Half-Vampire (3.5e Template)
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 Half Vampire
A humanoid that was born from a pregnant woman bitten by a vampire. A Half-Vampire starts to show signs of her dark heritage when she reaches puberty. Physical traits of a Half-Vampire may include: pointed ears, pale skin, rapid growth of finger nails, fangs, slightly gaunt features, discoloration of the iris.
 Creating a Half-Vampire
“Half-Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). A Half-Vampire uses all the base creature’s statistics and special abilities except as noted here.
 Size and Type
Half-Vampires retain the size of their base and also get other races traits and bonuses.
Speed: Same as the base creature.
 Armor Class
Armor Class: The base creature’s natural armor bonus improves by +2.
Attack: A vampire retains all the attacks of the base creature. A creature with natural weapons retains those natural weapons.
 Special Attacks
Special Attacks: A Half-Vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 half-vampire’s HD + half-vampire’s Cha modifier unless noted otherwise.
Gain the following abilities:
Charming Gaze (Su) : A Half-Vampire can gain the trust of others with a sharp look. This is similar to a gaze attack, 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 or fall instantly under the vampire’s influence as though by a charm person spell (caster level 9th). The ability has a range of 30 feet. If the attempt fails it is not usable on the same creature for 24-hours.
Feeding (Ex) : A Half-Vampire must feed at least three times per day or she looses one point from all ability scores each day that she is not "fed". She looses fast healing, spider climb, and charming gaze if she has not fed in over 24 hours. Feeding can only be performed on a helpless or pinned (living) foe. Feeding is a standard action that deals one point of damage per round. In order to be considered "fed" a Half-Vampire must drain at least 10 hit points from it's victim. Feeding need not be performed all at once; as long as 10 hit points are consumed in a 24 hour period the Half-Vampire is considered fed.
 Special Qualities
Damage Reduction (Su): A Half-Vampire has damage reduction 5/silver and magic. A Half-Vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Resistances (Ex): A Half-Vampire has resistance to cold 5 and electricity 5.
Darkvision (Ex): 30ft
Fast Healing (Su):A Half-Vampire gains 1 hp/per round as long as it has at least 1 hp. If the Half Vampire's hp reaches 0, they can no longer heal and will suffer normal penalties.
Immunity to sleep, paralysis, poison, and disease.
Racial Saves: A Half-Vampire gains +2 on saves against ability damage, energy drain, and death effects.
Spider Climb (Su): A Half-Vampire can move as if using the spider climb spell.
Unlike a Vampire, a Half-Vampire is a living creature and therefore retains her constitution score.
Gains +2 Str +2 Dex +2 Cha
Half-Vampires have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Spot, Survival, Search. Otherwise same as the base creature.
 Challenge Rating
Same as base creature +1
A Half-Vampire's HD goes up one rank from the Base HD. (If d4 then its now d6. The only exception is d12 that does not change.)
Half-Vampires advance based on HD or character level.
 Level Adjustment