Brilliant Gameologists Forum

The Thinktank => Min/Max It! => : kevin_video July 14, 2010, 03:32:16 AM

: Need Pre-Generated Hunters
: kevin_video July 14, 2010, 03:32:16 AM
Doesn't matter if they're big game, bounty type game, or assassin type (ie snipers or disguisers melee types) game. The president of a gaming con has FINALLY allowed a scenario I had in mind to go through, despite it not being 4th Ed (as per the con rules) because of when we'd now have it take place. However, that hasn't stopped us from still having to deal with some rules that I'd rather not worry about, but whatever. At least my games get ran. The main rule that I had was that you could use anything, and make a character, and so long as it wasn't Pun-Pun or a venerable dragonwrought kobold, or a druid/plane shepard, I really didn't care. I asked for people to not use polymorph or wildshape, but I'm flexible. Everyone's supposed to be able to pull their own weight and feel like a part of the team. Having those three kind of defeats the purpose of needing a team. I mean, even a wizard can't fight everything alone.

The guy's putting more caps on it, and because of this, he doesn't want people to have to go and make up 20 characters that we're going to end up rejecting. So instead, if we say no, they can pick from a pre-made character pile that's being left to me to write up. I don't think so. I'm a ranger person. I'd just make a Ranger 20, Mystic Ranger 20, or a swift hunter (Ranger 14/Scout 4/Fighter 2) variant. He's fine with that (he would be), but I'm not. I want outside ideas. Ideas OTHER than "Wizard 20 because they can track anything." Yes, well I'm sure I'll be mostly dealing with rangers, druids, and wizards. I'm looking for other types as opposed to a group of 12 wizards.

So I'm asking for at least five examples of what you guys would use for hunters. Some feats would be cool too. I'll give you all the info that I've received.

1) Make what you consider the world's greatest hunter. You do not have to take this literal. It can be any kind of hunter, whether someone who hunts animals, or a bounty hunter. However, you MUST be able to explain your character, and how/why they are a hunter.
2) No Pun-Pun, dragonwrought kobolds, warforged barbarian, or other combinations that are considered "broken".
3) No Planar Shepard prestige class.
4) Use official 3.5 classes only. Whether made for 3.5 or upgraded to via a 3.5 update. No homebrew.
5) Dead Levels are allowed for the classes from the list of books.
http://www.wizards.com/default.asp?x=dnd/cwc/20061013a
http://www.wizards.com/default.asp?x=dnd/cwc/20070227x
6) Original druid wildshape ability and sorcerer/wizard polymorph spell are not allowed. Use their variants, if any.
7) Classes from SRD are allowed (including psionics, but not NPC classes). Books allowed are: PHB, PHBII, MMI to MMV (races and templates only), CAd, CAr, CD, DMG, DMGII, SpC, MIC, BoED, CC, CM, CS, CW, Dungeonscape, LM, Frostburn, Mini Handbook, RoD, RoS, RotW, RotD, Sandstorm, SavS, UA. Dragon Magazine classes shown at Crystal Keep are also allowed. Weapons of Legacy is still being considered. The Animated Series book is also still being considered. Fangshield Ranger combat style from CoV is allowed.
8) All races from above books are allowed. If it has a level adjustment, it can not be bought off. Unearthed Arcana Bloodlines are also allowed.
9) Variant classes are allowed, just name the source (ie Paladin of Freedom, Hunting Monk, Mystic Ranger, Raging Cleric, etc).
10) Stats will be built with the 32-point system as per the DMG, and all characters are 20th level with 760,000 gold.
11) No generic classes (ie warrior, expert, or adept) from Unearthed Arcana.
12) Choose any alignment necessary for the classes. Favored classes for racial XP penalties is not a factor (but don't abuse this).
13) Racial substitutions are allowed (ie Goliath Barbarian, Warforged Paladin, Half-Elf Urban Ranger, Gnome Illusionist, Elf Generalist Wizard).
14) Hit Points will be at half die progression (ie d4=2,3; d6=3,4; d8=4,5; d10=5,6, d12=6,7).
15) Characters are allowed 1 (optional) flaw.
16) Spells can be done with either the original progression, magic spell point progression, or spontaneous progression, as per the SRD.
http://www.d20srd.org/ There are no recharges on spells short of using a pearl of power.
17) All characters will have a death threshold of CON score + HD instead of -10. This makes Diehard that much more important/valuable a feat.
18) Death effects do 20d6 instead of instant death.
19) Like the races, you are allowed any template (ie winged creature, half elemental, half-dragon, etc) from the above books. Again, level adjustments are kept, not bought off. The Feral template is not allowed, however.
20) The Dodge feat variant will be used. This means that it gives a continuous +1 to AC so long as you're not flat-footed.
21) All characters will be looked at for approval before being accepted. They must be handed in on the Friday. Final copies are to be completed before Sunday morning.

The only facts you know are:
a) A ridiculously wealthy aristocrat needs your help on a private island. He is possibly a lone survivor as he mentions members of his party being taken out.
b) A magical beast killed his friends after their greed and pride got the best of them.
c) If you save him and kill the beast, the rewards you will receive can not be measured. The reputation you will receive would also be immeasurable.
d) The "how" to get there is via the scroll casting greater teleport and you landing on a teleportation pad, once you've accepted the mission.

Note: You do not know about the other characters who are being called, so no group feats or group based spells.


And that's what I've been given. The next month should be interesting. Still working on the allowance of the stuff that's on the official Wizards site being allowed. I don't think I've ever heard someone laugh so hard and then so "Absolutely not" after seeing a Swift Blade, that quickly.

I don't see this as being that huge of a challenge. I mean, it is, but it isn't. I had to laugh when I found out he had accepted the Miniatures Handbook. I have to wonder how many people will have a Belt of Magnificence +6 by the start of the game. I'm hoping everyone.

The guy helping me with this (and who's shaking his head while I type this because he can't get over what happened) was the guy who did up the halfling sorcerer 2/rogue 3/spellwarp sniper 5/dagger spell mage 10 that'll be in the playtest, and likely be a possible handoff character should it pan out. He's still fuming about his warforged barbarian/frenzied berserker being called "illegal" and "broken" and "therefore disallowed".

By the time I'm done, I'm hoping for the Web Enhancements to be allowed. At the very least I'd like at least one person using Hank's energy bow. That'd be pretty cool. Needless to say I'm not holding my breath. :rollseyes

But that about covers it.

Don't put too much thought into it though. While I wouldn't be the least bit surprised if these characters ended up getting used because of theirs not being allowed, this is just a one-shot.
: Re: Need Pre-Generated Hunters
: Littha July 14, 2010, 03:37:25 AM
2) No Pun-Pun, dragonwrought kobolds, warforged barbarian, or other combinations that are considered "broken".
:twitch
: Re: Need Pre-Generated Hunters
: Solo July 14, 2010, 03:39:47 AM
Wwarforged barbarians are not fatigued after raging.
: Re: Need Pre-Generated Hunters
: Littha July 14, 2010, 04:13:41 AM
so? that isnt even in the same plane as broken in D&D
: Re: Need Pre-Generated Hunters
: weenog July 14, 2010, 04:19:29 AM
2) No Pun-Pun, dragonwrought kobolds, warforged barbarian, or other combinations that are considered "broken".
:twitch
Yeah, my brain kinda broke there, too.
: Re: Need Pre-Generated Hunters
: The_Mad_Linguist July 14, 2010, 04:24:40 AM
Is web material allowed?
: Re: Need Pre-Generated Hunters
: Grim Sage July 14, 2010, 06:17:33 AM
I don't have time to supply complete builds right now, but this needs some psionics - PsiWar/Tashalatora, (Ardent/)Slayer and such make excellent hunters. [Executive officer] of Smack would fit here, aswell.
Totemist and ToB classes would also provide decent hunter-options.

I'll provide builds if I have some spare time, or leave it to someone else to fill in the details - just brainstorming atm.

Also, Ghost Savage Progression Pixie Hood
: Re: Need Pre-Generated Hunters
: Agita July 14, 2010, 09:18:59 AM
No Manual of the Planes? That has pretty much the ultimate hunter skill. You could build one just around that.

I'll think of something.
: Re: Need Pre-Generated Hunters
: kevin_video July 14, 2010, 12:59:44 PM
I just edited the original post. I guess he saw the Feral template. It's now the exception as to what template you can have.

Warforged barbarians are not fatigued after raging.
Exactly.

so? that isnt even in the same plane as broken in D&D
Regardless, it's an example under the same category as the others.

Is web material allowed?
As of right now, no. Hence why there won't be any Swift Blades. We're trying to change that if only so we have a variant on the Pyromancer.

I don't have time to supply complete builds right now, but this needs some psionics - PsiWar/Tashalatora, (Ardent/)Slayer and such make excellent hunters. [Executive officer] of Smack would fit here, aswell.
Totemist and ToB classes would also provide decent hunter-options.

I'll provide builds if I have some spare time, or leave it to someone else to fill in the details - just brainstorming atm.

Also, Ghost Savage Progression Pixie Hood
Too bad half of what you just told me isn't allowed. Only the basic SRD psionics are being allowed right now. He's not a fan of psionics of ToB at all. Quote "Have you seen those books? They were scrapping the bottom of the barrel there." As in, he considers those books very broken and incredibly unnecessary for D&D. Saying "If those classes are so great, why don't you see a warblade or swordsage in premade Dragon Magazine modules?" When he does that, you're basically waiting for him to go "So, ha!" at the end. :rollseyes

The Totemist I'm familiar with, and I agree that it would have been a nice add.

As for the ghost pixie hood, you'd once again have to explain, and explain well, how that build is that of a great hunter.

No Manual of the Planes? That has pretty much the ultimate hunter skill. You could build one just around that.
No. Manual of the Planes is 3.0, but it does have a 3.5 update book. I don't know the reason behind why it's not allowed yet. This is just the list that we've been given so far after negotiations. The list is subject to change, but that's how it is right now.
: Re: Need Pre-Generated Hunters
: PhaedrusXY July 14, 2010, 01:07:38 PM
This one (http://brilliantgameologists.com/boards/index.php?topic=346.msg6539#msg6539) should be right up your alley. It is almost entirely SRD, except for the Practiced Manifester feat (which is easily dropable).
: Re: Need Pre-Generated Hunters
: Solo July 14, 2010, 01:08:21 PM
Regardless, it's an example under the same category as the others.
Barbarian/Horizon Walker. Broken.
: Re: Need Pre-Generated Hunters
: kevin_video July 14, 2010, 01:13:00 PM
This one (http://brilliantgameologists.com/boards/index.php?topic=346.msg6539#msg6539) should be right up your alley. It is almost entirely SRD, except for the Practiced Manifester feat (which is easily dropable).
I don't know. I worry about that "don't abuse" the multiple classes thing. That was never actually explained. In MY mind that means no Rog1/Ftr1/Clr2/Wiz3/FavS8/Bbn2/Rgr6/Sco4 build.
But thank you for this. It does look like something I'd want to have as a back up.

Regardless, it's an example under the same category as the others.
Barbarian/Horizon Walker. Broken.
Apparently he's going to have a list that he's looked up online of "considered broken builds" that everyone's apparently expected to Google. I don't even have a copy.
: Re: Need Pre-Generated Hunters
: Solo July 14, 2010, 01:17:08 PM
That was also my recommendation, a Ranger/Barbarian/Horizon Walker
: Re: Need Pre-Generated Hunters
: kevin_video July 14, 2010, 01:18:10 PM
That was also my recommendation, a Ranger/Barbarian/Horizon Walker
Even though it's broken? If that's on his list, it won't be allowed.
: Re: Need Pre-Generated Hunters
: carnivore July 14, 2010, 02:12:40 PM
Ranger / Barbarian/ Horizon Walker is not "broken" .... as in it is overpowered or affects Game balance... simply not being affected by Fatigue is not a Gamebreaking ability ... since BARBARIAN 17 would be considered Broken by those standards, is that disallowed also?.... you DM is not a very good DM if he cant understand that ... since there are FAR worse things you can do than just being immune to Fatigue

 :D
: Re: Need Pre-Generated Hunters
: carnivore July 14, 2010, 02:23:04 PM
here are a few builds:

PHB, DMG, Complete Warrior ONLY build ..... Ranger 2/ Fighter 12/ Master Thrower 5/ Exotic Weapon Master 1
[spoiler]
Lord of the Ranged

Human
Ranger 2/ Fighter 12/ Master Thrower 5/ Exotic Weapon Master 1

Attributes: (32pt buy)

26 Str(Base 16 +1 Lvl +5 Inherent +4 Item)
30 Dex(Base 16 +4 Lvls +4 Inherent +6 Item)
18 Con(Base 14 +4 Item)
14 Int(Base 14)
10 Wis(Base 8 + 2 item)
8 Cha(Base 8)

Feats & Progression:

Ranger 1  ................................... Improved Initiative, Track(Ranger Bonus), Exotic Weapon(Greatbow)(Human Bonus)
Fighter 1 .................................... Point Blant Shot(Fighter bonus)
Ranger 2 .................................... Precise Shot, Rapid Shot(Ranger Bonus)
Fighter 2 .................................... Exotic Weapon(Sai) (Fighter bonus)
Fighter 3
Fighter 4 ................................... Weapon Focus(Greatbow), Weapon Focus(Sai)(Fighter bonus)
Exotic Weapon Master 1  
Master Thrower 1 ..................... Quickdraw(Master Thrower Bonus)
Master Thrower 2 ..................... Weapon Specialize(Greatbow)
Master Thrower 3 ..................... Imp Critical(Sai)(Master Thrower Bonus)
Master Thrower 4
Master Thrower 5 ..................... Leadership, Snatch Arrows(Master Thrower Bonus)
Fighter 5
Fighter 6 ................................... Manyshot(Fighter bonus)
Fighter 7 ................................... Far Shot
Fighter 8 ................................... Improved Rapid Shot(Fighter bonus)
Fighter 9
Fighter 10 ................................. Improved Precise Shot, Greater Weapon Focus(Greatbow)(Fighter bonus)
Fighter 11
Fighter 12 .................................  Greater Weapon Specialize(Greatbow)(Fighter bonus)

Exotic Weapon Master Stunts:

Close-Quarters Ranged Combat – does not generate an Attack of Opportunity with Exotic Ranged Weapons.

Master Thrower Tricks:

Palm Throw – Each attack with little thrown weapons (i.e., daggers, shuriken, & darts) can be with two of the weapons. Do not apply your Strength modifier to the damage of either.

Trip Shot – On a successful thrown weapon attack, you can make a Trip Attack in addition to the damage. Make a Dexterity check with a +4 bonus opposed by your the opponent’s Strength or Dexterity check (whichever is better). Advantages such as ‘Stability’ apply. Bonus from Feat: Improved Trip do not apply.

Weak Spot – When attacking an opponent of your size or larger, you may make a Ranged Touch Attack (instead of a Normal Ranged Attack), though you may not apply your Strength modifier to the damage. You may only take this trick as a 5th level Master Thrower.

Equipment:
[spoiler]
238770gp +9 Inherent to Attributes
201800gp +5 Distance Seeking Speed Mighty(+8) Greatbow
83010gp 10 x +1 Returning Sai
89000gp +8 Bracers of Armor + Greater Bracers of Archery(+2 Competence Attack, +1 Competence Damage)
8000gp 50x +1 Bane Arrows(various types)
3350gp 50 Adamantine Arrows
700gp 50 Cold Iron Arrows
352gp 50 Alchemical Silver Arrows
40000gp Ring of Freedom of Movement
12000gp Boots of Speed
36000gp +6 Gloves of Dex
16000gp +4 Belt of Str
16000gp +4 Amulet of Con
4000gp +2 Item of Wis

 ... 11018 left[/spoiler]


Combat abilities:

BAB +20

Greatbow combat[spoiler]
Greatbow = BAB +20 +10 Dex +5 Enhancement +2 GWF +2 Competence +1 Haste = +40 to Hit
Full Attack with Imp Rapid Shot and Haste:
+40/+40/+40/+35/+30/+25
Boost:
Bane Arrows add +2 to Hit

Damage:
1d10 = 5.5 Average +8 Str +4 GWS +5 Enhancement +1 Competence = +23 Damage
Boost:
Bane Arrows add +9 damage
[/spoiler]
Sai Combat[spoiler]
Sai = BAB +20 +10 Dex +1 Enhancement +1 WF +1 Haste= +33 to Hit
Full Attack with Imp Rapid Shot and Haste and Palm throw:
(+33/+33)(+33/+33)(+33/+33)(+28/+28)(+23/+23) and (+18/+18) usually wont use these since i dont have enough Returning Sais ..... but these are All Ranged Touch Attacks
Damage:
1d4 = 2.5 ave +1 enhancement = 3 damage ...... usually will use to make Trip Attacks @+14 , if i need to Damage something i will not use Palm Throw... and Add +8 Str =+11 Damage with 6 attacks
[/spoiler]


This Archer is not afraid of Melee or Ranged combat, and has a Variety of options to use ...... and even Evasion ;)
[/spoiler]

Core Dragon Slayer
[spoiler]

This should be effective vs any creature....but especially vs Dragons(ANY)

try this ..... first what the Dragon of Similar CR can do.... CR 20 Red Dragon =


CR 20 Old Red Dragon

Gargantuan
HD 28d12+196 (378 hit points)
Speed:40 ft., fly 200 ft. (clumsy)
Initiative +0
AC 33 (–4 size, +27 natural), touch 6, flat-footed 33
DR 10/magic
SR 24
Sorceror caster lvl =11th , 5th lvl spells

35 Str
10 Dex
25 Con
20 Int
21 Wis
20 Cha

BAB+28/+52 Grapple
+36 Attack Bonus

saves(FRW) +23/ +16 /+21

Breath Weapon 16d10 (save DC 31) 60' cone

Frightful presence DC 29(240' range)
 
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills:
Spot 36
Listen 36
Search 36

vs:

Human
Ranger 6/ Fighter 4/ Horizon Walker 6/ Shadowdancer 4

28 Str (Base 14+4 inherent +4 levels+ 6 item)
28 Dex (Base 16+5 inherent +1 level +6 item)
20 Con (Base 14+6 item)
12 Int (Base 12)
10 Wis (Base 10)
8 Cha (Base 8)

Feats:
1st lvl Point Blank Shot
Weapon Focus(Composite Long bow)(human Bonus)
Track (Ranger Bonus)
Rapid Shot (Ranger Bonus)
3rd lvl Precise Shot/ Endurance (Ranger Bonus)
6th lvl Dodge/ Many Shot (Ranger Bonus)
Mobility (Fighter Bonus)
Combat Reflexes(Fighter Bonus)
9th lvl Quickdraw
Weapon Specialization(Composite Longbow)(Fighter Bonus)
12th lvl Shoot on the Run
15th lvl Improved Precise Shot
18th lvl Improved Initiative

Base Saves(FRW)15/12/6 ...
+1 Luck all
+1 Haste(Ref)
+5 Fort(con)
+9 Ref(Dex)
+4 Resistance(rod) all
+2 Morale All
final saves:
FRW 27/29/13

BAB +19
Attack: BAB+19 + 1 Haste + 1 Insight +2 Competence +7 Enhancement+ 9 Dex +2 Morale = +41 Attack

Full Attack with Rapid Shot and Haste @ 330'= +35/+35/+35/+30/+25/+20

Damage:
4.5 Composite Arrow + 4 Fav enemy + 2 Morale +1 Insight + 1 Competence +9 Str +2 Wpn Spclz + +7 Holy +7 Axiomatic +7 Bane +5.25 frost = average 49.75 points of Damage + 1pt Con damage with each hit(2 Hits do 28 additional points of Damage from Con loss)

estimate 1 1/2 rounds of Combat to Kill...if 4 shots Hit(199 damage+56 from con damage) round 1, 4 shots Hit(199 damage+56 from con damage) round 2

AC +1 Haste +1 Insight +2 Deflection(Magic Circ vs Evil)


Skills:.... these might be higher, havent checked for everything yet
29 Spot 23 ranks + 4 competence + 2 Morale
26 Search 23 ranks +1 Int+ 2 Morale
25 Listen 23 ranks+ 2 Morale
38 Hide 23 ranks + 4 competence+ 2 Morale+9 Dex
34 Move Silent 23 ranks + 2 Morale+9 Dex



[Horizon Walker Terrain Mastery chosen][spoiler]
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.[/spoiler]

Stealth and Detection in Mountains[spoiler]
Stealth and Detection in Mountains: As a guideline, the maximum distance in mountain terrain at which a [COLOR="Red"]Spot[/COLOR] check for detecting the nearby presence of others can succeed is 4d10×10 feet. Certain peaks and ridgelines afford much better vantage points, of course, and twisting valleys and canyons have much shorter spotting distances. Because there’s little vegetation to obstruct line of sight, the specifics on your map are your best guide for the range at which an encounter could begin.

As in hills terrain, a ridge or peak provides enough cover to hide from anyone below the high point.

It’s easier to hear faraway sounds in the mountains. The DC of Listen checks increases by 1 per 20 feet between listener and source, not per 10 feet.[/spoiler]

Items:

201300gp +1 Dragon Bane Flaming Frost Holy Axiomatic Wounding Composite Longbow(+9 Str)
27000gp 9x Greater magic weapon +5 (oil)  
22060 gp  +2 Luckblade(0 wishes)+1 Luck to all saves, and reroll any one Roll 1/day
50000 gp Rod of Flailing: Once per day the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit. Transforming it into a weapon or back into a rod is a move action.
3350gp 50 Adamantine Arrows
700gp 50 Cold Iron Arrows
352gp 50 Alchemical Silver Arrows

238770gp +9 Inherent to Attributes
25000gp Greater bracers of Archery(+2 Competence Att, +1 Damage)
18900 gp +3 Banded Mail of Luck..... force opponent reroll att 1/week..didnt know what to pick????
36000gp +6 Amulet of Con
36000gp +6 Gloves of Dex
36000gp +6 Belt of Str
5000gp Dusty rose Ioun Stone....+1 Insight to AC
6500 gp Horn of goodness....1/day Magic circle vs Evil
20,000 gp Ring of Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
2500gp 10x Elixers(5 Hiding, 5 Sneaking)
2000gp Handy haversack
3600gp 2x Efficient Quiver
2500gp Ring of Sustenance
12000gp Boots of Speed
2,250 gp Elemental Gem: ...Air...Large Air Elemental.... if needed...have the Air Elemental throw this(Dust of Sneezing and Choking) at the Dragon, if it tries to land and initiate Melee combat
2,400 gp Dust of Sneezing and Choking: This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned[/COLOR]) for 5d4 rounds.
1500gp 2x Potions Heroism(+2 morale bonus on attack rolls, saves, and skill checks)



Overview:
This is a Ranged Attack Specialist ...... he is designed for Long Range Attacks, and Hit-and-Run tactics. this character can handle most anything thrown at him , in any circumstance, but Dragons are his specialty.... he Knows where they live, tracks them down..... prepares his assault, he knows thier Tactics,Strengths, Weaknesses. he then Plans his attack....while Hidden and Invisible.... he locates the battlefield, scouts the area for backup DD locations that give overlapping areas of Fire...so if he abandons one spot, he can direct fire back on his previous location(preferably from a Flanking Position)

he is patient...waits for his Prey...when he spots his prey.... he starts his Buffing...while remaining Invisible and Hiding, with Cover and Concealment.... then at the right moment(when the Dragon is leaving his Lair) he opens fire....usually when the Dragon is Flying AWAY FROM HIS POSITION or Directly overhead if possible(this is why he takes so long in scouting the area and his Preys habits)...remember old Dragons are CLUMSY flyers...they fly fast in a straight line, but cant manuver or stop very well..... the first Round is a Surprise Round, the second he will gain Initiative and fire a Second full attack.....there is no third round for the Dragon

and at the end of the battle.... this character is still ready to go for more..... he doesnt have to wait until the next morning to get more spells..... he is ready to take on some more Bag Guys RIGHT NOW:elf: :thumbsup:

More tactics:


although Dragons do have excellent senses.... they are not Omniscient, they dont know everything...

the Dragon will not know that the Archer is there...why?, because of the Dragons own limitations...look at his abilities again:

1)Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon................................this only helps if the creature that the Dragon is looking for is within 60'...outside of that range, he doesnt even know you are there

2)Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet................................... this sounds great, but all it allows is for him to make SPOT checks at greater distances(incuring the same penalties.... for him to Spot my character @ 10'... he must beat my Hide Check( Hide 23 ranks + 4 competence+ 2 Morale+9 Dex+Invisible(If you are invisible, you gain a +40 bonus on Hide checks if you are immobile, or a +20 bonus on Hide checks if you’re moving))= 78 Immobile or 58 moving, with his Spot check (31 Ranks + 5 Wis) = 36....even if he took 20, he could not Spot my Character Moving

besides that..... my character is aware of HOW to Hunt Dragons,thier Senses, and Weaknesses...... My character can easily Find,stalk, and kill the Dragon ..... even if he saw him out in the open...he can Drop the Dragon in 2 rounds, before the Dragon can get to him..... he could even wait for the Dragon to See Him...Charge to Attack him, Hold an Action to DD when he gets 80' from him...and DD Behind the Dragon, who cant Stop Fast enough..and can only Slowly Turn...While the Archer...puts 2 rounds of Arrows into him

a Final Note about Capabilities:

Vs other things besides Dragons... he still does just fine.... he still gets the same Number of Attacks, his attack bonus goes down to +39 ... and the damage goes down an Average of 7 hp/shot , vs Undead or Constructs he dosent do Con damage...but Direct Damage still works just fine

the Main Weakness of this Character:

1)Melee Combat...... this guy is Death from Afar, but is much weaker in Melee, he can do it....but it is just more efficient to keep his distance...it is better to reach out and touch someone else, than to have them be able to touch you back.

2)Multiple Strong Foes ..... although he can Dispatch many very strong Enemies. large numbers of them can overwhelm him..... but at least he can escape(DD) and Hide...then Start attacking from Range again.

[/spoiler]
Core Undead/Demon Hunter
[spoiler]
Core Undead/Demon Hunter

Human
Ranger 6/ Fighter 4/ Horizon Walker 7/ Shadowdancer 2

26 Str (Base 14+3 inherent +3 levels+ 6 item)
28 Dex (Base 16+5 inherent +1 level +6 item)
20 Con (Base 14+6 item)
12 Int (Base 12)
10 Wis (Base 10)
8 Cha (Base 8)

Feats:
1st lvl Point Blank Shot
Weapon Focus(Composite Long bow)(human Bonus)
Track (Ranger Bonus)
Rapid Shot (Ranger Bonus)
3rd lvl Precise Shot/ Endurance (Ranger Bonus)
6th lvl Dodge/ Many Shot (Ranger Bonus)
Mobility (Fighter Bonus)
Combat Reflexes(Fighter Bonus)
9th lvl Quickdraw
Weapon Specialization(Composite Longbow)(Fighter Bonus)
12th lvl Shoot on the Run
15th lvl Improved Precise Shot
18th lvl Improved Initiative


Favored Enemy:
Undead
Evil Outsiders




Base Saves(FRW)15/12/6 ...
+1 Luck all
+1 Haste(Ref)
+5 Fort(con)
+9 Ref(Dex)
+4 Resistance(rod) all
+2 Morale All
final saves:
FRW 27/29/13

BAB +19
Attack: BAB+18 + 1 Haste + 1 Insight +2 Competence +7 Enhancement(+5+2 Bane)+ 9 Dex +2 Morale = +40 Attack

Full Attack with Rapid Shot and Haste @ 330'= +34/+34/+34/+29/+24/+19

Damage:
4.5 Composite Arrow + 4 Fav enemy + 2 Morale +1 Insight + 1 Competence +8 Str +2 Wpn Spclz + +7 Holy +7 Axiomatic +7 Bane  = average 43.55 points of Damage + 1pt Con damage with each hit(2 Hits do 28 additional points of Damage from Con loss)





VS a Balor(AC 35, 290hp)..... you will probably get at least 5 Hits and do 215+ and an additional 56 from Con Damage.... he goes down in one round if someone else in your party can at least hit him, 2 rounds if you have to do it all

VS a Nightcrawler(undead)(AC35, 212hp) ...... mostly the same, except he drops in one round
 


AC +1 Haste +1 Insight +2 Deflection(Magic Circ vs Evil) +16 Celestial Armor and 28 Dex = AC 30


Skills:.... these might be higher, havent checked for everything yet
29 Spot 23 ranks + 4 competence + 2 Morale
26 Search 23 ranks +1 Int+ 2 Morale
25 Listen 23 ranks+ 2 Morale
38 Hide 23 ranks + 4 competence+ 2 Morale+9 Dex
34 Move Silent 23 ranks + 2 Morale+9 Dex



[sblock=Horizon Walker Terrain Mastery chosen]
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.


Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.

[/sblock]

Items:

201300gp +1 Undead Bane Demon Bane Ghost Touch Holy Axiomatic Wounding Composite Longbow(+9 Str)
27000gp 9x Greater magic weapon +5 (oil)  
22060 gp  +2 Luckblade(0 wishes)+1 Luck to all saves, and reroll any one Roll 1/day
50335 gp Sun Blade

3350gp 50 Adamantine Arrows
700gp 50 Cold Iron Arrows
352gp 50 Alchemical Silver Arrows
22400 gp Celestial Armor: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell) once per day.................this gives +16 to AC(+3 Enhancement+8 Dex + 5 Armor)

212240gp +8 Inherent to Attributes
25000gp Greater bracers of Archery(+2 Competence Att, +1 Damage)
36000gp +6 Amulet of Con
36000gp +6 Gloves of Dex
36000gp +6 Belt of Str
5000gp Dusty rose Ioun Stone....+1 Insight to AC
6500 gp Horn of goodness....1/day Magic circle vs Evil
20,000 gp Ring of Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
2500gp 10x Elixers(5 Hiding, 5 Sneaking)
2000gp Handy haversack
3600gp 2x Efficient Quiver
12000gp Boots of Speed
1500gp 2x Potions Heroism(+2 morale bonus on attack rolls, saves, and skill checks)

also this character is great at Hiding ..... and sneaking up on stuff.... they wont even Know he is there.... until the Arrows start sprouting from thier bodies


[/spoiler]

 :D
: Re: Need Pre-Generated Hunters
: carnivore July 14, 2010, 02:28:23 PM
here is another couple:

might as well add this also


Centaur 6/ Fighter 4/ Ranger 3/ Horizon Walker 7
[spoiler]

Centaur 6/ Fighter 4/ Ranger 3/ Horizon Walker 7

BAB+18

Attributes (25pt buy)

32 Str(14 +8 Racial +4 lvls +6 Belt)
21 Dex(11 +4 Racial +6 Gloves)
24 Con(14 +4 Racial +6 Amulet)
13 Int(15 -2 Racial)
11 Wis(9 +2 Racial)
8 Cha(8)

Feats:
Track(ranger bonus)
Rapid Shot(ranger bonus)
Endurance(ranger bonus)
Combat Expertise(Fighter bonus)
Weapon Focus(Composite Longbow) (Fighter bonus)
Weapon Specialize(Composite Longbow)(Fighter bonus)
Combat Expertise(monstrous humanoid bonus)
Improved Trip(monstrous humanoid bonus)

1st lvl: Power Attack
3rd lvl: Run
6th lvl: Improved Bull Rush
9th lvl: Quickdraw
12th lvl: Quicken Spell-Like Ability(Dimension Door)

Centaur racial traits [spoiler]

CENTAURS AS CHARACTERS
A centaur druid is usually a tribe’s designated leader and speaker. Centaur characters possess the following racial traits.
+8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/5 feet.
A centaur’s base land speed is 50 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
Racial Feats: A centaur’s monstrous humanoid levels give it two feats.
+3 natural armor bonus.
Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
Favored Class: Ranger.
Level adjustment +2.[/spoiler]


Equipment [spoiler]

Items:
36000gp +6 Belt of Str
46000gp +6 Gloves of Dex + Gloves of Storing
36000gp +6 Amulet of Con

89000gp +8 Bracers of Armor + Greater Bracers of Archery(+2 Competence Attack, +1 Competence Damage)

73900gp Large +5 Seeking Mighty(+11 Str bonus) Composite Longbow
98320gp Large +5 Holy Guisarme
[/spoiler]





Great Movement : (50'(250' Run) + Dimension Door every 1d4 rounds(Quickened 3/day)
Great Detection: Darkvision 120' + Tremorsense
Great Melee Combat: Large size + 32 Str + Imp Trip
Great Ranged Combat: Large mighty (+11 Str bonus) Composite Longbow

Combat Tactics: neat trick:
[spoiler]1)Fire Arrows (Standard Action or Full Round Action)
2)Store Bow in Glove of Storing(Free Action)
3)Draw Guisarme(Free Action)
4)now ready and Threaten 10' and adjacent with Guisarme and Natural Attacks(Hoves)[/spoiler]
Attack Bonus=

+18 BAB +11 Str +5 Enhancement =

+34 Attack with Guisarme... 2d8(9 average) +5 + 11 +7(holy) = +32 per hit
+37 Attack with Longbow ... 2d6(7 average) +5 +11 +2 WS = +25 per hit[/spoiler]

Fighter 12/ Ranger 6/ Exotic Weapon Master 2
[spoiler]
Wood Elf(+2 Str,+2 Dex,-2 Con,-2 Int)

Fighter 12/ Ranger 6/ Exotic Weapon Master 2

Attributes: (32pt buy)

30 Str(base 14 +2 Racial +3 lvl +5 Inherent +6 Item)
30 Dex (base 16 +2 Racial +2 lvls +4 Inherent +6 Item)
20 Con (base 16 -2 Racial +6 item)
12 Int (base 14 -2 Racial)
12 Wis (base 8 +4 item)
8 Cha (base 8)


Ranger 1  ................................... Exotic Weapon(Greatbow), Track(Ranger bonus)
Ranger 2 .................................... Rapid Shot(Ranger bonus)
Fighter 1 .................................... Weapon Focus(Greatbow), Point Blank Shot(Fighter bonus)
Fighter 2 .................................... Precise Shot(Fighter bonus)
Fighter 3
Fighter 4  ................................... Dodge, Weapon Specialization(Greatbow)(Fighter bonus)
Exotic Weapon Master 1
Exotic Weapon Master 2
Ranger 3 .................................... Mobility, Endurance(Ranger bonus)
Ranger 4
Ranger 5
Ranger 6 .................................... Elusive Target, Manyshot(Ranger bonus)
Fighter 5
Fighter 6 .................................... Improved Precise Shot(Fighter bonus)
Fighter 7 .................................... Combat Reflexes
Fighter 8 .................................... Greater Weapon Focus(Greatbow)(Fighter bonus)
Fighter 9
Fighter 10 .................................. Close Quarters Fighting, Improved Rapid Shot(Fighter bonus)
Fighter 11
Fighter 12 .................................. Greater Weapon Specialize(Greatbow)(Fighter bonus)
 

Equipment:[spoiler]
36000gp +6 Belt of Str
36000gp +6 Gloves of Dex
36000gp +6 Amulet of Con
16000gp +4 Item of Wis
247500gp +9 Inherent
25000gp Greater Bracers of Archery
12000gp Boots of Speed
202200gp +5 Speed Seeking Distance Mighty(+10 Str) Greatbow
40000gp Ring of Freedom of Movement
27000gp Ring of Blinking
[/spoiler]

Exotic Weapon Master tricks:
Close-Quarters Ranged Combat – does not generate an Attack of Opportunity with Exotic Ranged Weapons.
Ranged Disarm – you may attempt to Disarm with a Ranged Exotic Weapon (which is considered a Light weapon).

BAB +20

Attack bonus: BAB +20 +10 Dex +5 Enhancement +2 Competence +1 Haste +2 GWF = +40

Full Attack with Imp Rapid Shot + Haste
+40/+40/+40/+35/+30/+25


Damage:
1d10 = 5.5 Average + 10 Str +5 Enhancement +1 Competence +4 GWS = 25.5 damage per shot

the best thing is this Archer can do this all day long ....... vs All enemies ..... with a Range Increment of 195' ..... @ 585' he is only at -6 to hit .....so it gives him a few rounds of Free shots before they get to him .... but he can even fight in Melee, and cant be Grappled

also this requires NO Spellcasting and NO Polymorph/Alternate Form abuse


he can even shoot Invisible things :smirk

that would be a lot better .... like this:

Ranger 1  ................................... Exotic Weapon(Greatbow), Track(Ranger bonus)
Ranger 2 .................................... Rapid Shot(Ranger bonus)
Fighter 1 .................................... Weapon Focus(Greatbow), Point Blank Shot(Fighter bonus)
Fighter 2 .................................... Precise Shot(Fighter bonus)
Fighter 3
Fighter 4  ................................... Mounted Combat, Weapon Specialization(Greatbow)(Fighter bonus)
Exotic Weapon Master 1
Exotic Weapon Master 2
Ranger 3 .................................... Mounted Archery, Endurance(Ranger bonus)
Ranger 4
Ranger 5
Ranger 6 .................................... Leadership, Manyshot(Ranger bonus)
Fighter 5
Fighter 6 .................................... Improved Precise Shot(Fighter bonus)
Fighter 7 .................................... Combat Reflexes
Fighter 8 .................................... Greater Weapon Focus(Greatbow)(Fighter bonus)
Fighter 9
Fighter 10 .................................. Close Quarters Fighting, Improved Rapid Shot(Fighter bonus)
Fighter 11
Fighter 12 .................................. Greater Weapon Specialize(Greatbow)(Fighter bonus)


i need to keep Combat Reflexes and Close Combat Fighting, for when someone tries to Grapple him.... even though he has a Ring of Freedom of Movement... he will get to damage them when they try to Grapple him[/spoiler]

 :D
: Re: Need Pre-Generated Hunters
: kevin_video July 14, 2010, 02:45:16 PM
Ranger / Barbarian/ Horizon Walker is not "broken" .... as in it is overpowered or affects Game balance... simply not being affected by Fatigue is not a Gamebreaking ability ... since BARBARIAN 17 would be considered Broken by those standards, is that disallowed also?.... you DM is not a very good DM if he cant understand that ... since there are FAR worse things you can do than just being immune to Fatigue

 :D
If it's not broken then it won't be on his list, which is fine with me.

@ carnivore -- Those looks to be some nice builds. I'll have to look at them in more detail when I get home.
: Re: Need Pre-Generated Hunters
: PhaedrusXY July 14, 2010, 02:54:52 PM
This one (http://brilliantgameologists.com/boards/index.php?topic=346.msg6539#msg6539) should be right up your alley. It is almost entirely SRD, except for the Practiced Manifester feat (which is easily dropable).
I don't know. I worry about that "don't abuse" the multiple classes thing. That was never actually explained. In MY mind that means no Rog1/Ftr1/Clr2/Wiz3/FavS8/Bbn2/Rgr6/Sco4 build.
But thank you for this. It does look like something I'd want to have as a back up.
I didn't look through that huge fucking list of stupid restrictions. I just saw that SRD psionics were legal, and thought this should certainly be ok, since it uses literally almost nothing outside of core+SRD psionics.

If you're GMing this, I don't see why this guy sees the need to micromanage the fuck out of what you're allowing/disallowing...
: Re: Need Pre-Generated Hunters
: weenog July 14, 2010, 03:02:23 PM
Regardless, it's an example under the same category as the others.
Barbarian/Horizon Walker. Broken.
Apparently he's going to have a list that he's looked up online of "considered broken builds" that everyone's apparently expected to Google. I don't even have a copy.

You find this list, you edit it, you make it include an explicit mention of him.  You make the last entry on the "broken" builds list be "Any build approved by Jack Thompson*, because Jack Thompson does not know what he's talking about, and simply believes anything he briefly reads instead of doing his own research."  You print it out, you highlight that bit, and you bring it with you along with some sane character builds that he won't like.

* Replace "Jack Thompson" with his name of course, unless Jack Thompson is his name, which would explain a lot.

: Re: Need Pre-Generated Hunters
: PhaedrusXY July 14, 2010, 03:07:36 PM
Regardless, it's an example under the same category as the others.
Barbarian/Horizon Walker. Broken.
Apparently he's going to have a list that he's looked up online of "considered broken builds" that everyone's apparently expected to Google. I don't even have a copy.

You find this list, you edit it, you make it include an explicit mention of him.  You make the last entry on the "broken" builds list be "Any build approved by Jack Thompson*, because Jack Thompson does not know what he's talking about, and simply believes anything he briefly reads instead of doing his own research."  You print it out, you highlight that bit, and you bring it with you along with some sane character builds that he won't like.

* Replace "Jack Thompson" with his name of course, unless Jack Thompson is his name, which would explain a lot.


Wait... is THIS GUY (http://brilliantgameologists.com/boards/index.php?topic=8576.0) the one that's organizing this? Because that would explain a lot.
: Re: Need Pre-Generated Hunters
: Tshern July 14, 2010, 03:11:20 PM
Oh no, oh nooooo.....
: Re: Need Pre-Generated Hunters
: weenog July 14, 2010, 03:18:04 PM
Wait... is THIS GUY (http://brilliantgameologists.com/boards/index.php?topic=8576.0) the one that's organizing this? Because that would explain a lot.

I notice they deleted the talk page for reason "Excessive vandalism".  I fail to see how discussing the page and its subject on the page's discussion page constitutes vandalism.  Maybe they're deliberately trying to dumb people down by spreading this stuff and not allowing anyone that knows what's up a word in.
: Re: Need Pre-Generated Hunters
: Tshern July 14, 2010, 03:21:51 PM
Idiots are usually incapable of tolerating intelligent discussion and calling it 'vandalism' is simply another way for your average Joe Sixpack to convince himself that hardly anyone else can be right and no-one with a different opinion must be a total nutcase.
: Re: Need Pre-Generated Hunters
: Solo July 14, 2010, 03:29:52 PM
If it's not broken then it won't be on his list, which is fine with me.
Go, but where you go I cannot follow.
: Re: Need Pre-Generated Hunters
: ksbsnowowl July 14, 2010, 05:13:03 PM
Although it's sort of like a Swift Hunter, I'm working on a Swift Ambusher for submission.  He'll end up as a Scout 3/Barbarian 2/Rogue 15, and have +5d6 skirmish/+4 AC/+8d6 sneak attack.  He'll have Swift Ambusher, Improved Skirmish, Weapon Finesse, and the rest I've not figured out yet.

I would give him the Undo Resistance feat to let him damage a foe's SR, but FCII isn't on the list.

He'll have the Antiquarian ACF from Comp Champ, since he gets trapfinding twice.  I'm also unsure if he should take the normal barbarian, or the Wolf or Horse totem barbarian from UA (gets either Imp Trip or Run in place of uncanny dodge, which you'll get from Rogue anyway).  He'll obviously take the Lion Totem ACF at Barb 1 from Complete Champ, to get pounce.

I'm debating on whether to give him the Death's Ruin or Penetrating Strike ACF's.  One allows SA against all flankable non-crittables, but requires flanking; Death's Ruin doesn't require flanking (all normal Sneak Attack qualifiers) but only does half SA to undead.

Also thinking about making it a Wilderness Rogue, as it gets him survival, for the hunter theme.
: Re: Need Pre-Generated Hunters
: Tshern July 14, 2010, 05:29:56 PM
As for the feats, ksbsnowowl, I recommend the TWF tree. No surprise there.
: Re: Need Pre-Generated Hunters
: The_Mad_Linguist July 14, 2010, 05:33:16 PM
Make an artificer with all sorts of item cost discounts

[spoiler]You're a bargain hunter.[/spoiler]
: Re: Need Pre-Generated Hunters
: carnivore July 14, 2010, 05:35:23 PM
heres a Fun one:

Pixie 4/ Wildshape Ranger(Aspect of Nature variant) 16

BAB +16

Awesome Movement, Stealth, Combat Abilities, etc...

suggested feats:
 Nemesis[Exalted] (BoED p44)req:At least one Favored Enemy
Choose one of your Favored Enemies when you take this feat. You may detect creatures of that race within 60’ (even through walls). Also, you do +1d6 damage to an Evil member of your enemy race.

Hawk’s Vision[Wild](CAdv p114)reqs:Wild Shape class ability
Spend a Wild Shape use to gain a +8 bonus to Spot checks for 1 hour per HD. While this benefit is in effect, you only take –1 on ranged attacks per increment, and are at –1 to Spot per 20’ of distance. You retain these benefits regardless of which form you are in.



an Alternative might be:

Pixie 4/ Ranger 6/ Consecrated Harrier 10

 :D

: Re: Need Pre-Generated Hunters
: Felix Underwood July 14, 2010, 05:48:02 PM
I don't have all of the specifics on-hand, but here is one of my favorites that could be considered a hunter-type:

Rogue 3/barbarian 2/swashbuckler 15


Barbarian is for the Complete Champion varaint to gain Pounce.  The second level is to avoid multiclass xp penalties.

Rogue and Swashbuckler levels stack for some things with the Daring Outlaw feat from Complete Scoundrel.

Swashbuckler and barbarian are both good BAB classes.  Swashbuckler has some nice class features.

From Tome of Magic, Dark Creature template with LA buyoff (or a greater Collar of Umbral Metamorphosis) for hide in plain sight.

From Lords of Madness, Darkstalker feat to require spot checks even with other modes of sensing you.

Two-weapon fighting with a pair of Kukris, pounce, Str+Int to damage, sneak attack... wash, rinse, repeat.


hmmm, order of classes:  rogue 1 / barb 1 / swash 2 / rogue +2 (daring outlaw) / barb +1 (uncanny dodge) / swash +13

Other key feats:  Able Learner, Shape Soulmeld (planar ward)

Sweet adventure-specific items:  Ring of sustenance, belt of healing, bracers of murder, ring of the darkhidden, boots of speed + belt of battle.

Weapon priorities:  Valiant, transmuting, vampiric, collision, magebane

For this guy, I'd go with Death's Ruin (more of a solo-thing).

: Re: Need Pre-Generated Hunters
: Solo July 14, 2010, 05:53:42 PM
Here's something from the bottom of my withered heart: Monk2/Rogue3/Assassin5/Green Star Adept 10
: Re: Need Pre-Generated Hunters
: ksbsnowowl July 14, 2010, 08:20:10 PM
As for the feats, ksbsnowowl, I recommend the TWF tree. No surprise there.
Yes.  The back of my mind was going there; I'm just busy with other stuff and didn't solidify the thought.  It will go nicely with the chill touch dagger I plan to equip him with (I forget the name, but it's from MIC - costs around 4000gp; Dagger of Tears or something like that.)

Two of those for 6 touch attacks on a charge (into flanking) will be sweet.  He'll have a good main weapon too, but those two will kick some tail.  I'll give him gloves of the uldra savant too, for unlimited rays of frost.  The base damage sucks on all the above (1d6 or 1d3), but adding in tons of precision damage should make it work out alright.
: Re: Need Pre-Generated Hunters
: skydragonknight July 14, 2010, 08:29:22 PM
I was almost sure you were going to base the plot on Predators when I first saw this.
: Re: Need Pre-Generated Hunters
: kevin_video July 15, 2010, 03:16:05 AM
If you're GMing this, I don't see why this guy sees the need to micromanage the fuck out of what you're allowing/disallowing...
It's because we have to follow the rules of the con. Don't ask what that means. I'm sure it has something to do with "I've been the president and ran it successfully the past 20 years, and therefore can do what I please/don't question my authority or else you'll never game or GM at the only successful gaming convention in the province."

Wait... is THIS GUY (http://brilliantgameologists.com/boards/index.php?topic=8576.0) the one that's organizing this? Because that would explain a lot.
No, but that's kind of close.

@ weenog -- I'd like to know this list myself. I mean it would be nice to know what's broken and what's not. And you don't really want to anger the guy that basically makes the rules about whether you get to game or not at a convention in the city (mostly because there's only 1).

@ ksbsnowowl -- I'd love to see the final product of that combination. That could look pretty sweet. I will have to look up the Antiquarian though. I don't remember reading that. BTW, where are the Gloves of the Uldra Savant from?

Make an artificer with all sorts of item cost discounts

You're a bargain hunter.
Cute, but not allowed. No artificers.

@ carnivore -- You know what? I think that's the first time I've ever actually worried about taking on a pixie. Good job. :clap I'll have to look up the Harrier PrC. Been a while since I read up on it. They were like the bounty hunters of their church, weren't they? Was there any particular reason why you went with Pixie though?

I don't have all of the specifics on-hand, but here is one of my favorites that could be considered a hunter-type:

Rogue 3/barbarian 2/swashbuckler 15

Barbarian is for the Complete Champion varaint to gain Pounce.  The second level is to avoid multiclass xp penalties.
Rogue and Swashbuckler levels stack for some things with the Daring Outlaw feat from Complete Scoundrel.
Swashbuckler and barbarian are both good BAB classes.  Swashbuckler has some nice class features.

From Tome of Magic, Dark Creature template with LA buyoff (or a greater Collar of Umbral Metamorphosis) for hide in plain sight.

From Lords of Madness, Darkstalker feat to require spot checks even with other modes of sensing you.

Two-weapon fighting with a pair of Kukris, pounce, Str+Int to damage, sneak attack... wash, rinse, repeat.


hmmm, order of classes:  rogue 1 / barb 1 / swash 2 / rogue +2 (daring outlaw) / barb +1 (uncanny dodge) / swash +13

Other key feats:  Able Learner, Shape Soulmeld (planar ward)

Sweet adventure-specific items:  Ring of sustenance, belt of healing, bracers of murder, ring of the darkhidden, boots of speed + belt of battle.

Weapon priorities:  Valiant, transmuting, vampiric, collision, magebane

For this guy, I'd go with Death's Ruin (more of a solo-thing).
I don't know where I even start with this. Normally, I'd say that'd be an awesome build, and would love to see it in action. However, if I kept this, I'd have to do a fair number of revisions.

No Tome of Magic allowed so no Dark Creature template or Shape Soulmeld feat. If the collar is in that book too, that wouldn't be allowed either. As well, no buy-offs are allowed. You keep everything. Lords of Madness is also not allowed so no Darkstalker feat. Can kukri's be used with weapon finesse? If so, I'll remember that. Lastly, Boots of Speed+Belt of Battle is not possible. No 1.5 add-ons of items to other items.

Here's something from the bottom of my withered heart: Monk2/Rogue3/Assassin5/Green Star Adept 10
I'd probably use the variant Hunting Monk just for the fun of it.

I was almost sure you were going to base the plot on Predators when I first saw this.
I made this premise well before the movie even showed the trailers so imagine my surprise when I saw the trailer announcing what the story was. My jaw almost literally hit the floor. The first thing I did was tell everyone playtesting that it was NOT based on the movie, and then went to the movie that weekend to prove to myself I wasn't lying. Thankfully, I wasn't. Not really. Even my buddy was surprised, and laughed at me. Joked that I must have secretly saw certain pages of the script, and took them from my own. But yeah, that was probably the closest I've ever coming to dropping a brick. Talk about coincidence. Worst. Timing. EVER. I'm damn sure there will be a LOT of people saying I ripped off of the movie. If you've seen it, sadly a lot of things that happen on it, will happen in my game. Not even on purpose either.
: Re: Need Pre-Generated Hunters
: Tshern July 15, 2010, 04:00:58 AM
As for the feats, ksbsnowowl, I recommend the TWF tree. No surprise there.
Yes.  The back of my mind was going there; I'm just busy with other stuff and didn't solidify the thought.  It will go nicely with the chill touch dagger I plan to equip him with (I forget the name, but it's from MIC - costs around 4000gp; Dagger of Tears or something like that.)

Two of those for 6 touch attacks on a charge (into flanking) will be sweet.  He'll have a good main weapon too, but those two will kick some tail.  I'll give him gloves of the uldra savant too, for unlimited rays of frost.  The base damage sucks on all the above (1d6 or 1d3), but adding in tons of precision damage should make it work out alright.
This also calls for Craven!
: Re: Need Pre-Generated Hunters
: Maat_Mons July 15, 2010, 04:41:58 AM
Here's one themed on hunting down enemies of and dissidents within the church of Heironeous.  Since I'm not certain what this guy is going to reject, this finishes each prestige class before beginning the next and is not reliant on divine power for melee ability (though he can cast it spontaneously as a swift action).  

Cleric (Heironeous) 3 / Church Inquisitor 10 / Ordained Champion 5 / Prestige Paladin 2

Stats
Size/Type: Medium Humanoid (human)
Hit Dice: 18d8+2d10+120 (202 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 44 (+3 Dex, +8 armor, +12 monk, +5 def., +5 natural, +1 ins.), touch 39, flat-footed 41 [enemies take -4 to hit, 20% miss chance]
Base Attack/Grapple: +16/+18
Attack: Greatsword +33 melee (2d6+30) [with holy warrior] or greatbow +33 ranged (1d10+16)
Full Attack: Greatsword +33/+28/+23/+18 melee (2d6+30) [with holy warrior] or greatbow +33/+28/+23/+18 ranged (1d10+16)
Space/Reach: 5 ft./5 ft.
Fort: 31 (+13 base +6 con +6 res. +6 cha)
Ref: 20 (+5 base +3 dex +6 res. +6 cha)
Will: 37 (+14 base +11 will +6 res. +6 cha)
Str: 14[+2] (8 base + 6 enh.)
Dex: 16[+3] (10 base + 6 enh.)
Con: 22[+6] (16 base + 6 enh.)
Int: 14[+2] (8 base + 6 enh.)
Wis: 32[+11] (16 base + 6 enh. + 5 level + 5 inh.)
Cha: 22[+6] (16 base + 6 enh.)
Feats: Holy warrior, practiced spellcaster, quicken spell, zen archery [need 4 more feats]
Bonus Feats: Diehard, improved initiative, martial weapon proficiency (longsword), power attack, weapon focus (longsword)
Alignment: Lawful good

Class Features
[spoiler]
Channel Spell: As a move action, you can channel a spell into a melee weapon.  The spell effects the next target you strike with the weapon.  

Combat Feats: The granted powers of the good and law domains have been traded for 2 bonus fighter feats.  (This is an ability of ordained champion.)  

Detect Evil: You can use detect evil as a spell-like ability at will.  

Discern Lies: You can use discern lies as a spell-like ability 3/day.  

Divine Bulwark: As a swift action, you can sacrifice a spell to gain damage reduction equal to 1 + the level of the spell for 5 rounds.  This damage reduction is overcome by chaotic weapons.  

Divine Grace: You add your cha bonus to saving throws.  

Domains:You have access to the good, inquisition, law, and war domains.  You do not have the granted powers for the good and law domains.  

Fist of the Gods: As a swift action, you can sacrifice a spell to deal bonus damage on all melee attacks equal to 1 + the level of the spell for 5 rounds.  

Force Shapechange: You can make a touch attack at will to attempt to dispel most effects that change a creature's shape and prevent further changes for 1d6 rounds.  

Holy Warrior: As a swift action, you can spend a turn undead attempt to use wisdom instead of strength on attack and damage rolls for 5 rounds.  

Immune to Charms: You are immune to all enchantment (charm) spells and effects.  

Immune to Compulsions: You are immune to all compulsion spells and effects.  

Inquisition Domain: You gain a +4 on all dispel checks.  

Immune to Possession: You are immune to effects that displace or replace your life force.  

Lay on hands: Your pool of healing is 30 points.  

Learn the Truth: You can attempt to force a creature to answer a question honestly 3 times per day.  The creature gets a will save (DC 26) to resist.  

Modified Spontaneous Casting: You spontaneously cast war domain spells instead of cure spells.  

Pierce Disguise: You gain a +4 to spot checks to see through a disguise.  

Pierce Illusion: You receive a will save to see through an illusion even if you do not interact with it and even if it does not normally allow a save.  

Rapid Spontaneous Casting: When you spontaneously cast a war domain spell, the casting time is reduced by 1 step.  

Smite: You can spend a turn undead attempt to smite a foe (with no restriction on alignment).  This gives you +6 to attack and +10 to damage.  

Smite Evil: You can smite evil 1/day.  This gives you +6 to attack and +2 to damage.  

Special Mount: Determine the benefits as though you were a 5th level paladin.  

Turn Undead: You turn undead as a 10th level cleric.  

War Caster: You cast war domain spells at +2 caster level.  
[/spoiler]

Equipment
[spoiler]
Amulet of natural armor +5: 50,000
Belt of magnificence +6: 200,000
Belt, monk's: 19,500
Boots of striding and springing: 5,500
Cloak of displacement, minor: 24,000
Greatsword (+1 skillful): 18,300
Greatbow (+1 skillful, str +2): 18,900
Handy haversack: 2,000
Ion stone [+1 AC]: 5,000
Ion stone [+1 attack, save, skill]: 30,000
Ion stone [+1 caster level]: 30,000
Ring of protection +5: 50,000
Tome of [wisdom] +5: 137,500
Vest of resistance +6: 36,000

133,300 gp left

Monk's belt must be re-slotted
[/spoiler]

Notes
Cast greater magic weapon on bow and sword and greater luminous armor on self at the beginning of each day.  
: Re: Need Pre-Generated Hunters
: Solo July 15, 2010, 04:56:25 AM
In case people were wondering, the Green Star Adept hunts down space crack.
: Re: Need Pre-Generated Hunters
: kevin_video July 15, 2010, 04:58:46 AM
Here's one themed on hunting down enemies of and dissidents within the church of Heironeous.  Since I'm not certain what this guy is going to reject, this finishes each prestige class before beginning the next and is not reliant on divine power for melee ability (though he can cast it spontaneously as a swift action).  

Cleric (Heironeous) 3 / Church Inquisitor 10 / Ordained Champion 5 / Prestige Paladin 2
I can pretty much say without a shadow of a doubt he won't accept the Prestige Paladin 2 because it's a PrC of an already allowed base class.

"With this variant, these classes become off limits for starting (1st-level) characters." and "If you use any of the variant classes presented here, the standard version of the class should be unavailable. For instance, you shouldn't include both the standard paladin character class and the paladin prestige class in the same game."

In case people were wondering, the Green Star Adept hunts down space crack.
Good to know.
: Re: Need Pre-Generated Hunters
: weenog July 15, 2010, 05:01:14 AM
@ weenog -- I'd like to know this list myself. I mean it would be nice to know what's broken and what's not. And you don't really want to anger the guy that basically makes the rules about whether you get to game or not at a convention in the city (mostly because there's only 1).

Why don't you want to anger him?  The guy is clearly incompetent, and either doesn't know, or doesn't care.  If he doesn't know, a firm metaphorical smack upside the head might get his attention.  If he doesn't care, fuck him, why game under the rule of someone whose self-importance means more than folks having fun WITH A GAME... worse, why game with the kind of people that WANT to play with that?
: Re: Need Pre-Generated Hunters
: kevin_video July 15, 2010, 05:07:24 AM
@ weenog -- I'd like to know this list myself. I mean it would be nice to know what's broken and what's not. And you don't really want to anger the guy that basically makes the rules about whether you get to game or not at a convention in the city (mostly because there's only 1).

Why don't you want to anger him?  The guy is clearly incompetent, and either doesn't know, or doesn't care.  If he doesn't know, a firm metaphorical smack upside the head might get his attention.  If he doesn't care, fuck him, why game under the rule of someone whose self-importance means more than folks having fun WITH A GAME... worse, why game with the kind of people that WANT to play with that?

I'm not gaming with him. He's in charge of the whole convention. He's not running any of the games I'm in. However, he does get to say what goes and what doesn't go because of the convention's contract with WotC and other gaming companies. Hence why it took forever just to allow a 3.5 game because only 4th was supposed to be played, otherwise WotC wouldn't give us prizes or help sponsor this event. He's been the present, and practically been running the show on his own (since everyone else is essentially useless on the committee) for about 15 years now, but has been a part of the committee for 20. The convention's been alive for 32 years. He's doing his job, and no one can dispute it. If he didn't, we'd never seen gaming other than the few that happen on the weekends with friends.

Kind of suck. I'm not going to kiss ass, but I'm not going to purposely make him go "Do it yourself then." and have him walk. The guy nearly gave himself a stroke from the stress he put himself under last year. Mostly because he trusts no one to do their job (and he's not wrong in thinking that way).
: Re: Need Pre-Generated Hunters
: Maat_Mons July 15, 2010, 06:45:16 AM
I can pretty much say without a shadow of a doubt he won't accept the Prestige Paladin 2 because it's a PrC of an already allowed base class.

If that's the only problem, I could trade prestige paladin out for a 4th level of cleric and one level of, say, pious templar, for mettle.    Charisma to saves is nice, but the saves are pretty good even without it. 
: Re: Need Pre-Generated Hunters
: Ivory Knight July 15, 2010, 08:47:05 AM
Cleric 3/ Church Inquisitor 3/ Malconvoker 9/ Demonwrecker 5
He hunts Demons, using Devils to do the fighting for him.

If you can't get Demonwrecker(it's in 'Expedition to the Demonweb Pits'), just use 1 additional Level of Church Inquisitor + Sacred Exorcist 4
: Re: Need Pre-Generated Hunters
: ksbsnowowl July 15, 2010, 01:57:18 PM
As for the feats, ksbsnowowl, I recommend the TWF tree. No surprise there.
Yes.  The back of my mind was going there; I'm just busy with other stuff and didn't solidify the thought.  It will go nicely with the chill touch dagger I plan to equip him with (I forget the name, but it's from MIC - costs around 4000gp; Dagger of Tears or something like that.)

Two of those for 6 touch attacks on a charge (into flanking) will be sweet.  He'll have a good main weapon too, but those two will kick some tail.  I'll give him gloves of the uldra savant too, for unlimited rays of frost.  The base damage sucks on all the above (1d6 or 1d3), but adding in tons of precision damage should make it work out alright.
This also calls for Craven!
Champs of Ruin isn't on the allowed list.

I had a moment of brilliant insight, but sadly Planar Handbook isn't on the list.  A Neraphim would have been awesome for this.  Charge and pounce, and you auto catch someone flat-footed.

ps - gloves of the uldra savant are from Magic Item Compendium.
: Re: Need Pre-Generated Hunters
: kevin_video July 15, 2010, 02:12:22 PM
ps - gloves of the uldra savant are from Magic Item Compendium.
Looking it over, other than the frost ability, it doesn't look like all that good of an item.

Oh, and the dagger is the Spectral Dagger. Again, not all that great looking. Need a Fort or Will save of 11.
: Re: Need Pre-Generated Hunters
: ksbsnowowl July 15, 2010, 02:59:37 PM
ps - gloves of the uldra savant are from Magic Item Compendium.
Looking it over, other than the frost ability, it doesn't look like all that good of an item.

Oh, and the dagger is the Spectral Dagger. Again, not all that great looking. Need a Fort or Will save of 11.
The point isn't that these items do awesome base damage.  The point is that they allow you to make unlimited touch attacks, with which you'll apply tons of precision damage.

And the Fort or Will save for the Spectral Dagger is only to negate the point of strength damage (for living targets), not the 1d6 damage the Chill Touch effect does.  The Will save only applies to Undead, which admittedly the Spectral Daggers are not effective against anyway.  That's why you'll still carry a normal sword.

But, the Daggers give us a nice, consistent touch attack, with which we can make iterative attacks.  TWFing with two of them, and charging a foe at 20th level will get you 6 touch attacks, with each attack dealing an average of 56 magical damage (ie - no DR).  Even if only half of your attacks hit, that's 168 average damage.  No, it's not a charge fiend, but it's not bad, either.

The Gloves are just a nice easy way to get 1d3+skirmish and/or sneak attack while you want to stay away from a foe.
: Re: Need Pre-Generated Hunters
: kevin_video July 15, 2010, 03:09:43 PM
The point isn't that these items do awesome base damage.  The point is that they allow you to make unlimited touch attacks, with which you'll apply tons of precision damage.

And the Fort or Will save for the Spectral Dagger is only to negate the point of strength damage (for living targets), not the 1d6 damage the Chill Touch effect does.  The Will save only applies to Undead, which admittedly the Spectral Daggers are not effective against anyway.  That's why you'll still carry a normal sword.

But, the Daggers give us a nice, consistent touch attack, with which we can make iterative attacks.  TWFing with two of them, and charging a foe at 20th level will get you 6 touch attacks, with each attack dealing an average of 56 magical damage (ie - no DR).  Even if only half of your attacks hit, that's 168 average damage.  No, it's not a charge fiend, but it's not bad, either.

The Gloves are just a nice easy way to get 1d3+skirmish and/or sneak attack while you want to stay away from a foe.
The spectral dagger specifies that it doesn't do any damage, so you only do the precision? Or nothing?

And if you make your Fort save, you don't lose the 1 STR from Chill Touch. Hence why it says Fort (negates). And Fort 11 is not hard. You'd have to roll a lot of 1's for it to be effective.
: Re: Need Pre-Generated Hunters
: ksbsnowowl July 15, 2010, 03:49:29 PM

The spectral dagger specifies that it doesn't do any damage, so you only do the precision? Or nothing?
Not quite right.  It says: "Attacks with a spectral dagger are treated as touch attacks, but the weapon does not deal damage normally. Instead, any target struck by the weapon is affected by a chill touch spell (Fort DC 11 partial or Will DC 11 negates; see PH 209)."

Here's the text of Chill Touch:
Saving Throw:     Fortitude partial or Will negates; see text

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
Thus, the "dagger" doesn't deal damage as a dagger.  Instead the target is affected by a Chill touch.  If they are living they take 1d6 damage (no save) and need to make a Fort save or take one point of Strength damage.  As I said, the daggers are not that effective against undead; it deals no damage, and they make a will save or flee.

: kevin_video
And if you make your Fort save, you don't lose the 1 STR from Chill Touch. Hence why it says Fort (negates). And Fort 11 is not hard. You'd have to roll a lot of 1's for it to be effective.
It does not say "Fort negates."  It says Fort partial.  Fort partial means they take the damage (there is no save against that), and then make a save to negate the 1 point of Strength damage.

But we don't care about the strength damage.  Sure, it will be a nice bit of icing when they happen to roll a 1, but we don't care about it.  We want the daggers because it gives you an unlimited touch attack that deals 1d6 damage, and they can't save to negate it.
: Re: Need Pre-Generated Hunters
: kevin_video July 15, 2010, 03:51:52 PM
Okay, I got it now. And the Fort (negates) was confused with the Will (negates).
: Re: Need Pre-Generated Hunters
: kevin_video July 15, 2010, 04:39:38 PM
Actually, for my own reference, does anyone know a list of "hunters" classes that I could expect to see? Whether base or prestige?

So far I see (lots of classes I'm going to have to negotiate* books for) ranger, barbarian, rogue, assassin, fighter, scout, wizard, avenger*, church inquisitor, demonwrecker*, demonwrecker arcane*, green star adept, stalker of kharash, slayer, consecrated harrier, dark hunter, darkwood stalker, factotum, ghost-faced killer, gnome giant-slayer, harper paragon*, highland stalker, hunter of the dead, imaskari vengence taker*, justicar, master inquisitive*, occult slayer, shaaryan hunter* (although that's not going to fly because of the whole "region" thing), slayer of Domiel, sworn slayer, vigilante, wormhunter, black blood hunter, holy slayer, luminaire, and ranger knight of Furyondy.

Did I miss any? Thought there was a dragon slayer PrC somewhere.

I don't have the planar handbook, but I keep seeing that a few people say it's a necessary book. I don't have that one. Is that true it's a necessity for it to be allowed?
: Re: Need Pre-Generated Hunters
: Felix Underwood July 15, 2010, 05:03:49 PM
I don't know where I even start with this. Normally, I'd say that'd be an awesome build, and would love to see it in action. However, if I kept this, I'd have to do a fair number of revisions.

No Tome of Magic allowed so no Dark Creature template or Shape Soulmeld feat. If the collar is in that book too, that wouldn't be allowed either. As well, no buy-offs are allowed. You keep everything. Lords of Madness is also not allowed so no Darkstalker feat. Can kukri's be used with weapon finesse? If so, I'll remember that. Lastly, Boots of Speed+Belt of Battle is not possible. No 1.5 add-ons of items to other items.
I played a character like this in a Ravenloft campaign, and voluntarily retired him at about 12th level.  I started to feel pretty bad at how nasty he was... fricken walking blending machine.

Hide In Plain Sight can be had through other means I suppose... Levels in shadowdancer would be rediculously feat-demanding though.  A rogue can still kick it old-school and use good old fashioned cover and concealment for hide checks.  The suprise round and the first attack in the regular round (with a high enough initiative modifier) can provide sneak attack opportunities.  Even though the hunter might intend on a solo-hunt, if PCs ever do team up, flanking can provide sneak attack opportunities.  A ring of blinking can deny your target's Dex to AC, but you also suffer the same miss chance on your own attacks (I think it's worth it most of the time).

Shape Soulmeld is from Magic of Incarnum... but I didn't pay close enough attention to your list of allowed sources... MoI isn't there either.  The intent of that is to make you immune to the HUGE list of charms and compulsions.  Save or Suck will-save-based attacks are this guy's weaknesses.

Yup, Kukris are light weapons and can definitely benefit from the Weapon Finess <bonus> feat that Swashbucklers gain at 1st level.   ;)

When I wrote Boots of Speed+Belt of Battle, I meant that as a tactic... not a single combined item.
You ambush an opponent, and on the suprise round do the following:

I appologize if I'm off anywhere... I'm tired and distracted at the moment.

That's a bummer about darkstalker... I think any challenge designed to stuff a hunter-type character will have some type of enhanced senses, like blindsight, mindsight, lifesense, etc..
: Re: Need Pre-Generated Hunters
: kevin_video July 15, 2010, 05:53:50 PM
Yeah it's kind of a pain considering what should be allowed. I mean, if you let in Magic of Incarnum you can take totemist, which is like a druid, and you can even make a wolverine build. I know one person I told about this said that they're going online to look up a Batman build. I don't think all of the classes that make up Batman are allowed. At least not to my knowledge.

So yeah, I've got no idea.

Before I joined my Friday group, I'm told that there was a person who liked the ranger class even more than I did. However, this was before the time of the DM we have now. Anyways, when she got to level 20, if she faced off against a dragon, she did something like an minimum average 220 damage a round without being hasted, using rapidshot, or using her Belt of Battle. That was just her manyshot. I would have loved to have seen that build.
: Re: Need Pre-Generated Hunters
: carnivore July 15, 2010, 06:47:01 PM
if she used a Bow with the Splitting Enhancement ... it would easy ... if you check the CORE dragon slayer i posted earlier ... it does 255 damage/round

 :D
: Re: Need Pre-Generated Hunters
: Maat_Mons July 16, 2010, 01:05:06 AM
Here's a revision of the earlier one.  Also, I'd go for the spell point option.  It's not like this guy will be blasting. 

Cleric (Heironeous) 4 / Ordained Champion 5 / Church Inquisitor 10 / Pious Templar 1

Stats
Size/Type: Medium Humanoid (human)
Hit Dice: 18d8+2d10+120 (212 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 45 (+4 Dex, +8 armor, +12 monk, +5 def., +5 natural, +1 ins.), touch 40, flat-footed 41 [enemies take -4 to hit, 20% miss chance]
Base Attack/Grapple: +16/+18
Attack: Greatsword +33 melee (2d6+30) [with holy warrior] or greatbow +33 ranged (1d10+16)
Full Attack: Greatsword +33/+28/+23/+18 melee (2d6+30) [with holy warrior] or greatbow +33/+28/+23/+18 ranged (1d10+16)
Space/Reach: 5 ft./5 ft.
Spells: As 17th level cleric.  Caster level 21 (23 for war domain).  Save DC 21 + spell level. 
Domains:You have access to the good, inquisition, law, and war domains.  You do not have the granted powers for the good and law domains. 
Fort: 25 (+13 base +6 con +6 res.)
Ref: 15 (+5 base +4 dex +6 res.)
Will: 34 (+17 base +11 will +6 res.)
Str: 14[+2] (8 base + 6 enh.)
Dex: 18[+4] (12 base + 6 enh.)
Con: 22[+6] (16 base + 6 enh.)
Int: 18[+4] (12 base + 6 enh.)
Wis: 32[+11] (16 base + 6 enh. + 5 level + 5 inh.)
Cha: 18[+4] (12 base + 6 enh.)
Concentration: 30 (23 ranks + 6 con + 1 ins.)
Diplomacy: 28 (23 ranks + 4 cha + 1 ins.)
Heal: 15 (3 ranks + 11 wis + 1 ins.)
Knowledge (arcana): 9 (4 ranks + 4 int + 1 ins.)
Knowledge (religion): 28 (23 ranks + 4 int + 1 ins.)
Sense motive: 34 (22 ranks + 11 wis + 1 ins.)
Spellcraft: 18 (13 ranks + 4 int + 1 ins.)
Feats: holy warrior, practiced spellcaster, quicken spell, true believer, zen archery [need 3 more feats]
Bonus Feats: diehard, improved initiative, martial weapon proficiency (longsword), power attack, weapon focus (longsword)
Alignment: Lawful good

Class Features
[spoiler]
Channel Spell: As a move action, you can channel a spell into a melee weapon.  The spell effects the next target you strike with the weapon. 

Combat Feats: The granted powers of the good and law domains have been traded for 2 bonus fighter feats.  (This is an ability of ordained champion.) 

Detect Evil: You can use detect evil as a spell-like ability at will. 

Discern Lies: You can use discern lies as a spell-like ability 3/day. 

Divine Bulwark: As a swift action, you can sacrifice a spell to gain damage reduction equal to 1 + the level of the spell for 5 rounds.  This damage reduction is overcome by chaotic weapons. 

Fist of the Gods: As a swift action, you can sacrifice a spell to deal bonus damage on all melee attacks equal to 1 + the level of the spell for 5 rounds. 

Force Shapechange: You can make a touch attack at will to attempt to dispel most effects that change a creature's shape and prevent further changes for 1d6 rounds. 

Holy Warrior: As a swift action, you can spend a turn undead attempt to use wisdom instead of strength on attack and damage rolls for 5 rounds. 

Immune to Charms: You are immune to all enchantment (charm) spells and effects. 

Immune to Compulsions: You are immune to all compulsion spells and effects. 

Inquisition Domain: You gain a +4 on all dispel checks. 

Immune to Possession: You are immune to effects that displace or replace your life force. 

Learn the Truth: You can attempt to force a creature to answer a question honestly 3 times per day.  The creature gets a will save (DC 24) to resist. 

Mettle: If you succeed on a will or fortitude save that would normally reduce a spell's effect, you instead take no effect. 

Modified Spontaneous Casting: You spontaneously cast war domain spells instead of cure spells. 

Pierce Disguise: You gain a +4 to spot checks to see through a disguise. 

Pierce Illusion: You receive a will save to see through an illusion even if you do not interact with it and even if it does not normally allow a save. 

Rapid Spontaneous Casting: When you spontaneously cast a war domain spell, the casting time is reduced by 1 step. 

Smite: You can spend a turn undead attempt to smite a foe (with no restriction on alignment).  This gives you +4 to attack and +9 to damage. 

Turn Undead: You turn undead 11/day as a 9th level cleric. 

War Caster: You cast war domain spells at +2 caster level. 
[/spoiler]

Equipment
[spoiler]
Amulet of natural armor +5: 50,000
Belt of magnificence +6: 200,000
Belt, monk's: 19,500
Boots of striding and springing: 5,500
Cloak of displacement, minor: 24,000
Greatsword (+1 skillful): 18,300
Greatbow (+1 skillful, str +2): 18,900
Handy haversack: 2,000
Ion stone [+1 AC]: 5,000
Ion stone [+1 attack, save, skill]: 30,000
Ion stone [+1 caster level]: 30,000
Nightstick: 7,500
Ring of protection +5: 50,000
Tome of [wisdom] +5: 137,500
[/spoiler]

161,800 gp left
Monk's belt must be re-slotted

Spells to Cast Each Day
Greater luminous armor (on self) [4th]
Greater magic weapon (on bow) [4th]
Greater magic weapon (on sword) [4th]
Superior resistance (on self) [6th]
: Re: Need Pre-Generated Hunters
: kevin_video July 16, 2010, 01:32:14 AM
Monk's belt must be re-slotted
I thought there was two versions of the monks belt. No? Maybe I'm thinking of something else.
: Re: Need Pre-Generated Hunters
: Solo July 17, 2010, 02:37:42 AM
Core Dragon Slayer
[spoiler]

This should be effective vs any creature....but especially vs Dragons(ANY)

try this ..... first what the Dragon of Similar CR can do.... CR 20 Red Dragon =


CR 20 Old Red Dragon

Gargantuan
HD 28d12+196 (378 hit points)
Speed:40 ft., fly 200 ft. (clumsy)
Initiative +0
AC 33 (–4 size, +27 natural), touch 6, flat-footed 33
DR 10/magic
SR 24
Sorceror caster lvl =11th , 5th lvl spells

35 Str
10 Dex
25 Con
20 Int
21 Wis
20 Cha

BAB+28/+52 Grapple
+36 Attack Bonus

saves(FRW) +23/ +16 /+21

Breath Weapon 16d10 (save DC 31) 60' cone

Frightful presence DC 29(240' range)
 
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills:
Spot 36
Listen 36
Search 36

vs:

Human
Ranger 6/ Fighter 4/ Horizon Walker 6/ Shadowdancer 4

28 Str (Base 14+4 inherent +4 levels+ 6 item)
28 Dex (Base 16+5 inherent +1 level +6 item)
20 Con (Base 14+6 item)
12 Int (Base 12)
10 Wis (Base 10)
8 Cha (Base 8)

Feats:
1st lvl Point Blank Shot
Weapon Focus(Composite Long bow)(human Bonus)
Track (Ranger Bonus)
Rapid Shot (Ranger Bonus)
3rd lvl Precise Shot/ Endurance (Ranger Bonus)
6th lvl Dodge/ Many Shot (Ranger Bonus)
Mobility (Fighter Bonus)
Combat Reflexes(Fighter Bonus)
9th lvl Quickdraw
Weapon Specialization(Composite Longbow)(Fighter Bonus)
12th lvl Shoot on the Run
15th lvl Improved Precise Shot
18th lvl Improved Initiative

Base Saves(FRW)15/12/6 ...
+1 Luck all
+1 Haste(Ref)
+5 Fort(con)
+9 Ref(Dex)
+4 Resistance(rod) all
+2 Morale All
final saves:
FRW 27/29/13

BAB +19
Attack: BAB+19 + 1 Haste + 1 Insight +2 Competence +7 Enhancement+ 9 Dex +2 Morale = +41 Attack

Full Attack with Rapid Shot and Haste @ 330'= +35/+35/+35/+30/+25/+20

Damage:
4.5 Composite Arrow + 4 Fav enemy + 2 Morale +1 Insight + 1 Competence +9 Str +2 Wpn Spclz + +7 Holy +7 Axiomatic +7 Bane +5.25 frost = average 49.75 points of Damage + 1pt Con damage with each hit(2 Hits do 28 additional points of Damage from Con loss)

estimate 1 1/2 rounds of Combat to Kill...if 4 shots Hit(199 damage+56 from con damage) round 1, 4 shots Hit(199 damage+56 from con damage) round 2

AC +1 Haste +1 Insight +2 Deflection(Magic Circ vs Evil)


Skills:.... these might be higher, havent checked for everything yet
29 Spot 23 ranks + 4 competence + 2 Morale
26 Search 23 ranks +1 Int+ 2 Morale
25 Listen 23 ranks+ 2 Morale
38 Hide 23 ranks + 4 competence+ 2 Morale+9 Dex
34 Move Silent 23 ranks + 2 Morale+9 Dex



[Horizon Walker Terrain Mastery chosen][spoiler]
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.[/spoiler]

Stealth and Detection in Mountains[spoiler]
Stealth and Detection in Mountains: As a guideline, the maximum distance in mountain terrain at which a [COLOR="Red"]Spot[/COLOR] check for detecting the nearby presence of others can succeed is 4d10×10 feet. Certain peaks and ridgelines afford much better vantage points, of course, and twisting valleys and canyons have much shorter spotting distances. Because there’s little vegetation to obstruct line of sight, the specifics on your map are your best guide for the range at which an encounter could begin.

As in hills terrain, a ridge or peak provides enough cover to hide from anyone below the high point.

It’s easier to hear faraway sounds in the mountains. The DC of Listen checks increases by 1 per 20 feet between listener and source, not per 10 feet.[/spoiler]

Items:

201300gp +1 Dragon Bane Flaming Frost Holy Axiomatic Wounding Composite Longbow(+9 Str)
27000gp 9x Greater magic weapon +5 (oil) 
22060 gp  +2 Luckblade(0 wishes)+1 Luck to all saves, and reroll any one Roll 1/day
50000 gp Rod of Flailing: Once per day the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit. Transforming it into a weapon or back into a rod is a move action.
3350gp 50 Adamantine Arrows
700gp 50 Cold Iron Arrows
352gp 50 Alchemical Silver Arrows

238770gp +9 Inherent to Attributes
25000gp Greater bracers of Archery(+2 Competence Att, +1 Damage)
18900 gp +3 Banded Mail of Luck..... force opponent reroll att 1/week..didnt know what to pick????
36000gp +6 Amulet of Con
36000gp +6 Gloves of Dex
36000gp +6 Belt of Str
5000gp Dusty rose Ioun Stone....+1 Insight to AC
6500 gp Horn of goodness....1/day Magic circle vs Evil
20,000 gp Ring of Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
2500gp 10x Elixers(5 Hiding, 5 Sneaking)
2000gp Handy haversack
3600gp 2x Efficient Quiver
2500gp Ring of Sustenance
12000gp Boots of Speed
2,250 gp Elemental Gem: ...Air...Large Air Elemental.... if needed...have the Air Elemental throw this(Dust of Sneezing and Choking) at the Dragon, if it tries to land and initiate Melee combat
2,400 gp Dust of Sneezing and Choking: This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned[/COLOR]) for 5d4 rounds.
1500gp 2x Potions Heroism(+2 morale bonus on attack rolls, saves, and skill checks)



Overview:
This is a Ranged Attack Specialist ...... he is designed for Long Range Attacks, and Hit-and-Run tactics. this character can handle most anything thrown at him , in any circumstance, but Dragons are his specialty.... he Knows where they live, tracks them down..... prepares his assault, he knows thier Tactics,Strengths, Weaknesses. he then Plans his attack....while Hidden and Invisible.... he locates the battlefield, scouts the area for backup DD locations that give overlapping areas of Fire...so if he abandons one spot, he can direct fire back on his previous location(preferably from a Flanking Position)

he is patient...waits for his Prey...when he spots his prey.... he starts his Buffing...while remaining Invisible and Hiding, with Cover and Concealment.... then at the right moment(when the Dragon is leaving his Lair) he opens fire....usually when the Dragon is Flying AWAY FROM HIS POSITION or Directly overhead if possible(this is why he takes so long in scouting the area and his Preys habits)...remember old Dragons are CLUMSY flyers...they fly fast in a straight line, but cant manuver or stop very well..... the first Round is a Surprise Round, the second he will gain Initiative and fire a Second full attack.....there is no third round for the Dragon

and at the end of the battle.... this character is still ready to go for more..... he doesnt have to wait until the next morning to get more spells..... he is ready to take on some more Bag Guys RIGHT NOW:elf: :thumbsup:

More tactics:


although Dragons do have excellent senses.... they are not Omniscient, they dont know everything...

the Dragon will not know that the Archer is there...why?, because of the Dragons own limitations...look at his abilities again:

1)Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon................................this only helps if the creature that the Dragon is looking for is within 60'...outside of that range, he doesnt even know you are there

2)Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet................................... this sounds great, but all it allows is for him to make SPOT checks at greater distances(incuring the same penalties.... for him to Spot my character @ 10'... he must beat my Hide Check( Hide 23 ranks + 4 competence+ 2 Morale+9 Dex+Invisible(If you are invisible, you gain a +40 bonus on Hide checks if you are immobile, or a +20 bonus on Hide checks if you’re moving))= 78 Immobile or 58 moving, with his Spot check (31 Ranks + 5 Wis) = 36....even if he took 20, he could not Spot my Character Moving

besides that..... my character is aware of HOW to Hunt Dragons,thier Senses, and Weaknesses...... My character can easily Find,stalk, and kill the Dragon ..... even if he saw him out in the open...he can Drop the Dragon in 2 rounds, before the Dragon can get to him..... he could even wait for the Dragon to See Him...Charge to Attack him, Hold an Action to DD when he gets 80' from him...and DD Behind the Dragon, who cant Stop Fast enough..and can only Slowly Turn...While the Archer...puts 2 rounds of Arrows into him

a Final Note about Capabilities:

Vs other things besides Dragons... he still does just fine.... he still gets the same Number of Attacks, his attack bonus goes down to +39 ... and the damage goes down an Average of 7 hp/shot , vs Undead or Constructs he dosent do Con damage...but Direct Damage still works just fine

the Main Weakness of this Character:

1)Melee Combat...... this guy is Death from Afar, but is much weaker in Melee, he can do it....but it is just more efficient to keep his distance...it is better to reach out and touch someone else, than to have them be able to touch you back.

2)Multiple Strong Foes ..... although he can Dispatch many very strong Enemies. large numbers of them can overwhelm him..... but at least he can escape(DD) and Hide...then Start attacking from Range again.

[/spoiler]
Isn't Wounding a melee only weapon enchantment?
: Re: Need Pre-Generated Hunters
: kevin_video July 17, 2010, 05:39:04 AM
So we got talking with the guy, and he's willing to accept a few more things (ie possibly ToB with a few revisions), but not for the pre-generated characters. Saying that if someone forgets their character sheet, or isn't familiar with a character class it wouldn't be fair to them. I can kind of see that. So if you make your own character and put in warblade classes that's fine, but the ones I'll have in case someone new joins, or a character is lost, won't have any. I think I can justify that. Especially since I know a couple of the people wanting to join, and they're "core books only" people. Even my Friday DM, who allows pretty much everything, said I should watch what I'm allowing because not everyone knows all of the books, and others know how to read in-between the lines and over optimize themselves by interpreting things that I probably wouldn't. True, but this is why we're going over the characters two days prior to make sure everything's valid. He also let me know that whatever I try and do, or plans I pre-make, will go right out the window because few players ever do what you think they will and that I'll likely have to do a lot "spur of the moment" things. I agree with that.

I don't think there's anything I should really be weary of, but likely there is.
: Re: Need Pre-Generated Hunters
: carnivore July 17, 2010, 03:24:01 PM
Pixie 4/ Wildshape Ranger(Aspect of Nature variant) 16

Gain: Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).
Lose: Combat style, improved combat style, combat style mastery.

Attributes: 32pt buy

20 Str(14 -4 Racial +4 Inherent +6 Belt)
36 Dex(14 +8 Racial +4 lvls +4 Inherent +6 Belt)
20 Con(14 +6 Belt)
26 Int(14 +6 Racial +6 Belt)
24 Wis(14 +4 Racial +6 Belt)
22 Cha(10 +6 Racial +6 Belt)

Traits:
Aggressive: +2 Initiative, -1 AC
Quick: +10' Land Speed, -1hp/lvl

Flaw:
Noncombatant: -2 Melee Attacks


Feats:
Weapon Finnesse(Pixie Bonus)
Dodge(Pixie Bonus)
Alertness(Pixie Bonus)
Nemesis[Exalted] (BoED p44)req:At least one Favored Enemy
Choose one of your Favored Enemies when you take this feat. You may detect creatures of that race within 60’ (even through walls). Also, you do +1d6 damage to an Evil member of your enemy race.
Hawk’s Vision[Wild](CAdv p114)reqs:Wild Shape class ability
Spend a Wild Shape use to gain a +8 bonus to Spot checks for 1 hour per HD. While this benefit is in effect, you only take –1 on ranged attacks per increment, and are at –1 to Spot per 20’ of distance. You retain these benefits regardless of which form you are in.
Quick Reconnoiter[General, Scout](CAdv p112)(CAdv p10)Req:Listen: 5 ranks,Spot: 5 ranks
You can make one Spot check and one Listen check each round as a Free Action.
True Believer(Ehlonna)
Knowledge Devotion
Point Blank Shot
Rapid Shot


Skills:
+62 Spot check (19 Ranks +7 Wis +2 Alertness +2 Racial +24 Mask +8 Hawks Vision)
+33 Survival Check (19 ranks +7 Wis +5 Mask +2 Knowledge(Synergy))
*these above get a boost with Fav enemy bonuses

+41 Hide Check(Visible) (19 ranks +13 Dex +5 mask +4 Size)
+61 Hide Check(Invisible and Moving)
+81 Hide Check(Invisible and immobile)
+51 Search Check (19 ranks +8 Int +24 mask)

[spoiler]Skills: 209 skill points:

Class Skills:(131)
19 ranks Spot
19 ranks Search
19 ranks Hide
19 ranks Survival
15 ranks Knowledge(Arcana)
15 ranks Knowledge(Dungeoneering)
15 ranks Knowledge(Nature)
1 rank Knowledge(geography)
1 rank Handle Animal
1 rank Craft(Alchemy)
1 rank Profession(Herbalist)
6 ranks Listen

Cross Class Skills:(66)
9 ranks Knowledge(Religion)
9 ranks Knowledge(The Planes)
1 rank Knowledge(architecture and engineering)
1 rank Knowledge(history)
1 rank Knowledge(nobility and royalty)
1 rank Knowledge(local)
5 ranks Tumble
5 ranks Balance
1 rank Autohypnosis

Skill Tricks: (12 points spent)
Collector of Stories(CSco p085)Req: Know (any): 5 ranks
Receive a +5 Competence bonus on trained Knowledge check to remember the special ability / vulnerability of a creature.

Clarity of Vision(CSco p085) Req:Spot: 12 ranks
As a Swift Action, you can Pinpoint an Invisible creature for your Turn by making a Spot check vs. DC 20.

Point It Out(CSco p088)Req: Spot: 8 ranks
As an Immediate Action, grant an ally within 30’ a +2 bonus & free Spot check to see something you have just seen with a Spot check.

Spot the Weak Point(CSco p089)Req: Spot: 12 ranks
As a Standard Action, make a Spot check opposed by your foe’s AC. If successful,your first attack against that foe (within 1 round) is against its Touch AC. Usable with melee & ranged attacks within 30’.

Listen to This(CSco p087)Req: Listen: 5 ranks
On a successful Listen check, you can remember what you heard so well that you can replay it to others with enough accuracy that they can translate the language, identify the animal, etc. After 1 hour, the accuracy is lost.

Twisted Charge(CSco p090)Req: Balance: 5 ranks,Tumble: 5 ranks
As part of a Charge, you may turn up to 90’ once, though this limits the charge to your movement (instead of 2x movement as usual).
[/spoiler]

Class Abilities:

Favored Enemy: ... bonus to Bluff, Listen, Sense Motive, Spot, and Survival and DAMAGE
+6 vs Magical Beasts
+2 vs Dragons
+4 vs Aberations
+2 vs Evil Outsiders


Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Aspects of Nature
6 Aspects of Nature per Day
[spoiler]
Taking on one or more aspects is a standard action (which does not provoke attacks of opportunity), and the effect lasts for 16 minutes. maximum of four simultaneous aspects
can choose any of the Following Aspects:


Agility
The druid gains a +8 bonus to Dexterity but takes a -4 penalty to Strength. Prerequisite: Druid level 8th.

Aquatic
The druid grows gills, enabling her to breathe underwater (while retaining her ability to breathe air). Webbing between her fingers and her toes grants her a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks.

Elemental Air
The druids body becomes gaseous (as the gaseous form spell, except that she can fly at a speed of 100 feet with perfect maneuverability and doesn't lose her supernatural abilities while in this form). While in this form, the druid has immunity to poison, sleep, paralysis, and stunning, as well as any other immunities provided by the gaseous form spell. The druid cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance. Prerequisite: Druid level 16th.

Elemental Earth
The druid's body becomes stony and rocklike. While in this form, the druid has immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a morningstar of the druid's size (1d8 for Medium druids, 1d6 for Small druids). Her natural armor bonus becomes +8 (replacing any other natural armor bonus the druid has, though enhancement bonuses to natural armor still apply normally). She also gains damage reduction 10/magic. The druid cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor. Prerequisite: Druid level 16th.

Elemental Fire
The druid's body bursts into flame. While in this form, the druid has immunity to fire, poison, sleep, paralysis, and stunning. In addition, any creature struck by the druid in melee (whether with a weapon, unarmed attack, or natural weapon) takes an extra 1d6 points of fire damage and must succeed on a Reflex save or catch fire for 1d4 rounds. The save DC is 10 + 1/2 druid level + druid's Con modifier. Creatures hitting the druid with natural weapons or unarmed attacks while this aspect is in effect take 1d6 points of fire damage and also catch fire unless they succeed on the Reflex save noted above. The druid also gains damage reduction 10/magic. The druid cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance. Prerequisite: Druid level 16th.

Elemental Water
The druid's body becomes semifluid. While in this form, the druid gains a +10 bonus on Escape Artist checks, resistance to fire 10, and immunity to poison, sleep, paralysis, and stunning. She gains a swim speed of 90 feet and a +8 bonus on her Swim checks. Her touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are Large or smaller. The druid can dispel magical fire she touches as if she had cast greater dispel magic on it. She also gains damage reduction 10/magic. The druid cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor. Prerequisite: Druid level 16th.

Endurance
The druid gains a +4 bonus to Constitution. Prerequisite: Druid level 8th.

Flight
The druid grows wings feathery or batlike, at her option) that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load).

Plant
The druid's body becomes plantlike. While in this form, the druid gains a +10 bonus on Hide checks made in areas of forest, overgrowth, or similar terrain. She gains immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a light mace of the druid's size (1d6 for Medium druids, 1d4 for Small druids). Her natural armor bonus becomes 4 (replacing any other natural armor bonus the druid has, though enhancement bonuses to natural armor still apply normally). She can't combine this aspect with any other aspect except for vigor. Prerequisite: Druid level 12th.

Poison
The druid gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the druid's size (1d4 for a Medium druid, or 1d3 for a Small druid). In addition, the bite delivers a toxic venom (Fortitude save DC 10 + 1/2 druid's level + druid's Con modifier; initial and secondary damage 1d6 Con).

Scent
The druid gains the scent ability.

Speed
The druid gains a +30-foot enhancement bonus to her base land speed.

Tooth and Claw
The druid gains a primary bite attack (at her full base attack bonus) and two secondary claw attacks (at her base attack bonus -5 and adding only half her Strength bonus on damage rolls). The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the druid's size (1d6 for a Medium druid, or 1d4 for a Small druid), while the claws deal piercing and slashing damage equal to a dagger of the druid's size (1d4 for a Medium druid, or 1d3 for a Small druid).

Vigor
The druid gains a +8 bonus to Strength but takes a -4 penalty to Dexterity. Prerequisite: Druid level 8th.
[/spoiler]


Equipment:
213000gp +6 Belt of Magnificense + Monks Belt
40000gp Paralyzing Arm Graft(+4 Inherent Str + 2/day paralyzing attack)
110000gp +4 Tome of Dex
108700gp Special Mask combining the following Magic items per MIC rules[spoiler]
20000gp Crystal Mask of Insightful Detection: +9 Insight to Search and Spot
55000gp Dragons Eye Amulet: +10 Competence to Search and Spot, Blindsense 30'
Goggles of Foefinding: Ignore Cover bonus to AC
12500gp Hat of Annonymity: +5 unnamed Hide, Continuous Nondetection
3500gp Raptors Mask: +5 unnamed Spot, Immune to Blinded or Dazzeled
9000gp Helm of the Hunter: Feat: Farshot
2700gp Panther Mask: +5 Enhancement to Land Speed, Feat: Run
3500gp Lens of Detection: +5 Unnamed to Search and Survival(tracking)

results:

Bonus Feats:
Farshot
Run

Skill bonus:
+24 Spot
+24 Search
+5 Hide
+5 Survival

Blindsense 30'
Ignore Cover bonus to AC
Continuous Nondetection
+5 Enhancement to Land Speed
Immune to Blinded or Dazzeled
[/spoiler]

201000gp +5 Collision Hunting Force Elvencraft Mighty (+3 Str)Composite Longbow
36036gp 6x Raptor Arrows
47000gp +4 Bracers of Armor + Greater Bracers of Archery + Strongarm Bracers
12000gp Boots of Speed

3264gp left

[spoiler]
RAPTOR ARROW
[RELIC]
Price (Item Level): 6,006 gp (10th)
Body Slot: — (held)
Caster Level: 12th
Aura: Strong; (DC 21) conjuration
Activation: — (ammunition)
Weight: —
This arrow is carved from a straight piece of
ash and fl etched with feathers from a predatory
bird. Its head is curved at the tip, like a
raptor’s beak.
Raptor arrows harness the power of the
falcon to skewer their prey. When you fi re
a raptor arrow, it functions as a +1 arrow
with a variant of the returning quality if
you are neutral good, lawful good, chaotic
good, or neutral. At the beginning of the
round after it is fi red from a bow, a raptor
arrow fl ies through the air and restrings
itself on the bow from which it was fi red.
Unlike most ammunition, raptor arrows
are not destroyed when used.
Relic Power: If you have established
the proper divine connection, a raptor
arrow also gains the bane property (DMG
224) against the targeted foe.
To use the relic power, you must
worship Ehlonna and either sacrifi ce a
4th-level divine spell slot or have the True
Believer feat.
Lore: The fi rst of these arrows (reputedly
a set of fi ve) gained relic status when
Ehlonna used them to slay a great wyrm
green dragon that was rampaging through
a primeval forest (Knowledge [religion]
DC 20)
Prerequisites: Craft Magic Arms and
Armor, Sanctify Relic, summon monster I.
Cost to Create: 3,000 gp (plus 6 gp for
masterwork arrow), 240 XP, 6 days.[/spoiler]

Combat Abilities:
UNBUFFED Attack Bonus= +44 to hit Unbuffed (BAB +16 + 13 Dex +1 Size +7 Enhancement + 2 Competence +5 Insight)

Full Attack = +44/+39/+34/+29
Full Attack with Rapid Shot = +42/+42/+37/+32/+27

Damage per hit = Arrow 1d8= 4 + 5 Insight + 4 Collision +7 Enhancement +1 Competence +5 Str + 7 Bane = 33 Damage per hit Unbuffed.... vs Magical Beast Add +6, vs Aberations, Add +4,vs Dragons and Evil Outsiders add +2 .... add +3 additional to all damage rolls if they are EVIL

AC 37 = (Base 10 + 4 Armor +1 Natural Armor +13 Dex + 7 Wis +1 Size +1 Dodge)

when Buffed everything is much higher.... but this really does not need to Buff ....

this is Very Fun .... Greater Invisibillity + Flight + DR 10/Cold Iron + SR 31 + Aspect of Nature boosts + 209 Skill points lots you can do to have a great time .... will be able to track anything  and sneak up and destroy them

 :D
: Re: Need Pre-Generated Hunters
: Solo July 17, 2010, 03:28:13 PM
Hey, listen! Hey, listen! Hey, listen! Hey, listen! Hey, listen! Hey, listen! Hey, listen! Hey, listen! Hey, listen! Hey, listen! Hey, listen! Hey, listen!

How does your core dragonslayer build deal Con damage again?
: Re: Need Pre-Generated Hunters
: carnivore July 17, 2010, 03:32:13 PM
sorry about that ... Wounding is not listed in the Text as a Melee Weapon only special, only on the Table is it listed as Melee weapon enhancement .... so i applied it to the Bow... but it could be disallowed depending on the DMs interpretation ... iin which case just use a different special ... it may drop the total Damage per round ... but the outcome should be the same

 :D

: Re: Need Pre-Generated Hunters
: kevin_video July 19, 2010, 03:17:48 AM
Thought I'd put this up right now, but my playtesters have almost finished making their characters for this. So far it's a half-elf bard/psion/half-elf paragon/warlock (diplomacer), a wood elf mystic ranger/monk (ascetic hunter), and an ogre mage/hunting monk. The others have decided on what they want to be yet, but they're looking to go the way of the swift hunter scout/ranger, cleric/church inquisitor, paladin/gray guard/justicar, and a fighter (mageslayer). The other two are still thinking.
: Re: Need Pre-Generated Hunters
: carnivore July 19, 2010, 07:51:46 AM
what do you think of the Pixie build?

 :D
: Re: Need Pre-Generated Hunters
: kevin_video July 19, 2010, 01:02:09 PM
what do you think of the Pixie build?

 :D
It looked good. I'll have to remove the traits though, but that's not a big deal.

Didn't think a pixie could be made that powerful though.
: Re: Need Pre-Generated Hunters
: PhaedrusXY July 19, 2010, 01:08:50 PM
Thought I'd put this up right now, but my playtesters have almost finished making their characters for this. So far it's a half-elf bard/psion/half-elf paragon/warlock (diplomacer)
Ugh... How is this a "hunter"? And... diplomancers are so freakin' boring, if that's their only trick. Either the DM is like "Ok, you win! Again!" or he has to house rule diplomacy into actually working... which neuters the character's only trick... I'd advise you to become familiar with the diplomacy rules if you haven't, and talk to this guy about how it's actually going to work before the game starts.
: Re: Need Pre-Generated Hunters
: kevin_video July 19, 2010, 01:15:20 PM
Thought I'd put this up right now, but my playtesters have almost finished making their characters for this. So far it's a half-elf bard/psion/half-elf paragon/warlock (diplomacer)
Ugh... How is this a "hunter"? And... diplomancers are so freakin' boring, if that's their only trick. Either the DM is like "Ok, you win! Again!" or he has to house rule diplomacy into actually working... which neuters the character's only trick... I'd advise you to become familiar with the diplomacy rules if you haven't, and talk to this guy about how it's actually going to work before the game starts.
Oh yeah, I've looked up the diplomacy rules. Even had to look up the epic ones because oh his modifier being like +78 or something. I even asked about it when I saw how it seemed to work, and sure enough you guys confirmed it. Thankfully Pathfinder fixed that a little. However, there are ways around the diplomancer. Make them not know his language. He doesn't have tongues. At least he didn't when he left the other night. He might have found some way. But creatures without any intelligence (ie Iron Golems), or animals with very low intelligence, aren't going to understand him and will still attack. I'd love to see how a diplomancer takes on a spellwarped/thorny/dire/fiendish t-rex.

As for how he's a hunter, he's already got that figure out. He's a bounty hunter that gets other people to do all the hard work for him, then goes up to the bounty and tells the person to come with him to jail because that'd be better for them. And they do.
: Re: Need Pre-Generated Hunters
: PhaedrusXY July 19, 2010, 01:29:07 PM
Well yeah, and if they know about him they could also just not let him speak, stop up their ears (or cast a Silence spell) or whatever. But it's just such a broken and annoying mechanic. Either the character just auto-wins, or he is completely useless, depending on the DM and encounter...

Also, I say this as a guy who has a level 2 gestalt binder with a +18 Diplomacy mod and the ability to take 10 as a standard action with no penalty... Luckily, he can do some other things, and the DM and I talked about how the rules would actually work/not work before the game started... For example, the DM said "You're probably not going to talk a hungry troll out of eating you... at least for more than a couple of minutes... no matter how high your check is." I don't even bind Naberius most of the time, and so wind up actually rolling the checks and have to take the -10 penalty for "rushed" diplomacy, which at this level at least makes it somewhat more interesting.

With a +78... it's an auto-win against anything that's not immune to it somehow... So it's just annoying.
: Re: Need Pre-Generated Hunters
: kevin_video July 19, 2010, 01:49:00 PM
Oh no, it will be annoying. I know that at the last tournament before they went to 4th, there was a diplomancer. It was set up as a tournament style. You couldn't be anymore than 10th level, and you were allowed anything out of any book. It just had to be able to hold it's own in a battle arena. The winner was a half-orc barbarian/berserker, and second place went to the diplomacer. It was a best out of 30 tournament. All the diplomancer did was use his jedi mind trick to make everyone give up. All except the raging berserker who happened to shake it off, and I have no idea how.
: Re: Need Pre-Generated Hunters
: The_Mad_Linguist July 19, 2010, 01:50:46 PM
Oh no, it will be annoying. I know that at the last tournament before they went to 4th, there was a diplomancer. It was set up as a tournament style. You couldn't be anymore than 10th level, and you were allowed anything out of any book. It just had to be able to hold it's own in a battle arena. The winner was a half-orc barbarian/berserker, and second place went to the diplomacer. It was a best out of 30 tournament. All the diplomancer did was use his jedi mind trick to make everyone give up. All except the raging berserker who happened to shake it off, and I have no idea how.

But...but... diplomacy only works on NPCs to begin with
: Re: Need Pre-Generated Hunters
: kevin_video July 19, 2010, 01:52:49 PM
Oh no, it will be annoying. I know that at the last tournament before they went to 4th, there was a diplomancer. It was set up as a tournament style. You couldn't be anymore than 10th level, and you were allowed anything out of any book. It just had to be able to hold it's own in a battle arena. The winner was a half-orc barbarian/berserker, and second place went to the diplomacer. It was a best out of 30 tournament. All the diplomancer did was use his jedi mind trick to make everyone give up. All except the raging berserker who happened to shake it off, and I have no idea how.

But...but... diplomacy only works on NPCs to begin with
Maybe it was house ruled that since they were all fighting against each other that they were considered NPCs? I don't know.
: Re: Need Pre-Generated Hunters
: The_Mad_Linguist July 19, 2010, 01:54:59 PM
I guess so?

Under those circumstances I'd be playing a hairy spider druid. 

Nothing's quite like being [mindless] at will, and reselecting your feats when convenient.
: Re: Need Pre-Generated Hunters
: kevin_video July 19, 2010, 01:55:52 PM
I guess so?

Under those circumstances I'd be playing a hairy spider druid. 

Nothing's quite like being [mindless] at will, and reselecting your feats when convenient.
Here's a question. Would Mind Blank work against a diplomacer?
: Re: Need Pre-Generated Hunters
: PhaedrusXY July 19, 2010, 02:04:27 PM
I guess so?

Under those circumstances I'd be playing a hairy spider druid. 

Nothing's quite like being [mindless] at will, and reselecting your feats when convenient.
Here's a question. Would Mind Blank work against a diplomacer?
Only against the epic use of it.
: Re: Need Pre-Generated Hunters
: Felix Underwood July 19, 2010, 02:24:53 PM
Oh no, it will be annoying. I know that at the last tournament before they went to 4th, there was a diplomancer. It was set up as a tournament style. You couldn't be anymore than 10th level, and you were allowed anything out of any book. It just had to be able to hold it's own in a battle arena. The winner was a half-orc barbarian/berserker, and second place went to the diplomacer. It was a best out of 30 tournament. All the diplomancer did was use his jedi mind trick to make everyone give up. All except the raging berserker who happened to shake it off, and I have no idea how.

But...but... diplomacy only works on NPCs to begin with
Maybe it was house ruled that since they were all fighting against each other that they were considered NPCs? I don't know.
In some diplomancer builds, they use the half-elf bard substitution level that can use a Calm Emotions so many times per day.  They don't need to use the diplomacy skill on a PC directly.  Unless you have some followup Insta-kill, I wouldn't consider it a Win (it's a draw at best).  Heck, the judge could have lumped this together with "fleeing from the encounter".
: Re: Need Pre-Generated Hunters
: kevin_video July 19, 2010, 02:58:07 PM
Oh no, it will be annoying. I know that at the last tournament before they went to 4th, there was a diplomancer. It was set up as a tournament style. You couldn't be anymore than 10th level, and you were allowed anything out of any book. It just had to be able to hold it's own in a battle arena. The winner was a half-orc barbarian/berserker, and second place went to the diplomacer. It was a best out of 30 tournament. All the diplomancer did was use his jedi mind trick to make everyone give up. All except the raging berserker who happened to shake it off, and I have no idea how.

But...but... diplomacy only works on NPCs to begin with
Maybe it was house ruled that since they were all fighting against each other that they were considered NPCs? I don't know.
In some diplomancer builds, they use the half-elf bard substitution level that can use a Calm Emotions so many times per day.  They don't need to use the diplomacy skill on a PC directly.  Unless you have some followup Insta-kill, I wouldn't consider it a Win (it's a draw at best).  Heck, the judge could have lumped this together with "fleeing from the encounter".
But in tournaments are you allowed to forfeit. So if the opponent raises their hand and says "I forfeit to the half-elf bard." there's not much the judge can do.
: Re: Need Pre-Generated Hunters
: The_Mad_Linguist July 19, 2010, 03:33:04 PM
'course, calm emotions wouldn't force them to forfeit either.
: Re: Need Pre-Generated Hunters
: ksbsnowowl July 22, 2010, 02:09:27 AM
Just did a bunch of building on my swift ambusher.  I'll try to get it posted tomorrow, but no promises.
: Re: Need Pre-Generated Hunters
: kevin_video July 22, 2010, 02:10:58 AM
Just did a bunch of building on my swift ambusher.  I'll try to get it posted tomorrow, but no promises.
Oh no, take your time. Got a little over a month before this happens.
: Re: Need Pre-Generated Hunters
: ksbsnowowl July 22, 2010, 02:14:20 AM
Just did a bunch of building on my swift ambusher.  I'll try to get it posted tomorrow, but no promises.
Oh no, take your time. Got a little over a month before this happens.
Okay, good.  It seems I blew a lot of money on AC items, but he has an AC of 41 (I know it could get better, but it's not bad).  Also went for the Belt of Magnificence, which was probably overkill, but so be it. It opened up the neck slot for an amulet of Natural Armor.
: Re: Need Pre-Generated Hunters
: kevin_video July 22, 2010, 02:16:21 AM
Just did a bunch of building on my swift ambusher.  I'll try to get it posted tomorrow, but no promises.
Oh no, take your time. Got a little over a month before this happens.
Okay, good.  It seems I blew a lot of money on AC items, but he has an AC of 41 (I know it could get better, but it's not bad).  Also went for the Belt of Magnificence, which was probably overkill, but so be it. It opened up the neck slot for an amulet of Natural Armor.
Oh no, that's perfectly alright. The other players have belts and necklaces too. I fully expect people to use those items. The two monks even have monk belts at 1.5x cost. Don't worry too much about AC though. At this level AC isn't really all that relevant anymore.
: Re: Need Pre-Generated Hunters
: carnivore July 22, 2010, 02:15:16 PM
what have the other players choosen to play for characters?

 :D
: Re: Need Pre-Generated Hunters
: kevin_video July 22, 2010, 02:29:17 PM
what have the other players choosen to play for characters?

 :D
They're not 100% sure yet. One doesn't feel like building one and will likely just take a pre-generated character (he's the one that suggested I do this anyways), the other likes ranger/wizard combos so I'm expecting a Champions of Valor build, a third was wondering if he could use the 3.5 updated rules from OA for his play test character, and the last one was thinking of a swift hunter build (ranger 14/fighter 2/scout 4) with Hank's energy bow, and Sheila's cloak of invisibility.
: Re: Need Pre-Generated Hunters
: PhaedrusXY July 22, 2010, 04:54:38 PM
and the last one was thinking of a swift hunter build (ranger 14/fighter 2/scout 4) with Hank's energy bow, and Sheila's cloak of invisibility.
Nice. Sounds like fun. :D
: Re: Need Pre-Generated Hunters
: The_Mad_Linguist July 22, 2010, 04:59:07 PM
and the last one was thinking of a swift hunter build (ranger 14/fighter 2/scout 4) with Hank's energy bow, and Sheila's cloak of invisibility.
Nice. Sounds like fun. :D
Great backstory too.

"Yeah, I hunt down animated characters.  It's kind of my thing.  Have my animal companion disguise itself as a baby unicorn to lure them in, then attack"
: Re: Need Pre-Generated Hunters
: kevin_video July 22, 2010, 05:11:14 PM
and the last one was thinking of a swift hunter build (ranger 14/fighter 2/scout 4) with Hank's energy bow, and Sheila's cloak of invisibility.
Nice. Sounds like fun. :D
Great backstory too.

"Yeah, I hunt down animated characters.  It's kind of my thing.  Have my animal companion disguise itself as a baby unicorn to lure them in, then attack"
lol And since the cloak gives you greater invisibility a few times each day, they won't even see who did it.
: Re: Need Pre-Generated Hunters
: kevin_video July 23, 2010, 08:53:18 PM
I've been looking over the characters that my friends are doing, and what's on here, and I don't see a Blade character yet. As in, a sworn slayer.