Dhampir Undead / Vampire Hunter Build


Advice


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Looking to Build a "D" like character.

Like him, he is smart, great at Melee, and knows his way around a graveyard. Vampires, Undead, and Demons alike should fall by his hand.

So, that being said, Here are the parameters:

Starting Level: 10
Starting Money: 62,000gp + Starting Class average GP

Books Available:

Advanced Class Guide
Advanced Player's Guide
Ultimate Combat
Ultimate Magic
Advanced Race Guide
Ultimate Equipment
Pathfinder Society Primer
Faiths and Philosophies
Demon Hunter's Handbook
Mythic Origins
Blood of the Moon
Magical Marketplace.
Alchemy Manual
Undead Slayer's Handbook
Harrow Handbook
Dirty Tactics Toolbox
Heroes of the Streets
Black Markets.
Knights of the Inner Sea
Blood of the Night
People of the North
Player Companion Race supplements: Elves, Dwarves, and Gnomes.

Optimal Build is what I am looking for. All Archetypes are available as well.

I'm only asking this because I have been struggling and toiling over this build for quite a while. Every time, I find something new and I just have to include it. I really appreciate any help at all. All of the discussions I look up on this are ages old and the new books that I have were not included.

Thank you!


If you're a Kinslayer Inquisitor (an archetype that you can find in the Advanced Race Guide), I can tell you that you will absolutely destroy the undead. Your bane will cover a lot of things as well, and you can pick up some useful spells from the other splatbooks. All you really need after that is to pick a deity with a weapon you want to wield, and proceed to beat face from there.


So what do you have worked out so far?


I have figured that he will have Ranger-Corpse Hunter and/or Inquisitor-Kinslayer

Looking for Melee. I realize I loose out a little with either, but the advantages of the Dhampir outweigh some of that; Darkvision, Low-Light Vision, Detect Undead 3/day, Manipulative, Resist Level Drain, and Undead Resistance.

My Weapon is all set up for the moment - +1 Undead-Bane, Keen, Elysian Bronze Nodachi.

I suppose my biggest issues is what levels I should take into what class and what feats to go along with it.

Quick death, or hard battle. Those are the two I've been thinking about so far.


Let me clarify that last part. Quick kills, in and out of battle utilizing something like Spring Attack, or Hardened for battle as much as possible for the front line.


make sure you take Holy Brand, also you might be interested in Favored Judgement (Undead)


Well, that is what I was weighing out. Using the Inquisitor(Kinslayer) for all of the Holy(ish) damage they can do. The issue is the slow progression of their Base Attack Bonus as well as HP. The Ranger(Corpse Hunter) has the issue of not having all of that divine power backing him up whilst also not having access to all the spells to assist.

It's hard to figure out who will be better in a fight as they both have low hitpoints as well as advantages and disadvantages to both.

I realize that's with all classes, races, and characters. That's why I put up this discussion. It's been difficult trying to figure out which is best in a fighting capacity, even if it is Guerrilla-Type tactics of running in and out of battle, or should I be in the rear, helping everyone out?


I think I got a little farther. It's tough to set him up, mostly because I know I am going to be behind my cohorts in terms of magical gear/loot they have picked up and crafted over time. I will post up what I have so far tomorrow.


So this is what I have for him:

Male dhampir inquisitor (kinslayer) of Pharasma 2/ranger (corpse hunter) 8
NG Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +17

--------------------
Defense
--------------------

AC 22, touch 13, flat-footed 19 (+9 armor, +2 Dex, +1 dodge)
hp 71 (10 HD; 2d8+8d10+18)
Fort +11, Ref +9, Will +8; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance

--------------------
Offense
--------------------

Speed 30 ft.
Melee dust to dust(Nodachi) +16/+11 (1d10+10/15-20 plus 2d6 vs. Undead)

Special Attacks combat style: Two-handed weapon
Favored Enemy (undead +4)
Judgment 1/day
Judgment of slayer's brand
Domain Spell-Like Abilities (CL 2nd; concentration +4)
5/day—bleeding touch (1 round)
Inquisitor (Kinslayer) Spells Known (CL 2nd; concentration +4)
1st (3/day)—inflict light wounds (DC 13), protection from evil, shield of faith
0 (at will)—detect magic, disrupt undead, guidance, resistance, sift[APG]
Domain Death
Ranger (Corpse Hunter) Spells Prepared (CL 5th; concentration +7)
2nd—bear's endurance, protection from energy
1st—blend[ARG], resist energy

--------------------
Statistics
--------------------

Str 22, Dex 14, Con 12, Int 13, Wis 14, Cha 12
Base Atk +9; CMB +15; CMD 28
Feats Cleave, Dodge, Endurance, Following Step, Mobility, Power Attack, Spring Attack, Step Up

Traits armor expert, undead slayer

Skills Acrobatics +7,
Bluff +7,
Climb +13,
Diplomacy +5,
Disguise +5,
Escape Artist +3,
Handle Animal +5,
Heal +6,
Intimidate +6,
Knowledge (arcana) +9,
Knowledge (dungeoneering) +7,
Knowledge (geography) +5,
Knowledge (history) +3,
Knowledge (nature) +7,
Knowledge (nobility) +3,
Knowledge (planes) +9,
Knowledge (religion) +10,
Linguistics +2,
Perception +17,
Sense Motive +10,
Spellcraft +5,
Stealth +15,
Survival +6; Racial Modifiers +2 Bluff, +2 Perception
Languages Abyssal, Common, Infernal
SQ disrupt control
Favored terrains (underground +4, urban +2),
graveyard stride, hunter's bond (companions), incorporeal armament, monster lore +2, resist level drain, stern gaze +1, track +4, undead sense, wild empathy +9
Other Gear +3 mithral agile breastplate, boots of speed, cloak of resistance +1, gloves of giant strength +4(House Rule that not all items need to be in the slot given when it is something like this)

Total Currency Left Over - 415 gp

--------------------
Special Abilities
--------------------

Armor Expert -1 Armor check penalty.
Bleeding Touch (1 round, 5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Boots of speed (10 rounds/day) Affected by haste
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disrupt Control (1/day, DC 16) (Su) As a standard action, att undead in 30 ft deals +1d4 Cha dam, also vs. controller (Will half).
Elysian Bronze First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 b
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Underground +4) (Ex) +4 to rolls when in Favored Terrain (Underground).
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Graveyard Stride (Ex) Move normally through diff. terr. in graveyards, catacombs, crypts, or necropolises.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Incorporeal Armament (4 rounds/day) (Su) Swift act.: grant single wielded weapon ghost touch ability.
Inquisitor (Kinslayer) Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Judgment of Slayer's Brand (1d6+1 damage) (Su) Brand undead with positive energy on melee hit and sense it's location as using locate creature.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Track +4 Add the listed bonus to survival checks made to track.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Undead Sense (At will) (Sp) Detect undead at will. Gain bonus equal to Inquisitor level to identify vampires.
Undead Slayer +1 weapon damage vs. undead.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.


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Zilfrel Findadur wrote:
https://onedrive.live.com/redir?resid=FDE9EE5EF3F10834!130&authkey=!ANG SYLOUVrzGnWI&ithint=file%2cdocx

Doesn't seem to link to anything but the one drive. There is a piece missing out of that link.


Never mind. Just had to remove the space.


Well hello Alucard! Why would you want to play YOURSELF in Pathfinder?

This summer we just torpedoed a Campaign where we were keeping Dracula's (Castlevania) daughter alive after that damn castle dropped into Ustalav and this topic pops up ^_^.

Why don't you want to go Full Inquisitor? Just curious because Inquisitor actually ramps up nicely.

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