If the OP doesn't mind updating some rules, the Green Ronin's book Fang & Fury has a variant class of vampires that works great as a player's characater race.
The product is OoP, but the PDF is still for sale: http://rpg.drivethrustuff.com/advanced_search_result.php?keywords=Fang+%26+ Fury&x=0&y=0&quicksearch=1&search_filter=&filters=& search_free=&search_in_description=1&search_in_author=1&search_ in_artist=1
And here goes some of the groups I created for my home campaign:
Adepts of the Eternal Wheel: this arcane sect originated in Old Thassilion, probably as an off-shot of the mysterious cult of the Peacock Spirit. These monks and mystics believe that is possible for a mortal to ascend beyond the Great Sphere and the gods, but to reach this exalted state they must travel the Path of the Eternal Wheel. The Path is made of the Nine Steps of the Spirit: each step represents an alignment. The Adepts must live at least one year of their lives in each alignment. The Ninth Step would represent the True Neutral alignment. Due to the these harsh requirements, most Adepts either give up or go irrevocably mad. There are rumors of strange powers bestowed and of the servitude of creatures from the beyond the known planes among Adepts of higher rank. Other tales link the mystic sect to the earthbound demons known as rakshasas.
The Servants of the Source: this semi-religious order is readily recognized by the red hooded robes of its members. The Servants are famous for converting “monsters” and barbarian humanoids to the ways of good and order. They happily buy living intelligent creatures and slaves from evil races like orcs and ogres. These creatures are taken to the stronghold of the order, in the lower levels of the city. After a few weeks this creatures return to the world “redeemed” (in game terms: with lawful and good alignments). The secret of the order is that its members keep an ancient celestial bound within its fortress. From the blood of the good outsider the Servants are able, through a harrow ritual, to slowly change the alignment of any creature. The irony is that the Servant themselves are far from good, but believe that their “taint” is a necessary sacrifice. The order was founded by a group of ex-paladins.
Hagga, the Soul Keeper: this night hag offer sinister services, mainly among them the ability to store a part of the soul of any mortal in a sinister green flask. If the soul-giver later dies, all its allies have to do is to carry the body (intact and healed) to the hag for it be revived (as the spell breath of life, but without the time requirement). Other less know service provided by Hagga is the ability to swap souls between bodies. This last ability is usually paid by old nobles or monstrous creatures trying to live among human and other races.
The Brotherhood of the Beast: this group of lycanthropes is a living paradox. They walk openly around the city, clad in hags and bells, to denounce their condition. The Brotherhood works as bouncers and mercenaries inside Kaer Maga. They hunt and exterminate wild and uncontrollable lycanthropes. Rightly feared, they also have a secret agenda: spreading their “Gift” (lycanthropy) to the rulers and leaders of the City of Strangers.
Alan Edan wrote:
I don't know if this is what you want, but I believe most players that ask for blind characters actually want "cinematic blindness". Specially if you are trying to make a more unique or exotic hero. If that's what you want and if your DM is open-minded, you may resolve your problem by adding a new racial trait to your PC. Something that would give both a little benefit and some disadvantages, with making your character too weak (a real blind PC would be just that IMHO) or too powerful (blindsense, blindsight etc). Nothing realistic or complex. You want just to add a little color, not the be slowed by rules and such...
I also believe that the "clouded vision" mechanic of the oracle class is a good starting point. As a "cinematic" (unrealistic/heroic) blind character, your PC can "see" normally within a distance of 30 feet. He does that through his hearing, scent and other senses (this is just "fluff" to explain his abilities, but maye your DM can rule that spells like silence effectively "blind" your PC). Your character can't be target by gaze effects and most illusions, and that's a boon. He can also see fine in darkness, even magical. But he can't read or sense anything based on colors or symbols and must roll Perception, following the normal blind rules, for creatures and effects beyond 30 ft.
If that's fine for your DM and your party - and talk to them is the most important - than the package above shouldn't create much problem. Please, note that the example above requires some ad hoc rulings by your DM, many on the spot.