:
Vampire Physiology- Vampires appear similar to how they did in life, although their features are often take on a predatory and feral look.
They also have small fangs and claws. These do not grant natural attacks, though they make it easier for a vampire to draw blood from a creature. The fangs and claws give a penalty to Disguise checks equal to -1 per vampire level, and allow a vampire making Unarmed Strikes to deal slashing instead of bludgeoning damage.
Vampires are sensitive, for some reason, to the smell or garlic and other similar plants (onions and the like). Each round when a vampire smells fresh garlic, they must succeed on a Fortitude save (DC 15+1 per vampire level) or become nauseated.
Vampires retain any Extraordinary, Spell Like, and Supernatural abilities they posessed while alive, except for positive-energy based effects.
some vampires have unusually tiny, almost useless fangs, and require a dagger or other tool to draw blood to drink. Other vampires will make fun of them mercillessly for this :P
Vampiric Vigor- Vampires also gain a natural armor bonus equal to +1/level of vampire.
Vampires also heal 1 HP per round (fast healing), which increases by 1 per level of vampire. Damage taken from positive damage is not healed by the vampires fast healing, though it may be healed if fast-healing is gained from other sources.
If a vampire is reduced to 0 HP, they are not destroyed but instead are forced into a an incorporeal cloud (gain the incorporeal creature subtype). The vampire will be drawn towards any gravedirt (see below) within 1 mile/vampire level, reaching it within 1 minute to rest. If there is no such place, then the vampire is destroyed.
The vampire must rest in this misty state for 8 hours, upon which it recovers both it's pysical form and 1 HP, and it's fast healing resumes as normal.
An incorporeal vampire can be destroyed if it's HP is reduced to -10 [or however you calculate normal creature-death].
Vampiric Vulnerabilities- A vampire that has a wooden stake or similar object rammed through it's chest will fall unconscious and lose it's fast-healing (it must still be destroyed some other way to keep it dead).
Vampires also dislike running water; if they come within 20 ft. of running water (flow must be at least 100 gallons per minute, about the size of a small but rapid stream) they are paralyzed for 3 rounds. If they come within 5 ft. of running water, they are completely paralyzed. (an ocean, sea, or lake large enough to have waves counts as running water)
If a vampire is submerged in running water, they will take 20 damage per round until destroyed (a vampire reduced to 0 HP in this manner is destroyed completely). A vampire can be carried across running water in a container filled with gravedirt (see below).
Consuming blood - a vampire does not need to eat, but they must consume 1 pound of blood per day from a creature of the same base-type as themselves, or they begin to suffer from vampiric starvation. (small creatures require half as much, large creatures twice as much)
A vampire suffering from this starvation takes a penalty to all rolls equal to it's vampire level. If a vampire goes 10 days without drinking blood, it will be destroyed, collapsing into dust. A staked vampire can last twice as long without blood.
yes yes, I'm sure measuring liquid in pounds enrages you as well, but that's how the game rules work
Shapeshifting- a vampire can transform into a vampire-bat as a standard action at will (and change back that same way). A vampire bat has the same statistics dire bat except for size, which is based on the vampire: a 1st or 2nd level vampire transforms into a bat 1 size category smaller than they are, a second or third level vampire transforms into a bat the same size category, and a 5th level vampire transforms into a bat 1 size larger.
Creature of the Night- vampires are vulnerable to daylight and similar spell-like effects. Vampires have light-sensitivity, which at 4th level increases to light blindness. They also take double-damage from any spell with the [Light] descriptor.
A vampire caught in partial daylight (dusk, dawn) will take 5 radiant damage per round. A vampire caught in full daylight will take 10 radiant damage per round. This damage cannot be healed by a vampire's fast healing so long as the vampire remains in sunlight, and a vampire reduced to 0 HP in this manner is destroyed completely.
Vampires also require special accommdations to rest. They can only sleep in an area of gravedirt, or a container filled with the same. Gravedirt is soil or sand from any area where a large number of corpses where disposed of, such as a graveyard or battlefield.
Vampiric Power
A combination of the benefits of being undead, plus a retention of most of the qualities they had in life, means vampires are frequently stronger, smarter, or more skilled than other creatures of the same base type.
At first level, and every vampire level thereafter, the vampire can increase one ability score of their choice by 1.
Blood Drain (Ex)
At 2nd level, a vampire can derive extra benefits from consuming blood, and can even drain blood directly from living creatures.
Whenever a vampire drinks at least 1/2 pound of blood, they can heal 1 point of ability damage, or recover 5 HP.
At 2nd level a vampire can drain blood directly from a victim as a full round action by biting them (vampires do not have natural bite attacks unless they did so in life, meaning unwilling creatures can and will fight back if not restrained or unconscious). Each round the vampire can drain 1/2 pound (about 1/2 a pint), which deals 1 Constitution damage.
The vampires must succeed on an unarmed attack (bite) which deals 1d3 damage, +1 damage per vampire level. Damage must be dealt in order for the vampire to drink blood, which means creatures with damage reduction or similar qualities may be more difficult for the vampire to drink from.
Dominate (Su)
At 3rd level, a vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack (range 30 feet), except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save (DC 10+2/vampire level) or fall instantly under the vampire’s influence as though by a Charm Monster spell (caster level equal to the vampire's total HD), except that it lasts 1 minute per HD. If the target fails by 5 or more, they are instead effected as if by a Dominate Monster spell (same duration).
Creatures with more HD than the vampire gain a bonus to their Will save equal to +1 per HD difference. If a creature resists this ability, the vampire cannot target that creature again for 24 hours.
A vampire can dominate only 1 creature at a time, but can dismiss the effect as a free action at will. The effect will also end if the dominated creatures travels more than 1 mile from the vampire.
Children of the Night (Su)
By 4th level, vampires command the lesser creatures of the world and once per day can call forth 2d4 rat swarms, 2d3 bat or snake (tiny viper) swarms, or a pack of 3d4 wolves as a standard action. The vampire can summon 1 additional swarm or wolf per 3 HD. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
If the base creature is not terrestrial or the vampire is not on the material plane, this ability might summon other creatures of similar power.
Create Spawn (Su)
At 5th level, the vampire can create servants who are uterly loyal to the vampire, and share in some of his power.
A vampire can create a spawn from any creature that is dealt damage by the vampire's Blood drain, and then falls prey to the vampires Dominate ability. Once Spawned, they do not count against the vampires normal limit for dominating creatures, and the effect does not have a time limit.
A vampire can have a maximum of 1 spawn per 3 HD, and cannot create a spawn from any creature with more than 1/2 the vampire's total HD. The vampire can dismiss the effect at will, at which point the creature reverts to normal.
Vampire Spawn have the following characteristics:
It's skin becomes pale and ashen, and it gains fangs and claws, like a vampire.
Gains Darkvision 30 ft. and Light sensitivity
Has fast healing 1
Can be healed by Negative energy (such as an inflict spell) and harmed by Positive energy
Immune to death effects
+5 bonus to resist all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), as well as poison, sleep effects, paralysis, stunning, and disease
Has a vampire's sensitivity to Garlic
Takes 1 damage per round in full sunlight, similar to a vampire
Can drain blood and heal HP from such like a 2nd level vampire
Vampire Spawn can be killed as normal for a creature of their type, and if revived will no longer be vampire spawn.
The effect can also be broken a number of other ways as well: if the spawn travels more than 10 miles from the vampire, by a Remove Curse spell, by keeping the creature contained inside a Consecrated area for 3 days, or by dealing 20 points or 1/2 max HP (whichever is greater) of positive energy damage to the creature.
The spawn will resist all attempts to cure it to the best of it's ability.
Other
At levels 1, 3, & 5 a vampire gains the benefits of any class features except for spellcasting from any 1 class it had before becoming a vampire (basically, anything listed in the "Special" column of the class' table, but not spells).
At levels 2 & 4, a vampire gains new spells per day as if it had also gained a level in any one spellcasting class it belonged to before becoming a vampire.
Conclusion
Ok, I think that's pretty much everything, let me know if there's any major things I missed and what you think about this idea/this class overall.
Edit: forgot to include why vampries are (almost) always evil; added a section between the chart and Class Features.
Edit2: I tweaked the alignment section to allow extra help if some one is trying to keep a non-evil vampire from sliding down that slippery slope.
Also made a few other small changes.