No-One The Mad (3.5e Optimized Character Build)

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This build was inspired by the character op boards at the wizards website. If you want to claim credit for the inspiration, please do so.

Introduction[edit]

This is a character that progressively become more and more Evil, it is also somewhat amusing in that it uses a Orc Double Axe to Sneak Attack, not more traditional weapons.

References[edit]

Core SRD, Player's Handbook, and Dungeon Master's Guide

Game Rule Components[edit]

Race and Templates[edit]

Racial Recommendation: It's recommended that you take Human for its bonus feats and skill points.

Racial Starting Traits:

Alignment: Any Evil The evil gradually grows while you play, while the other piece is more of just a definition tool.

Also if you want to use a weapon other than a double axe, you can be any race you like

Classes[edit]

Feats[edit]

To be taken in order.

How did you take 2 feats at lv 6?

Two-Weapon Fighting

Power Attack - The Human bonus feat if duch if not move this in the place of the cleave feat later.

Exotic Weapon Proficiency Orc Double Axe. If you don't want to use the Orc Double Axe and are not Human it is recommended you take the Power Attack feat here and then follow the path regularly.

Cleave - If not Human take this in the place of Great Cleave

Combat Expertise

Improved Feint

Quick Draw

Improved Two-Weapon Fighting

Great Cleave - If not Human don't take this feat take it's alternative.

Spells, Powers, Items[edit]

The Orc Double Axe is the main weapon I have chosen for this build, as such the best one affordable should be a high priority item. Additionally any stat boosting items are very helpful to this character

Miscellaneous[edit]

Progression[edit]

Ideal starting stats:

Obviously these stats will be very unlikely to be obtained at level 1, so try and maximize DEX and CHA. You can use magic items to increase INT and WIS to 14+ later for spell casting


How did you take 2 feats at lv 6?

ECL Character Classes Skill Points Base
Attack Bonus
Saving Throws Feats Class
Features
Fort Ref Will
1st Rogue 1 (8+Int)x4 +0 0 +2 0 Two-Weapon Fighting, Power attack (Human Bonus) Sneak attack +1d6, trapfinding
2nd Rogue 2 8+Int +1 0 +3 0 Evasion
3rd Rogue 2, Fighter 1 2+Int +2 +2 +3 0 Exotic Weapon Proficiency, Cleave
4th Fighter 2, Rogue2 2+Int +3 +3 +3 0 Combat Expertise
5th Rogue 3, Fighter 2 8+Int +4 +3 +4 +1 Sneak attack +2d6, trap sense +1
6th Rogue 3, Fighter 2, Assassin 1 4+Int +4 +3 +6 +1 Improved Feint, Quick Draw Sneak attack +3d6, death attack, poison use, Arcane spells, Requires: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks
7th Rogue 3, Fighter 2, Assassin 2 4+Int +5 +3 +7 +1 +1 save against poison, uncanny dodge
8th Rogue 3, Fighter 2, Assassin 3 4+Int +6/+1 +4 +7 +2 Sneak attack +4d6
9th Rogue 3, Fighter 2, Assassin 4 4+Int +7/+2 +4 +8 +2 Improved Two-Weapon Fighting +2 save against poison
10th Rogue 3, Fighter 2, Assassin 5 4+Int +7/+2 +4 +8 +2 Improved uncanny dodge, sneak attack +5d6
11th Rogue 3, Fighter 2, Assassin 6 4+Int +8/+3 +5 +9 +3 +3 save against poison
12th Rogue 3, Fighter 2, Assassin 7 4+Int +9/+4 +5 +9 +3 Improved Sunder Sneak attack +6d6
13th Rogue 3, Fighter 2, Assassin 8 4+Int +10/+5 +5 +10 +3 +4 save against poison, Hide in plain sight
14th Rogue 3, Fighter 2, Assassin 8, Blackguard 1 2+Int +11/+6/+1 +7 +10 +3 Aura of evil, Detect good, Divine Spells, Requires: Hide 5 ranks, Knowledge (religion) 2 ranks
15th Rogue 3, Fighter 2, Assassin 8, Blackguard 2 2+Int +12/+7/+2 +8 +10 +3 Greater Two-Weapon Fighting Dark blessing, smite good 1/day
16th Rogue 3, Fighter 2, Assassin 8, Blackguard 3 2+Int +13/+8/+3 +8 +11 +4 Command undead, aura of despair
17th Rogue 3, Fighter 2, Assassin 8, Blackguard 4 2+Int +14/+9/+4 +9 +11 +4 Sneak attack +7d6
18th Rogue 3, Fighter 2, Assassin 8, Blackguard 5 2+Int +15/+10/+5 +9 +11 +4 Great Cleave Fiendish servant, smite good 2/day
19th Rogue 3, Fighter 2, Assassin 8, Blackguard 6 2+Int +16/+11/+6/+1 +10 +12 +5
20th Rogue 3, Fighter 2 Assassin 8, Blackguard 7 2 Int +17/+12/+7/+2 +10 +12 +5 Sneak attack +8d6

Highlights[edit]

High survivability due to many levels having d10 hit die as well as good saves and many defensive class features. This build also has 4th level arcane and Divine spells

Munchkin-Size Me[edit]

Drop the Fighter and Blackguard levels for Ninja of the Crescent Moon from Sword and Fist. Yes, this will require DM approval to use you will not need the CHA as much and you can save gold by not buying armor, because the ninja gives you 10 levels of monk AC bonus, and the monk Wis bonus into AC.

If you can get some levels to spare, I would also take some levels in Invisible Blade. You can add your INT mod into the AC as well, but at this point you cannot wear armor; but the AC bonus will be 10+Int mod+Wis mod +Dex mod+ monk AC bonus as lvl 10 monk.

So now the MAD is on Dex, Int, Wis and dipping into STR, Con. Now you have the dump of Cha in the character with high sneak attack and ridiculously high AC.

-Thed9984

Side Notes[edit]

Limitations[edit]

  • Weak against anything immune to Sneak Attacks. Also, this build suffers heavily from MAD, though this can be partially off-set by magic items
  • If working this class up from level 1, recommend lowering your Charisma and boosting a different stat. Charisma won't start helping out your class abilities until you start taking levels in Blackguard. Until then, it's a waste of an 18.

DM Counters[edit]

Poor Will Saves mean should avoid Enchanters and Illusionists, otherwise could end up in a whole mess of hurt.

Miscellaneous[edit]

Under Clean Up



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