So, my players defeated the vampire ninja boss last game, and one of my traditions is to create a custom magical item as a purchasable reward for the end of each scenario.
This time, it's gonna be a bag of vampire dust.
I figure I'll make it consumed by snorting it in lines, and have it last until they're exposed to sunlight when it's used, and give it a pretty hefty price tag to avoid it being more than a situational consumable. First round exposed to natural sunlight, they're staggered, second round, the dust's effects expire.
I'll have it make them count as undead in addition to their regular type for spells, effects or items that affect creatures of that type, but not grant any traits of the type or qualify for classes, feats or prerequisites for that type. Healed by negative energy, harmed by positive energy, immune to the effects of level drain, similar to dhampir.
Then, gain a random temporary effect from the table, with additional doses having no effect. So far, I have:
1. Gain darkvision 60 ft.
2. Gain or improve natural armor by +6.
3. Gain DR 10/magic and silver, and resistance to cold 10 and electricity 10.
4. Gain Charisma bonus (if any) to hit points in addition to Constitution bonus.
5. Gain the ability to survive without eating, drinking or breathing.
6. Gain immunity to mind affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
7. Gain immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
8. Gain immunity to nonlethal damage, ability drain, energy drain, damage to physical ability scores (Constitution, Dexterity, and Strength), exhaustion and fatigue effects.
9. Gain immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
10. Gain fast healing 5.
11. Gain a slam attack which inflicts 2 negative levels, up to once per round, on a hit, which is treated as a magic weapon for purposes of overcoming damage reduction.
12. Gain the ability to suck blood from a grappled opponent; when pinned, opponent is drained 1d4 points of Constitution damage, and user heals 5 hit points or gains 5 temporary hit points that stack and last 1 hour per round of draining blood.
13. Gain the ability to influence another's mind at will, as per the charm person spell, as a standard action.
14. Gain a once per day ability to call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve for up to 1 hour.
15. Gain the ability to assume the form of a dire bat or wolf, as beast shape II.
16. Gain the ability to assume gaseous form as a standard action at will, but with the option to remain gaseous indefinitely and with a fly speed of 20 feet with perfect maneuverability.
17. Gain the ability to climb sheer surfaces as if under the effects of a spider climb spell as an extraordinary ability.
18. Gain a +8 bonus on Bluff, Perception, Sense Motive, and Stealth checks.
19. Gain gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats if not already possessed.
20. Gain Str +6, Dex +4, Int +2, Wis +2, and Cha +4.
I figure 1,500 gp per dose is a tempting yet expensive price for this consumable. Twice the cost of a 3rd level potion, but some great options on the list of possibilities. I can't wait to see the shenanigans my players come up with to avoid being exposed to natural light, too!