Another Dancing Build (3.5e Optimized Character Build)

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So I got bored and started looking through a few books and I hatched an idea for a dervish build. I've seen a few like this before, and I honestly must say if you don't like this one then go check out the other builds. Still I figured I should toss my hat into the ring and see how it goes.


You'll need:

Player's Handbook

Player's Handbook II (Two-Weapon Rend)

Sandstorm (Great Scimitar)

Complete Adventurer (Tempest)

Complete Warrior (Dervish)

(Optional!) Unearthed Arcana (Flaws)

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]


Go with whatever you want really, but here's what I used:

Mithril Chain Shirt +5 (you're gonna want this so you can get the best use of your Dex)

Great Scimitar +10: +3 Flaming and Shocking Burst (+4) Wounding (+2) Thundering (+1) (I highly suggest the burst qualities, and the wounding is always nice)

Scimitar +10: Same as above, but replace the Flaming and Shocking Burst with Icy and Corrosive Burst

Gloves of Dexterity +6

Belt of Giant Strength +6

Tome of Gainful Exercise +4

Amulet of Health +4

Ring of Protection +5

Ring of Sustenance

Pale Blue Rhomboid

Pale Green Prism

Dusty Rose Prism

Cloak of Resistance +4

And an extra 33,000 gold or so


Starting Ability Scores (Before Racial Adjustments): Assuming a 25 Point buy system: Str 15, Dex 14, Con 12, Int 13, Wis 10, Cha 8

Race (Templates): The bonus feat from Human is needed for this build, although a few feats can be switched out to allow some mobility, also flaws can substitute for the human bonus feat, but keep in mind that every little bit helps

Starting Racial Traits:

Bonus Feat

Extra skill points

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Fort Ref Will
1st Fighter 1 +1 +2 +0 +0 Dodge, Combat Expertise, Exotic Weapon Proficiency (Great Scimitar) Bonus Feat Put max ranks into Perform (Dance) and Tumble
2nd Fighter 2 +2 +3 +0 +0 Mobility Bonus Feat Continue putting ranks into Perform (Dance) and Tumble
3rd Fighter 3 +3 +3 +1 +1 Weapon Focus (Great Scimitar) None
4th Fighter 4 +4 +4 +1 +1 Two-Weapon Fighting Bonus Feat Put a point into Dex, pick up a scimitar for your off hand
5th Fighter 5 +5 +4 +1 +1 Dervish Requirements Met
6th Fighter 6 +6 +5 +2 +2 Improved Two-Weapon Fighting, Weapon Specialization (Great Scimitar) Bonus Feat Make sure you have a +2 Dex item, Don't put a rank in Perform (Dance) or Tumble FOR THIS LEVEL ONLY!!! Now the first part of the build is completed.
7th Fighter 6, Dervish 1 +7 +5 +4 +4 Dervish Dance 1/day, Movement Mastery, Slashing Blades, and AC bonus +1 Now you won't take any penalties for wielding a scimitar in your off hand, also Perform (Dance) and Tumble are class skills now so you don't need to use two points for one rank
8th Fighter 6, Dervish 2 +8 +5 +5 +5 Fast Movement +5 ft. Put another point into Dex
9th Fighter 6, Dervish 3 +9 +6 +5 +5 Improved Critical (Great Scimitar), Spring Attack Dervish Dance 2/day Tempest Requirements Met
10th Fighter 6, Dervish 3, Tempest 1 +10 +8 +5 +5 Tempest Defense +1 Only tumble is a class skill now, but continue to put max ranks in Perform (Dance) and Tumble
11th Fighter 6, Dervish 3, Tempest 2 +11 +9 +5 +5 Ambidexterity (-3/-1) Your Two-Weapon Fighting Penalty decreases by 1
12th Fighter 6, Dervish 3, Tempest 3 +12 +9 +6 +6 Greater Two-Weapon Fighting Two Weapon Versatility, Tempest Defense +2 All of the bonuses you receive for your Great Scimitar now count for your scimitar as well, put a point into Str, and make sure you have +4 Gloves of Dexterity for 20 Dex
13th Fighter 6, Dervish 3, Tempest 4 +13 +10 +6 +6 Ambidexterity (-2/+0) No more Two-Weapon Fighting penalties! The second part of the build is completed.
14th Fighter 6, Dervish 4, Tempest 4 +14 +10 +7 +7 Dance of Death Perform (Dance) is a class skill again
15th Fighter 6, Dervish 5, Tempest 4 +15 +10 +7 +7 Two-Weapon Rend Fast Movement +10 ft., Dervish Dance 3/Day, and AC Bonus +2 Two-Weapon Rend is a great feat to pick up, an extra 1d6 + 1-1/2 Str modifier damage when you hit with both of your weapons
16th Fighter 6, Dervish 6, Tempest 4 +16 +11 +8 +8 Improved Reaction Put another point into Str
17th Fighter 6, Dervish 7, Tempest 4 +17 +11 +8 +8 Dervish Dance 4/day, Elaborate Parry Combat Expertise gets a nice little boost with this power
18th Fighter 6, Dervish 8, Tempest 4 +18 +11 +9 +9 Take any you like, I suggest either Power Critical or Improved Combat Expertise if you want a really high AC Fast Movement +15 ft.
19th Fighter 6, Dervish 9, Tempest 4 +19 +12 +9 +9 Dervish Dance 5/day, Tireless Dance
20th Fighter 6, Dervish 10, Tempest 4 +20 +12 +10 +10 A Thousand Cuts Put your last point into Str, and get ready to destroy things.

Other Components[edit]

You should have a nice AC using this build, and tanking shouldn't be too much of a problem if you took the Improved Combat Expertise

Also, this build doesn't have a ranged attack, so you can use that extra money to pick one up


A Thousand Cuts while dancing is your deadliest attack

Here's a break down of the attack:

+20 BAB

+10 Strength

+5 Dervish Dance

+3 Weapon

+1 Pale Green Prism

+1 Weapon Focus

Altogether a +40/+40/+40/+40/+35/+35/+35/+35/+30/+30/+30/+30/+25/+25

And let's not forget about AC

+10 Base

+9 Armor

+6 Dexterity

+5 Deflection

+3 Dervish Bonus

+2 Tempest Bonus

+1 Insight

36 AC, 30 Flat-Footed, 26 Touch

Munchkin-Size Me[edit]

Side Notes[edit]


Takes a while for it to really reach it's true potential, and not having a ranged attack sucks

DM Counters[edit]

Creatures immune to critical hits, ranged attacks


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