Article-At-A-Glance
- The Master Hunter[1] build maximizes long-range with Skirmish and Greater Manyshot feats.
- Offers strategies for overcoming common weaknesses with equipment enhancements.
- Diverse combat strategies include dungeon crawls and urban encounters.
- Roleplaying advice focuses on half-ogre character balancing strength and stealth.

Click on the level for more information
At level 1, this Half-Ogre Scout character focuses on stealth and reconnaissance. With basic feats to enhance archery attacks, the Scout ensures damage from a distance. With a high Strength score, the character can handle physical confrontations if needed. Skirmish and Trapfinding add versatility, allowing tactical movement and trap detection.
Stat Block Level 1:
Unnamed: Male, Half-Ogre Scout 1; CR 1; Large Giant; HD 11; hp 11; Init +3; Spd 40 ft.; AC 14, touch 10, flat-footed 13; Base Atk +0; Grp +4; Atk Greatclub +4 melee (1d10+1) or Shortbow +3 ranged (1d6); Full Atk Greatclub +4 melee (1d10+1) or Shortbow +3 ranged (1d6); SA Skirmish +1d6, Trapfinding; SQ Darkvision 60 ft., Light Sensitivity; AL CN; SV Fort +3, Ref +3, Will -1; Str 20, Dex 16, Con 16, Int 8, Wis 10, Cha 4.
Skills, Abilities, and Feats:
Craft(Bowmaking) +4, Listen +4, Spot +4, Survival +4; Point-Blank Shot, Precise Shot, Far Shot. Special Attacks and Qualities: Skirmish +1d6: Gains +1d6 damage with a successful attack after moving at least 10 feet; Trapfinding: Can use Search to find traps with a DC higher than 20.
Possessions: Greatclub, Shortbow, 20 arrows, Chainshirt.
At level 5, this Scout focuses on dealing high damage with ranged attacks using a shortbow and utilizing skirmish tactics for additional damage and mobility. The character benefits from increased speed, evasion, and dexterity, making them hard to hit and highly effective in hit-and-run combat.
Stat Block Level 5:
[Unnamed Master Hunter[1]]: male, Half-Ogre Scout 5; CR 5; Large Giant (Humanoid); HD 5d8+3 (38 hp); Spd 40 ft.; AC 17, touch 11, flat-footed 16; Base Atk +4; Grp +9; Atk Shortbow +5 ranged (1d6+2); Full Atk Shortbow +5 ranged (1d6+2); SA Skirmish +2d6/+1, Trapfinding; SQ Battle Fortitude +1, Uncanny Dodge, Fast Movement +10 ft.; AL CN; SV Fort +6, Ref +7, Will +1; Str 20, Dex 17, Con 16, Int 8, Wis 10, Cha 4.
Skills, Abilities, and Feats:
Craft (Bowmaking) +10, Listen +8, Spot +8, Survival +8; Point-Blank Shot, Precise Shot, Far Shot, Rapid Shot.
Skirmish (Ex) +2d6 damage and +1 AC when moving 10 ft., Trapfinding (Ex) locate and disarm traps, Battle Fortitude (Ex) +1 to Fortitude saves and initiative checks, Uncanny Dodge (Ex) retains Dex bonus to AC when flat-footed, Fast Movement (Ex) +10 ft.
Possessions: Shortbow, Chainshirt, assorted arrows, basic adventuring gear.
This build leverages the Scout and Highland Stalker classes to create a deadly ranged attacker. With Skirmish and Greater Manyshot abilities, this character deals massive damage from a distance.
Stat Block Level 10:
Unnamed Master Hunter[1]: male, Half-Ogre Scout 7/Highland Stalker 3; CR 10; Large Monstrous Humanoid; HD 10d8+30; hp 75; Init +3; Spd 40 ft.; AC 20, touch 12, flat-footed 17; Base Atk +10; Grp +19; Atk +15 ranged (4d8+8, Huge Dragonbone Greatbow) or +17 melee (2d8+7, Greatclub); Full Atk +15/+10 ranged (4d8+8/4d8+8, Huge Dragonbone Greatbow) or +17/+12 melee (2d8+7, Greatclub); SA Skirmish (+2d6/+2), Greater Manyshot, Ranged Sneak Attack +1d6; SQ Battle Fortitude +1, Uncanny Dodge, Trapfinding, Flawless Stride, Mountain Stride; AL CN; SV Fort +7, Ref +11, Will +3; Str 20, Dex 16, Con 16, Int 8, Wis 10, Cha 4.
Skills, Abilities, and Feats:
Craft (Bowmaking) +10, Listen +8, Spot +8, Survival +8; Point-Blank Shot, Precise Shot, Far Shot, Rapid Shot, Quick Draw, Exotic Weapon Proficiency (Greatbow), Track.
Special Attacks and Qualities:
Skirmish adds +2d6 damage and +2 AC when moving 10 ft. or more. Greater Manyshot allows multiple arrows as a standard action. Ranged Sneak Attack adds +1d6 damage when target is denied Dexterity to AC.
Possessions: Huge Dragonbone Greatbow, alchemical gold arrows, Greatclub, Chainshirt.
The build excels as a ranged damage dealer with impressive mobility and damage output. The character uses a huge sized composite greatbow with alchemical gold arrows and can deal vast amounts of damage using Greater Manyshot in combination with Skirmish. The character also offers utility with skills such as Survival and Listen.
Stat Block Level 15:
Unnamed: male, Half-Ogre Scout 7/Highland Stalker 10/Peerless Archer 3; CR 15; Large Humanoid (Giant); HD 14d8+46; hp 107; Init +3; Spd 50 ft.; AC 21, touch 13, flat-footed 18; Base Atk +14; Grp +24; Atk +22 melee (2d6+10, Greatclub) or +19 ranged (4d8+8, Huge Composite Greatbow); Full Atk +22/+17/+12 melee (2d6+10, Greatclub) or +19/+19/+14/+9 ranged (4d8+8, Huge Composite Greatbow); SA Skirmish +3d6/+3, Greater Manyshot; SQ Battle Fortitude +1, Trapfinding, Uncanny Dodge, Evasion, Flawless Stride, Mountain Stride, Swift Tracker, Camouflage, Skirmish +3d6/+3; AL CN; SV Fort +13, Ref +13, Will +6; Str 20, Dex 16, Con 16, Int 8, Wis 10, Cha 4.
Skills, Abilities, and Feats:
Craft(Bowmaking) +10, Listen +8, Spot +8, Survival +8; Point-Blank Shot, Precise Shot, Far Shot, Rapid Shot, Track, Quick Draw, Exotic Weapon Proficiency(Greatbow), Monkey Grip, Manyshot, Greater Manyshot.
Special Attacks and Qualities:
Skirmish (+3d6 damage, +3 AC), Greater Manyshot (4 arrows in a single attack action), Power Shot, Flawless Stride, Mountain Stride, Swift Tracker.
Possessions: Huge Composite Greatbow, Greatclub, Chainshirt, Alchemical Gold Arrows.
The Master Hunter[1] build excels in ranged combat. With feats like Greater Manyshot and abilities from Highland Stalker, it dishes out high damage, utilizing Skirmish bonuses effectively. It also showcases impressive mobility and survivability with Evasion and Flawless Stride.
Stat Block Level 20:
Unnamed: male, Half-Ogre Scout 7/Highland Stalker 10/Peerless Archer 3; CR 20; Large humanoid (giant); HD 20d8+60; hp 190; Init +3; Spd 40 ft.; AC 23, touch 12, flat-footed 20; Base Atk +20; Grp +30; Atk Huge Dragonbone Greatbow +25 ranged (4d8+10); Full Atk Huge Dragonbone Greatbow +25/+20/+15/+10 (4d8+10); SA Skirmish +4d6/+4, Greater Manyshot, Ranged Sneak Attack +1d6; SQ Trapfinding, Battle Fortitude, Uncanny Dodge, Evasion, Flawless Stride, Mountain Stride, Swift Tracker, Surefooted, Camouflage; AL CN; SV Fort +15, Ref +16, Will +9; Str 20, Dex 16, Con 16, Int 8, Wis 10, Cha 4.
Skills, Abilities, and Feats:
Craft (Bowmaking) +10, Listen +8, Spot +8, Survival +8; Point-Blank Shot, Precise Shot, Far Shot, Rapid Shot, Quick Draw, Exotic Weapon Proficiency (Greatbow), Monkey Grip, Manyshot, Greater Manyshot.
Special Attacks and Qualities:
Skirmish provides extra damage and AC bonus when moving, Greater Manyshot allows multiple arrows per attack, Evasion negates damage on a successful reflex save, Flawless Stride mitigates movement penalties in rough terrain.
Possessions: Huge Dragonbone Greatbow, Greatclub, Alchemical Gold Arrows, Chainshirt.
Milestones Of Character Development
- Levels 1-5: Develop foundational skills with your Scout, focusing on Skirmish damage, Trapfinding, and Evasion. Feats like Point-Blank Shot, Precise Shot, and Rapid Shot set the stage for ranged excellence.
- Levels 6-10: Transition into the Highland Stalker and Peerless Archer classes. Your role expands with Exotic Weapon Proficiency allowing the use of a Greatbow, and Power Shot to increase damage potential significantly. Ranged Sneak Attack is also unlocked.
- Levels 11-15: Enhance versatility with skills like Surefooted and feats such as Monkey Grip and Manyshot, allowing multiple shots in a single attack action. Further strengthen Skirmish bonuses and gain Fletching skills.
- Levels 16-20: Maximize your Skirmishing potential with Greater Manyshot, dealing serious damage with each attack. Utilize class features like Camouflage and development of increased Skirmish bonuses, making you both a lethal and elusive foe.
Core Abilities & Features of the Master Hunter
Skirmish and Movement: The Skirmish ability, a core part of the Scout’s repertoire, allows you to increase damage and AC by moving before attacks. By 20th level, you achieve a Skirmish of +4d6 damage and a +4 AC bonus. This build emphasizes mobility, with features like Flawless Stride, making you untouchable in difficult terrain, and a substantial speed boost at level 3.
Ranged Expertise: From the start, feats like Point-Blank Shot, Precise Shot, and Far Shot set the stage for unparalleled ranged prowess. As a Peerless Archer, you gain Exotic Weapon Proficiency (Greatbow), allowing the use of gargantuan-sized weaponry for enhanced damage. The Peerless Archer’s Expert Bowyer and Ranged Sneak Attack compound your capacity to unleash strategic, devastating shots.
Manyshot Synergy: The introduction of Greater Manyshot at 18th level marks a pinnacle in ranged combat capabilities. This feat, in conjunction with the Skirmish bonus, creates a deadly symphony of arrows, each packed with immense power due to Power Shot and the strategic use of alchemical gold arrows. The tactical flexibility provided by Monkey Grip enhances your adaptability in varied combat scenarios.
Equipment Progression of the Master Hunter
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Shortbow | Basic ranged weapon providing necessary proficiency and accuracy in early levels. Particularly effective with Precise Shot and Point-Blank Shot feats. |
| L6-10 | Composite Longbow | Upgraded to accommodate growing strength. Offers increased damage potential and range, essential for maximizing Skirmish ability and utilizing skills from Highland Stalker. |
| L11-15 | Dragonbone Greatbow | Enhanced damage output with Exotic Weapon Proficiency (Greatbow) and Power Shot feat. Capable of delivering powerful strikes, especially when paired with Manyshot and Monkey Grip. |
| L16-20 | Huge Sized Dragonbone Greatbow with Alchemical Gold Arrows | Final weapon setup aimed for massive damage. Leverages Greater Manyshot and Skirmish bonuses for maximum harm. Alchemical Gold Arrows enhance penetration and consistency in long battles. |
Combat Scenarios
- Dungeon Crawls:
- With limited space, rely on Skirmish ability to move, attack, and avoid traps. Use Quick Draw to switch between melee and ranged effectively. Utilize Evasion to dodge area spells.
- Open Fields:
- Leverage Greater Manyshot and long-range precision with the huge-sized Dragonbone Greatbow. Engage enemies before they can close the gap, maintaining distance and mobility to maximize Skirmish damage increase.
- Ambushes:
- Take advantage of Uncanny Dodge to react swiftly to surprise attacks. Utilize the combination of Battle Fortitude and Scout’s speed bonus for quick escapes or counter-attacks with Power Shot.
- Defensive Stands:
- Hold ground using the Chainshirt for protection. Anchor yourself at strategic points, using Power Attack with ranged shots to deal significant damage from a defensive line.
- Urban Encounters:
- Use Camouflage in populated areas to hide and re-position. Exploit buildings for vantage points, utilizing the Greatbow’s power to control narrow alleys and force enemies into unfavorable positions.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Poor Charisma (Cha 4) affecting skill checks like Diplomacy and Bluff. | Focus on non-social interactions or use magic items like Circlet of Persuasion to boost Charisma-based skill checks. |
| Flaw: Vulnerable leads to lower AC. | Equip a Ring of Protection or Amulet of Natural Armor to increase AC. |
| Limited spellcasting capabilities due to low Intelligence (Int 8). | Rely on party spellcasters for magical support or invest in UMD skill for scroll usage. |
| Heavy reliance on positioning for Skirmish bonus. | Utilize Cloak of Displacement to maintain defense while moving and positioning. |
| Size penalties for being a Half-Ogre affecting maneuverability in tight spaces. | Enhance mobility with Boots of Springing and Striding to navigate difficult terrain. |
| Vulnerability to Disarm attempts due to large weapon size. | Improve grip with Gauntlets of Ogre Power to increase Strength for better opposed rolls. |
| Lack of armor due to focus on Dexterity-based defense with Chainshirt. | Improve defense with Bracers of Armor when heavy armor isn’t practical |
Roleplaying the Master Hunter
Your half-ogre origins offer both strength and a touch of vulnerability. Harness this dual nature by leaning into the brutish intellect—a sharp mind for tracking but perhaps lacking social graces. Roleplay moments where your character grapples with the complexity of combat versus cooperation, a potent force on the battlefield but potentially misunderstood by peers due to low charisma.
The wild landscape is your stage. Focus on embracing the primal instincts that come with high survival skills. Paint vivid scenes where you expertly spot hidden dangers, much like your character scouts from afar with an eagle’s gaze. Use every opportunity to reflect on the serene nature of scouting, coupled with the adrenaline spike of a well-timed shot.
As a Master Hunter[1], play on the internal themes of a loner versus leadership. Your character may vacillate between leading others to safety and the solitary path of a silent predator. Deliberate on scenarios where you must choose between aiding your allies or pursuing a personal vendetta, adding depth to an already multifaceted persona.

FAQ
What makes the Master Hunter[1]’s Skirmish ability unique?
The Master Hunter[1]’s Skirmish ability combines increased mobility with enhanced combat effectiveness. By moving before striking, you gain additional damage and a boost to your Armor Class. At 20th level, this means a notable +4d6 extra damage and a +4 AC bonus. This synergy makes you a dynamic and elusive target, especially effective in varied terrain. It’s a perfect strategy for hit-and-run tactics, allowing you to deal significant damage while minimizing retaliation.
How does Greater Manyshot enhance the Master Hunter[1]’s capabilities?
Greater Manyshot allows the Master Hunter[1] to fire multiple arrows with a single attack action. This feat, acquired around 18th level, multiplies your damage potential significantly. When combined with the Skirmish bonus, each arrow can deal colossal damage. Utilizing Power Shot and alchemical gold arrows further enhances this. The ability to target several enemies or focus down a single foe becomes a powerful tool in the Master Hunter[1]’s arsenal.
How should the Master Hunter[1] approach dungeon crawls?
In dungeon crawls, space is constrained and dangers lie in wait. Master Hunters should leverage their Skirmish ability to remain mobile, attacking while avoiding traps. Quick Draw allows for seamless switching between melee and ranged combat when needed. Evasion helps dodge area spells, further enhancing survival. These strategies ensure effectiveness regardless of the dungeon’s tight spaces.
How do environmental factors impact the Master Hunter[1]’s performance?
Environmental factors greatly influence the Master Hunter[1]’s efficacy. In open fields, leverage your range and mobility to maintain distance from foes. Dense forests or urban areas offer cover, enhancing your ability to camouflage and ambush targets. Mastering varied terrains elevates the Master Hunter[1]’s tactical flexibility. This adaptability often means the difference between a successful hunt and being outmaneuvered.
What role does roleplaying play for a Master Hunter[1]?
Roleplaying a Master Hunter[1] enriches the gameplay experience by exploring dualities, such as strength versus stealth. Embrace the character’s secretive nature and complex relationships with allies. Their background as a Half-Ogre adds unique challenges and opportunities in social settings. Exploring these elements adds depth to combat and non-combat scenarios, enriching the overall narrative.
Join us at Stellar Dragons!
Consider playing a Master Hunter[1] in your next campaign. Do you think the Master Hunter[1] could be the best build in D&D 3.5? Share your thoughts on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7.
Master Hunter

As the two brothers were slowly making their way back to the city, they circled around the dark army in the woods with the help of the elder brother’s divination spells.
As they let their horses rest near a pond in the woods at the foot of a hill, they noticed gri-gris in the trees and totems made from humanoid remains stacked together.
-“Are you sure it’s such a good idea to rest here?” Asked the younger brother with a raised eyebrow as they both were examining one of the totems.
A sudden bone crunching thump, then the following pained scream of his horse being impaled by an arrow as tall as the horse itself was all the answer they needed.
Race
Half-Ogre
Class
Scout 7/Highland Stalker 10/Peerless Archer 3(2 LA Buyback)
Ability Scores
Str 20/Dex 16/Con 16/Int 8/Wis 10/Cha 4
Skills
Craft(Bowmaking) 10, Listen 8, Spot 8, Survival 8
Equipment
A shortbow at first, eventually a Huge sized Dragonbone Greatbow with alchemical gold arrows. Oh, and a Greatclub and a Chainshirt.
Flaws
Vulnerable, Pathetic(Cha)
Goal
You can use a huge sized composite greatbow with gold arrows to deal 4d8 damage per arrow before any bonus, can “power attack” your shots, and can use Greater Manyshot in conjunction with Skirmisher to deal a completely ridiculous amount of damage at everything in sight.
| Level | Class | HD | Feat | Special |
| 1 | Scout | 11 | Point-Blank Shot, Precise Shot, Far Shot | Skirmish +1d6, Trapfinding |
| 2 | Scout | 1d8+3 | – | Battle Fortitude +1, Uncanny Dodge |
| 3 | Scout | 1d8+3 | Rapid Shot | +10 Speed, Skirmish +1d6/+1 |
| 4 | Scout | 1d8+3 | Track | +1 Dex |
| 5 | Scout | 1d8+3 | – | Evasion, Skirmish +2d6/+1 |
| 6 | Scout | 1d8+3 | Quick Draw | Flawless Stride |
| 7 | Scout | 1d8+3 | – | Skirmish +2d6/+2 |
| 8 | Highland Stalker | 1d8+3 | – | Mountain Stride |
| 9 | Highland Stalker | 1d8+3 | Exotic Weapon Proficiency(Greatbow) | Skirmish +2d6/+2 |
| 10 | Peerless Archer | 1d10+3 | – | Expert Bowyer, Ranged Sneak Attack +1d6 |
| 11 | Peerless Archer | 1d10+3 | – | Sharp Shooting 1, Fletching +1 |
| 12 | Peerless Archer | 1d10+3 | Monkey Grip | Power Shot |
| 13 | Highland Stalker | 1d8+3 | – | Swift Tracker |
| 14 | Highland Stalker | 1d8+3 | – | Skirmish +3d6/+2 |
| 15 | Highland Stalker | 1d8+3 | Manyshot | Surefooted |
| 16 | Highland Stalker | 1d8+3 | – | Skirmish +3d6/+3 |
| 17 | Highland Stalker | 1d8+3 | – | Camouflage |
| 18 | Highland Stalker | 1d8+3 | Greater Manyshot | Skirmish +4d6/+3 |
| 19 | Highland Stalker | 1d8+3 | – | – |
| 20 | Highland Stalker | 1d8+3 | – | Skirmish +4d6/+4 |
Leave a Reply