
He will let you join the guild if you can discover an ancient secret, and tells you to meet up with Dallas Jones at Karamja Wines, Spirits, and Beers on Musa Point.
A quick way there is using the Spirit tree to Feldip Hills. To start the quest, first speak to Alec Kincade outside the Myths' Guild. Items required: Pickaxe (suggested: Amulet of glory, Digsite pendant, weapons and armour)
High-tier combat equipment, high-healing food, and prayer potions. Teleports to various places around the game, most notably Musa Point, Fossil Island, Lunar Isle, and Rellekka. Runes for 3 Fire Wave spells OR 3 Fire Surge spells. Seal of passage (if elite Fremennik Diary is not done). At least 12 nails of any kind ( Note: Bringing more is recommended nails may bend!). Started the Firemaking part of Barbarian Training to gain access to the Ancient Cavern. The history of Crandor is a bold one, enough so that many a Crandorian earned the right to be part of the Champions' Guild! The Crandor we know today is very different from that of the past and there are so many questions that remain unanswered - your chance to uncover the secrets of the past starts with Dragon Slayer II. Then, you'd be a high-Dex, high-Wis holy warrior with a specialty in hunting and destroying vampires.Speak to Alec Kincade outside the Myths' Guild.ģ0 years prior to the fateful day a mighty adventurer awakened Elvarg from her slumber, Crandor was a thriving and very much alive island, with a great tradition of mages and adventurers. Just suggestions, either way.įrom there, the only other consideration I could possibly think of would be to try to persuade your DM to let you swap Charisma for Wisdom for all your Paladin class features. I dunno what else one could do for the feat, perhaps some kind of special ritual (or other method) that destroys a vampire's ability to revive after being slain? Individually, none of those benefits really feels worth a feat, but all of them might be a bit strong for a feat-perhaps pick two or three. Oh, and of course it could always include a special "Chain Whip" proficiency, that is identical to a regular whip but better damage dice (probably 1d8, but at least 1d6), for that truly Castlevania flavor. It could grant Turn Undead (with some kind of special bonus against Vampires specifically) as an additional CD option, and also the Ranger's Favored Enemy feature, but exclusively for Vampires. Then, if that doesn't seem enough, you could try for a custom feat-Vampire Slayer, of course. Plus, the Paladin's extra damage features hit "fiends and undead," which includes vampires, for more damage anyway. The Vengeance Channel Divinity options seem great-Vow of Enmity is an accuracy-based alternative to Hunter's Mark, and thus better synergizes with the Paladin's answer to getting extra attacks (that is, getting auto-damage on every hit), and Abjure Enemy seems like a superior alternative to Turn Undead when dealing with individual powerful undead enemies, rather than a horde of them (which is rarely how vampires roll-and when they do, the Conservation of Ninjutsu generally means they're much less dangerous foes.) The Oath spells include Hunter's Mark, which means you always have it prepared in addition to whatever other Paladin spells you want-and eventually you won't really need those first-level slots for Smiting anyway. The dex focus is easy (there being 0 barrier to dex focus for most melee classes). Possibly with the addition of a (custom) feat to make it just a tad more Hunter-y. Personally, a straight-up Vengeance Paladin would seem to make most sense to me.
You'd be the guy dressing up as Darth Vader, going to a costume party where the host said that the theme is Lord of the Rings and to dress appropriately. then I' afraid that no mater what type of class, feat, race, whatever combo you come up with, it is NOT going to work out the way you want. Well, that is of course, if he/she and everyone else at the table wants to play in that kind of campaign. So work with him/her and that way, no matter what class or race you come up with, the DM will design the campaign around this whole "fighting undead" theme. Simply put, you will need the buy-in from your DM. You are asking to make a very specific, very specialized, very setting-dependent type of character. Me: "I'm thinking maybe a Ranger, or maybe Fighter/Thief multiclass?" Me: "Hey, DM, I want to make a vampire-slayer type character, can we do that?"ĭM: "Uh, sure.