Giant Hunter

Torq

First Post
So, if one of the guys I've been DM'ing for ever gets his act together, I'll actually be able to play a character here pretty soon. We've discussed it and I'd like to play a giant-killer via archery. I've read carnivore's dragon killer build which is neat, but I'm not sure what level I'll be starting off at. Ideally, it should be playable starting at least by third or fourth level and all levels thereafter (will be hunting/killing trolls and ogres at lower levels probably).

I've considered the Swift Hunter combo, but I'm really trying to not get that close as this is a solo campaign and I'll be the only target.

My strategy will be to scout the terrain, noting hiding spots and good cover. Right now, I'm concerned about a few things:

1) Rock throwing. The build I've got so far can't really take too many hill giant boulders landing on his head. The range increment for them is similar to my composite longbow. I'm considering Far Shot for a slight advantage, but just because I'm out of his first range increment doesn't mean he won't throw rocks at me.

2) PrC choice. I'm sitting at 6th level right now trying to figure out if I'm going Cragtop Archer, Deepwood Sniper, or Pious Templar.

So far I've got:

Elf

32 point buy
14+1lvl
17+2race
10-2race
14
13
8

1 Rgr1 - WF (Comp. Longbow), FE (giants), Track
2 Clr1 (cloistered) - Domains: Travel(take devotion), Knowledge(take devotion), Elf(Point Blank Shot)
3 Rgr2 - Rapid Shot, Nemesis (BoED)
4 Rgr3 - Endurance (exciting)
5 Rgr4 - Animal Companion (Owl), Spells
6 Rgr5 - 2nd FE (+4giants, +2Mag. Beast), feat?

So far for the feat, I've considered Able Sniper, Far Shot (for Cragtop or Sniper), or True Believer (for Pious Templar). I haven't talked to the DM yet, but if I can do Flaws, I'll take Improved Initiative so make sure I get the surprise round AND the first shot on the next round.

1st level spells I'll consider using

Clr: Blessed Aim(SpC), Magic Weapon, True Strike (Elf), Guiding Light(SpC), Lesser Vigor(SpC), Updraft (for utility)

Rgr: Entangle, Accelerated movement(SpC), Camoflage(SpC), Hunter's Mercy(SpC)

Arrowmind is cool, but I hope I don't need it.

Tactics might be to lure the giant out of it's cave by having the owl companion drop a thunderstone outside of it from on high, and for combat, use Hunters Mercy for the fist hit and make a sniping attempt to remain hidden (Able Sniper comes in handy for that - as does being as far away as possible). Hopefully, I'll be able to find some HARD cover that can take being hit with a giant-thrown boulder. If not, successful Sniping is critical. Obviously, I'll be maxing Spot and Hide. I'll also max Knowledge (Nature) for the Devotion feat, and throwing a few into other knowledge skills as well. I haven't taken any ranks in Tumble as I hope to not have to use it, but maybe I should just in case. I've got ranks in Climb and Use Rope in case the best way to get to another spot with cover is climbing (I'll be in hills and mountains). I'll use Travel Devotion if I need to keep out of melee range.

At 6th level it looks like I can rapid shot at

+11/11 = +5(BAB), +5(dex), +1 (min. knowledge check), +1(MW or magic weap), +1(WF)

If the bow is +1, I've got (d8+8/d8+8) against giants. Add +1 to atk/dmg if I'm in the unfortunate position to make a point blank shot. Add more if I make a stellar knowledge check.


So, with that, what is everyones thoughts on:

1) Progression starting at level 6 (or earlier if you see any glaring errors)

2) Tactics (including Spell & Terrain usage)

3) Magic item selection (what wands give the most bang, how much of the starting wealth should go into the bow, Pearl of Power?, Periapt of Wis?, etc.)


Thanks for any thoughts you've got!
 

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If you weren't intent on being an archer, there is always the revanant blade class, but, to get the giant stuff takes 4 levels but gives you +4 to Bluff, Listen, Sense Motive, Spot, Survival, and damage against giants, speak and write Giant. The real benefits of that class come in level 5, but if you only take the first 4 levels and skip the last, you get the giant killing stuff, plus a few bonus feats and bonuses to hide/move silently
 



A couple of feats I forgot to mention that I was considering are Skewer Foe and Improved FE (Skewer looks a little more appealing as it'll add 3-4 dmg (average) to anything after the first hit, but improved FE will be more reliable and ultimately better if the DM decides to be nice and give me mostly giants to fight). I won't be able to take Skewer at 6th though and I'm not sure if it can be taken used with a bow. Woodland Archer would be nice, but once again, I can't take it at 6th as I'll only have +5BAB. None of the PrCs I'm considering offer bonus feats at first level (though I'm open to suggestions of alternatives to the ones I've listed above) so a level of fighter at 7th almost seems worth it.

I'll be missing out on Manyshot if I don't take Rgr6, but I'm not sure that that's better than any of the others I've listed.
 

It looks like I'll be starting at 3rd level. That's a whopping 2700gp of starting wealth.

MW Composite Longbow (+2) - 600gp
Wand of Hunter's Mercy - 750gp
Mithril Chain Shirt - 1100gp
20 Cold Iron Arrows - 2gp
20 Silver Arrows - 3gp
20 Swifting Arrows - 20gp
120 Arrows - 6gp
Tanglefoot bag - 50gp
Silk Rope - 20gp
Climber's Kit - 80gp

Total: 2631gp

How does this look for equipping? At 3rd level, I'm assuming I won't be going after anything bigger than Large-sized so the tanglefoot bag could come in handy if I find myself closer to the enemy than I'd like to be.

With this equippment I have:

AC=10+4+4=18
Atk=2(BAB)+4(DEX)+1(min. Knowledge check)+1(WF)+1(MW weapon)=+9, or +7/7 for rapid shot
Dmg=d8(arrow)+2(str)+1(Know. Dev.)+2(FE)+d6(nemesis)=13/arrow

Oh, and I'm probably going to take the Noncombatant flaw to pick up Improved Initiative.
 

Check out the rules on sniping under Hide:
Sniping: If you’ve already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a –20 penalty on your Hide check to conceal yourself after the shot.

Spot: -1 per 10 ft distance

IF you can make the hide check, then they can't see you and can't throw rocks through you.

The drawback is only 1 attack a round.
 

Check out the rules on sniping under Hide:
Sniping: If you’ve already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a –20 penalty on your Hide check to conceal yourself after the shot.

Spot: -1 per 10 ft distance

IF you can make the hide check, then they can't see you and can't throw rocks through you.

The drawback is only 1 attack a round.

I mentioned something about that in the original post. At 3rd level, I'll have +9 to HIDE. Hopefully, I can stay over 100ft. away, but even then it's just going to be my d20 vs. the monster's d20.

However, at 3rd level, I'm not yet worried about rock throwing (at least I better not be facing any true giants!), so I've got time to get my HIDE modifier up with Ranks, Wand of Camoflauge, and increased DEX. I'll still try to snipe, but a failure at level 3 won't kill me.
 



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