| Post/Author/DateTime | Post |
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| #1countmrvhsNov 07, 2008 12:28:12 | Awhile ago Carnivore came up with a core-only dragonslayer character build: Ranger6/Fighter4/Shadowdancer4/HorizonWalker6. It can be found in the archived Ultimate Archer Handbook. Now, this always seemed like a very cool concept to me. The build doesn't involve a lot of fancy frills, just full attacks and stealth -- and the ability to Dimension Door around. Couple questions: 1) Dimension Door is a standard-action spell, and its description says you can't do anything after casting the spell until your next turn. Do these limitations make Dimension Door -- and the required 6 levels of Horizon Walker -- a less-attractive choice than it might seem? 2) What's the benefit of taking 4 levels of Shadowdancer? Dimension Door from Horizon Walker is less restrictive. And why 4 levels of Fighter? Going up to Ranger11 would get a 3rd FE bonus, Imp. Precise Shot, 3rd-level spells, and better stealth skills. It doesn't seem worth it to give up all that for Weapon Specialization. 3) What happens if we open up the build to non-core sources? With all available splatbooks, how might you create a long range archer/dragonslayer? |
| #2phaedrusxyNov 07, 2008 12:34:37 | Awhile ago Carnivore came up with a core-only dragonslayer character build: Ranger6/Fighter4/Shadowdancer4/HorizonWalker6. I remember that build. I'll try to address a few of your questions. If you'd reposted the build, or a link to it, it would be a bit easier. As is, I'm just going to guess/suggest things on my own judgement. 1) Dimension Door is a standard-action spell, and its description says you can't do anything after casting the spell until your next turn. Do these limitations make Dimension Door -- and the required 6 levels of Horizon Walker -- a less-attractive choice than it might seem? Did he take the feat Quicken SLA? It is core (Monster Manual). Also, if you use the DD at the end of your turn, the limitation of not acting afterwards doesn't really matter. 2) What's the benefit of taking 4 levels of Shadowdancer? Dimension Door from Horizon Walker is less restrictive. I think he said so that you'd have some way to DD if you needed to while your HW ability was recharging. And why 4 levels of Fighter? Going up to Ranger11 would get a 3rd FE bonus, Imp. Precise Shot, 3rd-level spells, and better stealth skills. It doesn't seem worth it to give up all that for Weapon Specialization. Did he take Wpn Specialization? I don't remember the core-only ranger spells being all that great, and I'd guess he went ftr4 just to get all the feats he wanted in the build. 3) What happens if we open up the build to non-core sources? With all available splatbooks, how might you create a long range archer/dragonslayer? Of course, that brings in all kinds of other options like Cragtop Archer, the awesome non-core ranger spells like Hunter's Mercy, etc. I remember a two spell combo that included that which would let you automatically hit and crit on your next shot vs. a favored enemy from maximum range, and both spells were 1st level ranger spells. I don't remember the name of the other one, though. That combined with two levels of Chameleon to pick Extra Favored Enemy with your floating bonus feat means you can auto-crit anything you want from max range, and with non-core it is possible to get some absurd ranges measured in miles. |
| #3countmrvhsNov 07, 2008 13:06:17 | Well, I couldn't find a version of the build that included specific feats. There was a lot of stuff about magic items and some stuff about strategy/tactics, and there was a breakdown of numbers during the attack round and a half it would take to kill the Old Red Dragon. Good points about DD and Shadowdancer. And yeah, core-only Ranger spells are nothing special, so no great loss there. I'm not sure if he actually took Wpn Spec., but with Ftr4 I just assumed. Cragtop Archer seems ok, but I always obsess about where is the perfect point to get out of Ranger... too early and I'd miss some nice non-core spells, not to mention Camouflage and HiPS. In fact, that's one of the awkward things about trying to work in Horizon Walker.. 6 levels required to get to DD, which just barely gets you 4th-level ranger spells, but you also just barely miss a 4th FE. And 5 levels of Terrain Mastery seems like it would be rough... all those competence bonuses are generally worse than magic items, so you're not getting a lot of benefit. I'll have to take another look at Cragtop Archer, see how it could fit in. |
| #4snexNov 07, 2008 13:53:46 | ranged non-core dragonslayer = assay spell resistence + spectral hand + empowered shivering touch |
| #5tshernNov 07, 2008 13:59:37 | Noncore archer dragonslayer is easy to do. Can you use casting? |
| #6countmrvhsNov 07, 2008 14:25:19 | I'd prefer to stay away from caster-heavy classes. I"d also like to keep Ranger as a strong base for the build. So ranger spells will be available (depending on how many levels of ranger), and maybe casting from some other dips, but probably not too much. I've heard a lot about Stalker of Kharash, but I haven't been able to find any specifics on the class, despite googling around for about an hour. Seems like it might be a good match here; can anyone point me to some description of the class? |
| #7carnivoreNov 07, 2008 16:00:16 | thanks for using the build .... i will post the feats i would recomend later here is Stalker of Kharash...... you only need 2 levels of it anyway Stalker of Kharash Stalker of Kharash(follower of the Celestial Wolf, who can actually smell evil)(BoED p75) req: Alignment: NG. Hide: 8 ranks. Move Silently: 8 ranks. Feat: Alertness, Favored of the Companions, Track. HD: d8 Skill Points: 6 Attack: Fighter Good Save: Ref Weap: Martial Armor: — Class Lvls: 10 class skills: Str: Climb, Jump, Swim. Dex: Hide, Move Silently, Ride, Use Rope. Con: Concentrate. Int: Craft, Know(geography), Know(nature), Search. Wis: Heal, Listen, Spot, Survival. Cha: Handle Animal class abilities: 1st: +1 Ranger Caster level. If you do not have any Ranger levels, then you have the casting ability of a 1st level Ranger (i.e., none until you reach 4th level). Effective Caster level is half your Ranger levels + Class levels. Scent of Evil – you can detect evil opponents within 30’ by scent (60’ if up-wind, 15’ if down-wind). Anything with a Strong Evil aura can be smelled at twice the default range, while an Overwhelming aura can be smelled at triple the default range. You cannot determine what is generating the scent until you are within 5’ of it. 2nd: +1 Ranger Caster level. Favored Enemy (evil) – gain a +1 bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks and damage against Evil creatures. This bonus stacks with any other Favored Enemy bonuses. |
| #8phaedrusxyNov 07, 2008 16:30:16 | I think it is spelled Kharesh, which might explain why you didn't find it in google. It is from the Book of Exalted Deeds, and usually the first two levels of just about every D&D class can be found in crystalkeep.com, but they aren't always 100% correct. |
| #9ninjarabbitNov 07, 2008 16:32:32 | I'd go ranger6/fighter4/horizonwalker7/shadowdancer3, tremorsense is worth more than 20' shadow jump in my opinion. |
| #10countmrvhsNov 07, 2008 19:02:31 | Thanks, Carnivore, I'm interested to see your feat choices. I can see taking a couple levels of Fighter for 2 extra feats, but on the other hand you don't need to pick *all* the archery feats, just the ones that you'll use. A dragon-hunter would probably want to avoid the Swift Hunter route, because you need to be close to trigger skirmish damage, and it's probably best to avoid those breath weapons. So you can forget things like Greater Manyshot, Imp. Skirmish, Ranged Skirmish. Likewise things like Ranged Disarm, Ranged Sunder, etc. won't see much use. Able Sniper (+2 to att. vs enemy w/out Dex bonus to AC; +4 to Hide after sniping shot) would probably be good. Improved Rapid Shot? Maybe some levels of Cragtop Archer, for the benefits to Spot and the Horizon Shot ability... but you'd need a way to really max out your Spot skill to make it worthwhile. Maybe just trying to fit in as many FE boosts as possible is the way to go in terms of maxing damage from far away. Getting lots of Ranger levels would have another advantage: spells. A central, nagging question about the original build (and probably my subconscious reason for posting in the first place) is: How would those first 5 levels of Horizon Walker play out, if you were actually playing the character straight through rather than out of the gate at lvl 20? Are the terrain masteries really worth it, or would you feel woefully inadequate as, say, a Ranger8/HorizonWalker4? |
| #11tytalusNov 08, 2008 6:04:36 | Did he take the feat Quicken SLA? It is core (Monster Manual). Quicken doesn't help with Dimension Door as the text specifically states "After using this spell, you can’t take any other actions until your next turn." |
| #12carnivoreNov 08, 2008 12:03:48 | Quicken doesn't help with Dimension Door as the text specifically states "After using this spell, you can’t take any other actions until your next turn." yes it can help if..... you DD at the end of your turn instead of the beginning... as PhaedrusXY mentioned for clarity i will repost the CORE Only Dragonslayer build ... with feats [sblock=Core Dragon Slayer] CORE Dragon Slayer 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 [indent] 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 [/indent] 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 Quicken Spell-like Ability(Dimension Door) 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 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. |
| #13countmrvhsNov 08, 2008 12:37:01 | Very cool, thanks! A big reservation about Horizon Walker was that those competence bonuses wouldn't stack with magic items (so it would be better to have a Cloak of Elvenkind than forest terrain mastery) -- but I see now that your magic items don't include stuff that would overlap in that manner, so by taking those levels of Horizon Walker, you essentially free yourself from having to buy or obtain certain magic items. Shot On the Run is a feat I never consider, but I suppose here you're using it to stay beyond range of the dragon's breath weapon, dart in, shoot, and dart out again... or something like that. Quick Draw is the one feat I'm still puzzled about (well, that and Combat Reflexes). I have a hard time imagining scenarios where it would be useful. Thanks for posting this, it's giving me some good ideas! |