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Dark Hunter

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Dark Hunter is a variant Ranger archetype that embraces death as a necessary part of life. Introduced in Update 58.

Changes from base class[edit]

Lose
  • All Favored Enemy feats except: Aberration, Animal, Elf, Human, Monstrous Humanoid, Vermin
  • Cure Wounds spells
  • Evasion (9)
Gain
  • Open Lock and Disable Device as Class Skills
  • Medium Armor Proficiency (1)
  • Trapfinding (1)
  • Trap Making (3)
  • Trap Sense +1 (3, 6, 9, 12, 15, 18) (same as rogue and barbarian)
  • Sneak Attack +1d6 (1, 5, 10, 15, 20)
  • Curative Admixture spells, with a better progression than the base ranger (For example: Dark Hunters gain the Cure Light Admixture as a 1st-level spell, but base rangers get Cure Light Wounds as a 2nd-level spell)
  • Accelerate Spell (8, bonus feat)

Past life[edit]

Dark Hunter: +1 Sneak Attack and +1 Sneak Attack Damage per stack

Advancement table[edit]

Table: The Ranger - Dark Hunter Preparable spells
Level Base Attack Bonus Fort Save Ref Save Will Save Keeps Gains Loses Spell points 1st 2nd 3rd 4th
- - Curative Admixture spells, Open Lock and Disable Device as Class Skills Cure spells, Limited favored enemy feats
(Only Aberration, Animal, Elf, Human, Monstrous Humanoid,
and Vermin are available)
-
1st +1/+1/+6 +2 +2 +0 1st Favored Enemy, Wild Empathy, Bow Strength Medium Armor Proficiency, Trapfinding, Sneak Attack +1d6 - 0 - - - -
2nd +2/+2/+7 +3 +3 +0 Rapid Shot, Two Weapon Fighting - - 0 - - - -
3rd +3/+3/+8 +3 +3 +1 Diehard Trap Making, Trap Sense +1 - 0 - - - -
4th +4/+4/+9 +4 +4 +1 Precise Shot - - 20 1 - - -
5th +5/+5/+10/+15 +4 +4 +1 2nd Favored Enemy Sneak Attack +2d6 - 35 1 - - -
6th +6/+6/+11/+16 +5 +5 +2 Manyshot, Improved Two Weapon Fighting Trap Sense +2 - 50 2 - - -
7th +7/+7/+12/+17 +5 +5 +2 Improved Wild Empathy - - 65 2 - - -
8th +8/+8/+13/+18 +6 +6 +2 - - - 80 2 1 - -
9th +9/+9/+14/+19 +6 +6 +3 - Accelerate Spell, Trap Sense +3 Evasion 95 2 1 - -
10th +10/+10/+15/+20 +7 +7 +3 3rd Favored Enemy Sneak Attack +3d6 - 110 2 2 - -
11th +11/+11/+16/+21 +7 +7 +3 Improved Precise Shot, Greater Two Weapon Fighting - - 125 2 2 1 -
12th +12/+12/+17/+22 +8 +8 +4 - Trap Sense +4 - 140 2 2 2 -
13th +13/+13/+18/+23 +8 +8 +4 - - - 155 2 2 2 -
14th +14/+14/+19/+24 +9 +9 +4 - - - 170 3 2 2 1
15th +15/+15/+20/+25 +9 +9 +5 4th Favored Enemy Trap Sense +5, Sneak Attack +4d6 - 185* 3 2 2 2
16th +16/+16/+21/+26 +10 +10 +5 - - - 200* 3 3 2 2
17th +17/+17/+22/+27 +10 +10 +5 Hide In Plain Sight - - 215* 3 3 2 2
18th +18/+18/+23/+28 +11 +11 +6 - Trap Sense +6 - 230* 4 3 2 2
19th +19/+19/+24/+29 +11 +11 +6 - - - 245* 4 4 4 3
20th +20/+20/+25/+30 +12 +12 +6 5th Favored Enemy Sneak Attack +5d6 - 260* 4 4 4 4
* Spell Points: These SP values are assumed, based on a linear 15-point increase per level, and need confirming needs verification from in-game experience.

As with Clerics, Rangers automatically have access to all their spells once they reach a high enough level, and can freely swap which are prepared at shrines and taverns.

Combat Style Feats: The ranged and melee combat style feats gained at levels 2, 6 and 11 are automatically obtained even if the ranger does not meet the usual prerequisites for these feats. In addition, the ranger does not need to wear light or no armor to use these feats.

Enhancement trees[edit]

Dark Hunters lose access to the Ranger's Arcane Archer enhancements. (They can still access AA as the elven racial tree.) Instead, they get Dark Hunter enhancements.


Overview[edit]

This tree has a focus on stealth, defense, and traps.

The Dark Hunter tree replaces the Ranger's Arcane Archer tree.

Dark Hunter enhancements tree

Core abilities[edit]

Icon Underdark Stalker.png
Underdark Stalker: For each Core Ability you take in this tree, including this one, you gain +5 Maximum HP, +1 Reflex Saving Throw, and -1 Armor Check Penalty for Medium Armor.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Ranger Level 1
Icon Smoke Trap.png
Smoke Trap: Toss a Smoke Grenade at a single enemy. If they fail a Fortitude save (DC20 + Dex/Int/Wis Mod + Assassinate DCs + Trap DCs) they lose their immunity to sneak attack and 25% of their fortification for 25 seconds.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Underdark Stalker, Ranger Level 3
Icon Underdark Armor.png
Underdark Armor: While wearing Medium Armor, you gain a +10% Exceptional bonus to Armor Class and take 50% less damage from Traps.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Smoke Trap, Ranger Level 6
Icon Opportune Moment.png
Opportune Moment: Whenever you become invisible, you gain a Primal bonus to Sneak Attack Dice equal to your Wilderness Lore. This lingers for 10 seconds after you become Invisible and may only trigger once every 60 seconds.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Underdark Armor, Ranger Level 12
Icon Death Stalker.png
Death Stalker: +25% Sneak Speed. While you are sneaking, you gain a 5% enhancement damage bonus to your melee, ranged and unarmed attacks. This lingers for 10 seconds after you leave Stealth. (Testing shows the 25% Sneak Speed doesn't stack with Shadow Dancer Mantle's 25% Sneak Speed)
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Opportune Moment, Ranger Level 18
Icon Hunter in the Dark.png
Hunter in the Dark: +2 Dexterity, Intelligence, and Wisdom. +10% Doublestrike and Doubleshot. +10 Melee and Ranged Power. Your Bleed the Weak bonus now applies its full damage against enemies that are Snared or Entangled.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Death Stalker, Ranger Level 20

Tier One[edit]

Requires Dark Hunter, Ranger level 1

Icon Dark Wolf.png
Dark Wolf: Conjure your Dark Wolf Companion to your side. This companion will fight alongside you as you adventure.

Cooldown: [60/45/30] Seconds

Passive: +[5/10/15] Hitpoints
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Wolf Hide.png
Wolf Hide: +[2/4/6] Physical Resistance Rating.
AP Cost: 1 Ranks: 3 Progression: 1 Requires: Dark Wolf
Icon Sneak Attack Training.png
Sneak Attack Training I: +1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Bleed the Weak.png
Bleed the Weak: Imbue Toggle: Your melee and ranged attacks deal 1d8 Bleeding damage. Against enemies under 50% HP, this damage is increased to 1d10 Bleeding damage. Against enemies under 25% HP, this damage is increased to 1d12 Bleeding damage. This damage scales with 100% Melee or Ranged Power.
While you are using this Imbue Toggle, your Dark Wolf will as well. It uses your bonus Imbue Dice as its own.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Awareness.png
Awareness: +[1/2/3] Listen, Search, Spot, and to hit.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Dark Hunter Level 2, 5 APs spent on tree

Icon Furor of the Hunter.png
Furor of the Hunter: Your Dark Wolf gains +[3/6/10] Primal bonus to hit and damage, +[2/4/6] Primal bonus to AC, and its attacks bypass [10/20/50]% of enemy Fortification.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Dark Wolf
Icon Assassin's Training.png
Assassin's Training: +[1/2/3] to your Assassinate DCs.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Sneak Attack Training.png
Sneak Attack Training II: +1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Sneak Attack Training I
Icon Improved Traps.png
Improved Traps: +[1/2/3] to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to [65/80/100]% of your Disable Device Skill instead of 50%.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Action Boost Skills or Sprint.png
Action Boost: Skills or Sprint: Select an Action Boost
  • Skill Boost: Activate to gain a +[2/4/6] Action Boost bonus to all skills for 20 seconds.
  • Sprint Boost: Activate to gain a +[30/40/50]% Action Boost bonus to movement speed for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires Dark Hunter Level 3, 10 APs spent on tree

Icon Primal Energy.png
Primal Energy: Your Dark Wolf gains a +[2/4/6] Primal Bonus to all Ability Scores and you gain +[1/2/3] bonus Imbue Dice.
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Furor of the Hunter
Icon Snap Trap.png
Snap Trap: Toss a snapping trap at the targeted enemy. If they don't make a Fortitude Save (DC20 + Dex/Int/Wis Mod + Assassinate DCs + Bonus Trap DCs) they are rooted in place by the trap's jaws for 12 seconds. Cooldown: 12 seconds.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Icon Sneak Attack Training.png
Sneak Attack Training III: +1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Sneak Attack Training II
Icon Use Magic Device.png
Use Magic Device: +[1/2/3] Use Magic Device
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon DexIntWis.png
Ability I: Select between Dexterity, Intelligence, or Wisdom.
  • +1 Dexterity
  • +1 Intelligence
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Dark Hunter Level 4, 20 APs spent on tree

Icon Lupine Instincts.png
Lupine Instincts: Your Dark Wolf inherits your Search and Spot scores, and will automatically find traps and secret doors for you assuming you meet the statistical threshold. You gain a Primal bonus to Search and Disable Device skill bonus equal to your number of Wilderness Lore feats.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Primal Energy
Icon Slayer in the Dark.png
Slayer in the Dark: Killing an enemy grants you a +5 Morale bonus to Melee and Ranged Power, stacking [2/3/4] times. This lasts for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Icon Sneak Attack Training.png
Sneak Attack Training IV: +1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Sneak Attack Training III
Icon Smoke Bomb.png
Smoke Bomb: Throw a bottle beneath you that explodes into a cloud of smoke and leaves you Invisible and Displaced for 12 seconds. Cooldown: 25 Seconds.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Icon DexIntWis.png
Ability II: Select between Dexterity, Intelligence, or Wisdom.
  • +1 Dexterity
  • +1 Intelligence
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Ability I

Tier Five[edit]

Requires Dark Hunter Level 5, Character Level 12, 30 APs spent in tree

Icon Ferocity.png
Ferocity: You gain 10% Doublestrike and Doubleshot. Your Dark Wolf gains 25% Attack Speed and 100% Fortification Bypass.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Lupine Instincts
Icon Stones Hue.png
Stone's Hue: Your Camouflage and Camouflage, Mass spells also grant the target +1 Physical Resistance Rating per 2 caster levels.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Icon Death Attack.png
Death Attack: Stealth Melee Assassinate Attack: On Sneak Attack: Attempt to Assassinate a foe before you. If it is an enemy type that a Dark Hunter could have as a Favored Enemy (Vermin, Elves, Aberrations, Animals, Humanoids, and Monstrous Humanoids) then you attempt to snuff out its life, killing it instantly unless it makes a Fortitude save vs Death (DC 10 + Ranger Level + highest of Dex, Int, or Wis Mod + Assassinate bonuses). If it is a different enemy type, or it makes its Fortitude save, you instead mortally wound it, lowering its Physical and Magical Resistance rating by 10 and dealing an extra 1d10 Bleed damage per character level.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Sneak Attack Training IV
Icon Blade Specialization.png
Blade Specialization: Select from Critical Threat Range or Critical Damage Multiplier.
  • You gain a +1 Competence bonus to Critical Damage Multiplier with your weapons.
  • You gain a +1 Competence bonus to Critical Threat Range with your weapons.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Icon Dark Sight.png
Dark Sight: You have True Seeing and gain a +25% Competence bonus to Maximum Hit Points. This ability also grants a separate ability - Underdark Sight - that you may toggle on to gain sight ability while within the Underdark.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements