Dracotaur Hulking Hurler

Elocin

Lurker (sort of)
Can someone help me here with my Hulking Hurler creature. I am looking at this creature here:

http://wizards.com/default.asp?x=dnd/ex/20040905a&page=3

As it is large and has 4 legs I am looking at going Dracotaur then Fighter then Hulking Hurler then War Hulk, in that order and using as a weapon focus Greatspear from CW. I plan on getting one boulder to use as my throwing weapon but in areas that are too small for me to throw (which in D&D terms is no where) I will use the greatspear. I am having problems with the levels and gaining feats and additional stat bonuses. This needs to be a 10th level creature with a 40 point buy (need a min 14 CHR as I am getting leadership for an 8th level cleric co-hort who will be riding me, evil grin). If you guys can help me out here I would appreciate it.

TIA
 

log in or register to remove this ad

Well, you will only have 2 levels to play with at 10th level, since the Dracotaur costs 8 (3HD + 5LA). So you are looking for a Dracotaur Fighter 2 at this point.

With such low HD (only 5 at level 10) I would focus on maxing out Con so that you have some staying power, and then Str to make up for lost BAB in some way. With 40 point buy I'd place it something like this...

Str: 16 (+3)
Dex: 12 (+1)
Con: 18 (+4)
Int: 8 (-1)
Wis: 12 (+1)
Chr: 14 (+2)

Then add in the Dracotaur racial mods...

Str: 24 (+7)
Dex: 14 (+2)
Con: 24 (+7)
Int: 10 -
Wis: 12 (+1)
Chr: 16 (+3)

So a Dracotaur with those stats would look something like this.

Hit Points: 46 (3d12+21)
AC: 18 (10[base]-1[Size]+2[Dex]+5[Natural]+2[Armor])
Initiative: +2
Speed: 50ft
Saves:
Fort: +10 (3[base]+7[Con])
Refx: +5 (3[base]+2[Dex])
Will: +6 (3[base]+1[Wis]+2[Iron Will])

BAB/Grapple: +3/+14
Attack: +9 Spear
Damage: 2d6+10 (20x2) Spear

Feats: Armor Proficiency (light), Iron Will
Skills: Balance +5, Intimidate +7, Jump +16, Knowledge (arcana) +4, Listen +6, Sense Motive +6, Spellcraft +4, Spot +6, Survival +6, Swim +8, Use Magic Device +7

Special Attacks: Spit fire
Special Qualities: Darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision

Notice the still low HP and saves. Your HP should ramp up quickly with such a high Con though. And now a Dracotaur Fighter 2. Dont forget you can rearrange the Feats/Skills how you like when you are making a monster PC. So I'll use my recomendations :) Also, I'm not sure if you can take Leadership until your HD is 6, or if it is based on level etc. I'll assume you can though.


Hit Points: 71 (3d12[Racial]+2d10[Fighter]+35[Con])
AC: 18 (10[base]-1[Size]+2[Dex]+5[Natural]+2[Armor])
Initiative: +2
Speed: 50ft
Saves:
Fort: +13 (6[base]+7[Con])
Refx: +5 (3[base]+2[Dex])
Will: +4 (3[base]+1[Wis])

BAB/Grapple: +5/+16
Attack: +12 MW Spear
+7 MW Rock
Damage: 2d6+11 (20x2) MW Spear
2d6+10 (20x2) MW Rock

Feats: Weapon Focus: Spear, Point Blank Shot, Precise Shot, Leadership
Skills:

Special Attacks: Spit fire
Special Qualities: Darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision

Your low Will save wont be much of an issue since being a dragon makes you immune to many of the perils of having such a low Will Save. Assuming you are using normal levels for gold, I'd reccomend the following equipment. 49,000g

+1 Spear: 2,300g
+1 Throwing Rock: 2,300g
+1 Large non-humanoid Breastplate: 1,800g
Bracers of Con +2: 4,000g
Gloves of Dex +2: 4,000g
Belt of Giant Str +4: 16,000g
Cloak of Resistance +3: 9,000g
Ring of Protection +1: 2,000g
Amulet of Natural Armor +1: 2,000g

That leaves you about 6000g+ in change for potions or what not and your new character looks like this.

Str: 28 (+9)
Dex: 16 (+3)
Con: 26 (+8)
Int: 10 -
Wis: 12 (+1)
Chr: 16 (+3)

Hit Points: 76 (3d12[Racial]+2d10[Fighter]+40[Con])
AC: 25 (10[base]-1[Size]+3[Dex]+6[Natural]+6[Armor]+1[Deflection])
Initiative: +3
Speed: 50ft
Saves:
Fort: +17 (6[base]+8[Con]+3[Resistance])
Refx: +9 (3[base]+3[Dex]+3[Resistance])
Will: +7 (3[base]+1[Wis]+3[Resistance])

BAB/Grapple: +5/+18
Attack: +14 +1 Spear
+8 +1 Rock
Damage: 2d6+14 (20x2) MW Spear
2d6+14 (20x2) MW Rock

It's not bad... but you are going to be lagging behind any other dedicated melee character, or even an Ogre Hulking Hurler. The next couple of levels will make it better because you Con is so high, and you get a second attack at your next level.
 
Last edited:

Yup, this looks like one of those cases where the ECL may not be worth it if you want a character who can survive CR10 encounters.
 

http://boards1.wizards.com/showthread.php?t=142565

My concept basically arose from the above link but I do not want to get too silly.

I did forget to mention that we will be adventuring through City of the Spider Queen and we are starting out the adventure in Menzo (have no idea how to finish spelling that). The head queen there is hiring us for some reason and we don't have to be evil but something other than a surfac elf is a good idea. Also the DM is allowing us a FREE +6 weapon which I can arrange any way I like. So I will break it up between my throwing rock with putting returning on it and my greatspear. Also I got the idea for this build from the following link and will be using my FREE weapon to get an iron ball that weighs about 2400 lbs that I will be using for my Hulking Hurler throwing ability doing roughly 20d6 points of damage using a throw that takes a full-round. One of the special powers of a hulking hurler is Area Attack, I throw the iron boulder at a space with a touch AC of 10 and the creature there has to make a reflex throw (base 10+attack bonus) for half damage.

As for the ECL I might min/max it and pick Ogre which is a lot lower but I just love the idea of this creature that has a cleric co-hort riding him using Zen Archery/Mounted Combat/Mounted Archery/Improved Archery taking out creatures right and left and buffing/healing me. Also gearing the Cleric to take out a lot of Undead as well. The look of this in my mind is just so cool. We also have about 8 people in my party so the balance thing kind of works out as long as we are not stupid.

Thank you GREATLY daTim for helping me out on this, you went above and beyond what I was hoping to get.
 
Last edited:

Things to try:

There's a set of gloves that give all weapons you hold throwing and returning.
I think they're in Player's guide to faerun. Might help.

Get ghost touch on your ball, so it can hit ghosts.

Try to get the Axethrower feat from Player's guide to faerun. It lets you use your strength instead of dex to hit with (thrown) ranged weapons.
:lol:
 

Is there some errata somewhere that keeps a Hulking Hurler from causing these 4000d6 someone posted here some time ago?
 

I believe the errata you are looking for is called "Rule 0" otherwise I do not know of any other errata out there.

We kind of have a silly min/max game as it is so why not go for the gusto :D and since my group does see me as the definite min/maxer of the group I have to keep outdoing myself.
 
Last edited:



Well at the moment I cant as I am only 10th level and I do not even have any levels in Hulking Hurler or War hulk yet. So I have to wait a little bit for me to take on a god or a planet. Also, this little ability is easily able to be defeated for example cast Protection from Arrows, this will stop it cold no matter how heavy it is (now dont start bringing physics into D&D). You could have the snatch arrow feat and as you could not snatch it you could easily deflect it per the rules. You could ready an action with the spell shrink and away it goes, or rock to mud for that matter. Yes I have no idea what WoTC was thinking when they made this PRc but I have a feeling that they woudl let us use our better judgement. I don't want to be throwing around Sphere's of Death doing 1331d6 points of damage. I just want one or two Sphere that will do 20d6 points of damage. This will not happen till about 15th level so really this is not all that unbalaned.
 

Remove ads

Top