Sidmen said:
Yeah, balance was my chief concern when I was looking into making a foe that was both really strong and really fast. Just dumping STR and DEX up to superhuman levels gives me a more challenging foe with numbers - and little else.
I really like the idea of giving them extra initiatives and maybe the throw (or bantha rush) feat (tweaked to work with unarmed attacks). I think it'd give the appropriate feeling of being much slower and weaker than this Vampire when it can casually walk through the group taking 2-3 actions while tossing everyone in its reach around like rag dolls.
None of my characters are Wizards, so I don't have to bother with trying to replicate their magic. Besides, I'm using some unholy mashup of Dresden Files, Monster Hunters International, and "original" ideas for my campaign verse.
I had thought of just using the Pathfinder/3.5 versions of critters - but they... well, they just suck. When I look at what a d&d vampire can do I don't see anything remotely like what I imagine vampires to be like. They have a bunch of ancillary abilities that will never come into play with nothing in what I would consider their primary capabilities that any random Fighter couldn't have.
Thanks for the ideas guys!
I think you've never seen a vampire monk in action, then. A proper grappling build on a vampire monk can pretty much ensure that a single target can't do anything to fight back while taking CON damage every round, plus the free unarmed strike you get for maintaining a grapple. Did I mention that vampires' unarmed strikes apply two negative levels on a failed Fort save?
Oh, and if the target manages to overcome the vampire and reverse the grapple, well, the vampire can just turn into a cloud of mist and get free without having to struggle.
Anyway, I don't think the OP was talking about vampires, though I would see why he would ask if he was, too. Vampires in the Dresden Files come in three very different varieties, only one of which are very much like the more Stokeresque D&D vamps. I would probably represent the different courts in the same manner as Pathfinder class archetypes, only for the Vampire template.
Replace the White Court's blood drain ability with an 'emotion drain' ability, which deals 1d4 points of CHA damage to any target that fails a saving throw against Dominate and Charm effects caused by the vamp, and half damage to targets that make their save. Perhaps give them 2 less bonus STR (less combatant) and 2 more bonus CHA (smexy as fuck).
Replace the Red Court's dominating gaze with a paralyzing poison, and replace their slam attack with a bite attack that applies a dose of that poison on hit.
Give the Black Court Practiced Spellcaster as a bonus feat (only Court that has displayed use of magic), but make the template add 2 less CHA than normal(rotting zombie flesh).
As for the Denarians, I feel that the best way to represent superhuman speed is to simply increase the creature's movement speed. Perhaps you could give them the Child of Shadow stance, from the Shadow Hand discipline in the Book of Nine Swords, which grants the user 20% concealment until their next turn, simply by moving at least 10 feet. Perhaps give them an Initiative bonus so it's easier for them to go first. Or better yet, just make them Swordsages with a focus on the Diamond Mind discipline, my personal favourite.