heres 2 builds:
Core Dragon Slayer[spoiler]
CORE Dragon SlayerThis 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 DragonBlindsense (Ex): Dragons can pinpoint creatures within a distance of
60 feetKeen 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
[/indent]
vs:Human
Ranger 6/ Fighter 4/ Horizon Walker 6/ Shadowdancer 428 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)
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 AttackFull Attack with Rapid Shot and Haste @ 330'=
+35/+35/+35/+30/+25/+20Damage:
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
[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.[/sblock]
[sblock=Stealth and Detection in Mountains]
Stealth and Detection in Mountains: As a guideline, the maximum distance in mountain terrain at which a
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 [COLOR="Red"]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: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 there78 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 HunterHuman
Ranger 6/ Fighter 4/ Horizon Walker 7/ Shadowdancer 226 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 OutsidersBase 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 27/29/13BAB +19
Attack: BAB+18 + 1 Haste + 1 Insight +2 Competence +7 Enhancement(+5+2 Bane)+ 9 Dex +2 Morale =
+40 AttackFull Attack with Rapid Shot and Haste @ 330'=
+34/+34/+34/+29/+24/+19Damage: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 30Skills:.... 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
. 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.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]