Dagger Specialist (DnD Optimized Character Build)
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| Brock Samson | |
|---|---|
| Date Created: | May 19, 2008 |
| Status: | New |
| Editing: | Please feel free to edit constructively! |
Contents |
[edit] Introduction
I hate using magic and spells when I play D&D so I came up with a bad-ass fighter that can keep up with my spell-flinging companions.
[edit] References
Player's Handbook v3.5, Complete Warrior (Invisible Blade, Master Thrower, Power Critical), & Complete Adventurer (Brutal Throw)
[edit] Progression
Maximize Strength. Do not short change intelligence. Constitution is always a good thing for fighters. Human Race needed. At Fighter 5/Master Thrower 5/Invisible Blade 5 you'll be able to kill just about anything and anyone.
[edit] Other Components
Feats: Two-weapon fighting, Weapon Focus (Dagger), Brutal Throw at level 1. Point Blank Shot at level 2. Far shot at level 3. Precise shot at level 4. Weapon Specialize (Dagger) at level 6. Power Critical (Dagger) at level 9 (optional, but suggested, alternatively Improved Two-Weapon Fighting).
Thrown Weapon Tricks (Master Thrower 5): Dead-eye shot (Dagger), Double-toss, and Palm-throw.
[edit] Highlights
All 3 classes have a full attack progression, which means you will hit a LOT with your daggers. Master Thrower gives you Quick Draw. Dead-eye shot increases dagger critical damage to x3. Level 5 Master Thrower gives improved critical to any thrown weapon you have weapon focus in (dagger). Double-toss allows you to throw with both hands as a STANDARD action, while palm-throw allows you to throw two daggers in each hand. These thrown weapon tricks combine. Invisible Blade 5 allows a free action feint to make target flat-footed. Then, Invisible Blade 5 gives you +3d6 dagger sneak attack damage the goes off on every attack. RAW, only one dagger per hand gets sneak attack damage (similar to feats like rapid shot) but there is no ruling on whether you have to declare which roll is the sneak attack roll, so it's like getting 2 bites at the cherry. Then, Invisible Blade also allows you to replace all of those +3d6's of damage for bleeding damage. When you combine all of these factors, you can average 14 to 20 bleeding points of damage per turn, plus the 1d4 + strength bonus + weapon special bonus + 1 damage for point blank shot all coupled with improved critical (17-20) and increased critical (x3) for EACH dagger.
[edit] Side Notes
Another thing you might want to do is get a pair of Gauntlets of Extended Range, which increase the range of your daggers from 20 ft. to 40 ft.
I don't really see the point of getting 5 fighter levels. I'd stop at 4, then get one swashbuckler level, then, after 15, get 2 more swashbuckler levels with 2 rogue levels and 1 nightsong enforcer level. This would get you another 4d6 of sneak damage, would get you evasion and your int bonus to damage.
[edit] Limitations
The only problems I've encountered were high damage reduction targets, but since the bleeding wounds stack and the criticals usually surpass any damage reductions, that still wasn't much to overcome.
[edit] DM Counters
It's a completely fair build revolving around throwing daggers. I can't see how or why the DM would try to counter it.
IF a DM wanted to counter it the ultimate stop is an ooze (immune to piercing and slashing) -Pyrofreek-
Another fun way to stop this char is getting high DR on something immune to criticals and sneak attacks.(Iron golem is a good exemple of that)
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