expand_less Fetch are the least common of the half-undead, since the blending of the corporeal with the ethereal is a logistical nightmare. Some fetch are born when the gods allow a woman to carry the child of her deceased love's spirit. Others are ghosts. spectres, or other incorporeal undead who were restored to life with flawed magic.
Whatever their origins, fetch are powerful yet frail creatures that tend to rely more on their special powers than on physical prowess in combat. Many become so sickly that they require almost constant care from family or friends.
A fetch resembles a sorrowful human with hair, skin, and eyes of a nearly transparent white, blue, or ash-gray color. A typical fetch appears sickly and physically weak and speaks in a soft, melodious voice.
Prerequisites
The fetch template can be applied to any humanoid or humanoid creature.  They use all the base creature's statistics and special abilities except as noted.  Where ability score decreases are indicated, the minimum score is 1.



 Level 
 CP Cost 
 Ability Scores 
 Special


1
1

Con -2
Str -2


call of undeath, darkvision, detection, vulnerability to holy water, vulnerability to turning, slow aging



2
2

 

detect incorporeal undead, turn kind, skills +2


3
4

 

fortification (25%), immunities (ability damage), necrotic life


4
8

Dex +2

ghost form (limited), fly (clumsy, ghost form only), unnatural aura


5
8

 

fortification (50%), immunities (ability drain), saves, fly (poor, ghost form only)


6
8

 

telekinesis, skills +4, fly (average)


7
8

Cha +2

immunities (special abilities of ghosts), fly (good)


8
8

 

ghost form (unlimited), unnerving gaze, fly (perfect)



 * 
Fetch Template Class Features
All of the following are class features of the vampire template class.
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.
Special Attacks: A vetala gains several special attacks. Save DCs are equal to 10 + 1/2 the vetala’s Hit Dice + the vetala’s Cha modifier unless otherwise noted.
Drain Prana (Su): Starting at 1st level, a vetala can drain the mental vitality of a grappled opponent. If the vetala establishes or maintains a pin, it drains this energy, dealing 1 point of Charisma damage.
When the vampire reaches 2nd level, her fangs are fully developed, though she has not yet perfected her technique for drawing prana. At this point, her drain prana attack deals 1d4 points of Charisma damage.
At 4th level, the vampire has mastered the art of drawing prana from a victim. Her victim is affected by the spell modify memory, as if the vetala had spent 5 minutes concentrating. The vetala gains perfect knowledge of any memory it chooses to eliminate using this ability. Vetalas often use this ability to prevent victims from remembering they’ve been attacked.
Resistances (Ex): At 1st level, the vampire gains cold resistance 5 and electricity resistance 5. When she reaches 3rd level, each of these resistances increases to 10.
Spawn Slavery (Su): Typically, a vetala is created when an evil child is buried without proper funeral rites.  Sometimes, however, a vetala can be created as the spawn of a vampire lord (see below).  A vampire created in this fashion is under influence of its creator's domination, 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, gaining a climb speed equal to its land speed.
Vampire Bonus Feats: At 1st, 3rd, 5th, 7th level, and 8th level the vampire gains a bonus feat from the following list: Alertness, Blind-Fight, Combat Reflexes, Deceitful, Dodge, Improved Initiative, Lightning Reflexes, Skill Focus (Disguise), and Toughness.
Vampire Spell-like abilities: Each level, a drow vampire gains a racial spell-like ability from the following list: dancing lights, darkness, deeper darkness, detect magic, dispel magic, faerie fire, levitate, suggestion.  It can use each of these once per day (and cannot select the same ability more than once), at a caster level equal to its Hit Dice.
Fortification (Ex): When the vampire reaches 2nd level, her internal organs begin to cease functioning as they become unnecessary to her altered metabolism. This process makes her less vulnerable to critical hits, sneak attacks, and other attacks that target a creature's vital spots. The vampire is treated as if she had the light fortification armor property active at all times. This ability gives her a 25% chance to turn a critical hit or sneak attack against her into a normal attack. If the vampire already has fortification from another source (such as a spell or magic item), use the better value.
At 5th level, this ability becomes moderate fortification (50% chance to turn a critical hit or sneak attack into a normal attack).
Vampire Skills: At 2nd level, a vampire gains a +2 racial bonus on Bluff or Disguise (choose one), Perception, Sense Motive, and Stealth checks. This bonus increases to +4 at 4th level, to +6 at 6th level, and to +8 at 8th level.
Fast Healing (Ex): Upon reaching 3rd level, a vetala gains gains fast healing 1. If reduced to -1 to -9 hit points (if living) or to 0 or fewer hit points (if undead), a vetala is helpless and its fast healing ceases to function for 1 hour. Additional damage dealt to the vetala has no effect. Its body might be subjected to any method of dismemberment or desecration, but after 1 hour–regardless of the state of its remains–it regains 1 hit point, is no longer helpless, and resumes healing at the rate of 1 hit point per round.
At 5th-level or higher a non-helpless vetala now has fast healing 5.
Awe (Su): At 3rd level, a drow vampire may create an aura that can deeply affect mortals. It does this merely by making some dramatic gesture, such as baring its fangs or letting out a commanding cry. Creatures that can see the drow vampire must succeed on a Will save to avoid the effects. A creature that succeeds on its saving throw becomes immune to that vampire's awe for 24 hours. This awe is a mind-affecting effect that lasts for 2d4 rounds. The save DC is Charisma-based.  The ability has a range of 5 feet and is usable once per day.
A drow vampire can choose either of the following effects each round as a free action while its awe power is in effect: Daze: Affected beings just stare at the drow vampire in fascination. Awed creatures may defend themselves normally, but can take no actions. If a creature is attacked physically, it will recover in the following round. Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the drow vampire makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. 
At 4th level, the vampire can use this ability three times per day (but not more than once per minute) at a range of 10 feet. At 5th level, her range increases to 30 feet. At 7th level, the vampire may use her awe ability at will (but not more than once per minute).
Venomous Gaseous Form (Su): Starting at 3rd level, a vampire can assume gaseous form as the spell (caster level 5th) once per day as a standard action. She can remain in gaseous form for up to 10 minutes. A gaseous vampire's fly speed is 20 feet. 
At 5th level, a vampire can assume gaseous form three times per day. At 7th level, she may become gaseous at will, remain in gaseous form indefinitely, and any creature that enters her space is exposed to drow vetala vampire poison (see below). 
Drow Vetala Vampire Poison (Ex): inhaled, Will save negates, initial and secondary damage 1d4 Cha. The save DC is Charisma-based.
Claws: At 3rd level, a vetala gains two claw attacks if the base creature didn’t have them. A vetala’s claw attacks do damage as a creature once size category larger (see below). A vetala’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.



Size
Damage


Fine
1


Diminutive
1d2


Tiny
1d3


Small
1d4


Medium
1d6


Large
1d8


Huge
2d6


Gargantuan
2d8


Colossal
4d6



 
Alternate Form (Su): At 4th level, a vampire can assume the shape of a monstrous vermin of Tiny to Medium size as a standard action, as the vermin shape I spell (caster level 12th). While in her alternate form, the vampire loses her natural claw attacks and awe ability but gains the natural weapons and extraordinary special attacks of her new form. She can remain in her alternate form until she assumes another form or until the next sunrise, whichever comes first.
At 8th level, the vampire can also take the form of a Tiny or Large size monstrous vermin, as vermin shape II.
Natural Armor Improvements: At 6th and 8th level, the vampire's natural armor bonus increases by +2. A character that does not normally have a natural armor bonus (such as a drow) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a drow's natural armor bonus would increase to +2 at 6th level and to +4 at 8th level.
Vampire Aversions: By 4th level, the vampire gains the classic aversions of her kind. Vetalas cannot tolerate the sound of prayers or religious mantras recited by those truly faithful to a good deity. Any character with a good-aligned deity can force a vetala to recoil by dramatically praying as a standard action. Praying doesn’t harm a vetala; it merely keeps the creature at bay. A recoiling vetala must stay at least 5 feet away from a praying character and cannot touch or make melee attacks against it. After 1 round, a vetala can fight past its revulsion and function normally each round it succeeds at a DC 40 Will save. The prayers of those who worship non-good deities or worship no deity have no effect on a vetala.
Children of the Spider Queen (Su): By 5th level, Drow vampires command the monstrous arachnids of the world and once per day can call forth 1 drider, 1d6+1 spider swarms, or 1d4+1 Large Monstrous Spiders as a standard action. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
At 7th level, the vampire can call forth 1d3 Large Monstrous Scorpions or a pack of 3d6 Medium Monstrous Spiders. The creatures arrive and serve as above.
Damage Reduction (Su): At 5th level, a vampire gains damage reduction 5/silver and magic. At 8th level, this protection increases to damage reduction 10/silver and magic. A vampire's natural weapons (the claw attacks) are treated as magic weapons for the purpose of overcoming damage reduction.
Weaknesses: Reducing a vetala’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, consecrating the vetala’s remains and burying the body destroys it forever. A vetala’s body is considered consecrated if it is doused with a vial of holy water and buried, if it is buried in earth affected by the spell consecrate, or if bless, prayer, or a similar divine spell is cast upon it as it is being buried. Digging up a vetala’s corpse or profaning the area where it’s buried does not restore a buried vetala.
A 5th-level or higher vetala vampire exposed to direct sunlight, whether in its original body or possessing a living creature, is disoriented. While in this condition, she can take only a single move action or attack action in a round (as the staggered condition), and 3 full rounds of such exposure destroy it utterly (dealing one-third her hit points each round of exposure). Similarly, immersing a typical vampire in running water robs it of one-fifth of its hit points each round until it is destroyed at the end of the fifth round of immersion. (A vampire with a natural swim speed is not harmed by immersion in running water.)
At 7th level, a vampire's flesh becomes even more vulnerable to sunlight and running water. Upon exposure to sunlight (as above), she takes the above penalties and is destroyed utterly in the next round if she cannot escape. The vampire loses one-third of her hit points each round of immersion in water instead of one-fifth, and she is destroyed after at the end of the third round of exposure instead of the fifth round.
At 7th level, a helpless drow vampire may be slain by a stake through the heart.  This must be a rock salt stake driven through the heart as a full-round action.  However, it returns to (un)life if the stake is removed, unless the head is also severed and anointed with holy water.
Voice of the Underdark (Su):  At 6th level, a drow vampire can communicate with any animal or vermin native to subterranean environments, as if using a speak with animals spell. Even mindless creatures such as monstrous spiders can interpret its commands. 
Malevolence (Su): At 6th level, as a full-round action, a vetala can attempt to take control of a helpless living creature’s body, as the spell magic jar (caster level 10th or the vetala’s Hit Dice, whichever is higher), except that it does not require a receptacle. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same vetala’s possession for 24 hours. If a creature fails its save, its consciousness and control of its body are subsumed as the vetala takes command of its body. The vetala can remain in control for a number of hours equal to its Charisma modifier or until it decides to end the possession. Whenever the possession ends or the host body is killed, the vetala’s consciousness instantly returns to its body, regardless of distance, so long as it remains on the same plane. If the vetala’s body has been destroyed or moved to another plane, the vetala’s consciousness is destroyed when the possession ends. While possessing another creature, the vetala’s body is empty and vulnerable, though it is instantly aware if its body is disturbed or takes damage.
Paralysis (Ex): When the vampire reaches 7th level, any creature struck by her claws must make a successful Will save or be paralyzed for 1d4+1 rounds. Elves are immune to this effect.
Undeath: Upon reaching 7th level, a vampire gains the undead type (and the augmented subtype), with all of its normal benefits and drawbacks. She no longer has a Constitution score, and she loses any Constitution bonus or penalty on hit points, saving throws, or skills that she may previously have had. She uses either her Charisma modifier or her Constitution modifier (+0), whichever is better, for all skills, save DCs, and other quantities that previously incorporated her Constitution modifier. The vampire becomes immune to many attacks but is subject to turn or rebuke undead attempts and is immediately destroyed if brought to 0 or fewer hit points. Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vetalas use their Charisma modifiers to determine bonus hit points (instead of Constitution).  The vampire immediately becomes evil and subject to the special rules for staking a vampire through the heart.
A vampire cleric may become an ex-cleric if her deity does not accept evil clerics, but a character can remedy this problem either by changing allegiance or by devoting herself to an evil cause or a source of evil divine power (selecting new domains if appropriate). A vampire cleric who could normally turn undead loses that ability but gains the ability to rebuke undead, and one who can spontaneously convert spells into cure spells now converts them into inflict spells.
A vampire sorcerer, wizard, or other character who has a familiar is shunned by that creature unless it is a spider or scorpion, but she can acquire one of those creatures to replace the previous familiar.
Possess Corpse (Su): At 7th level, as a full-round action, a vetala can possess a Large or smaller corpse just as it can a living body. The vetala’s consciousness leaves its body and takes control of the corpse, animating it as either a skeleton or zombie (depending on its state of decay). The vetala can remain in control of a corpse indefinitely, and can communicate through the body, but cannot use any of its other special abilities. This ability otherwise functions just as malevolence.
Channel Resistance (Ex): At 8th level, a vampire gains channel resistance +4. She is treated as an undead 4 Hit Dice higher than her normal total for the purpose of turn, rebuke, command, or bolster attempts.