Fast Movment Hard Hits (3.5e Optimized Character Build)

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He moves fast he hit's hard, he's the meanest dwarf around (well I played a dwarf)


Player's Handbook, Complete Adventurer

Game Rule Components[edit]

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


Optionally, a suit of Mithril Fullplate


Starting Ability Scores (Before Racial Adjustments): (this is using the RPGA's 28 point buy system) Strengh: 14 Dexterity: 16 Constitution: 14 Inteligence: 14 Wisdom: 8 Charisma: 8 though chances are you'll have better stats then this RPGA build Race (Templates): Dwarf

Starting Racial Traits: Standard Dwarf Racial traits

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Fort Ref Will
1st Barbarian +1 +2 +0 +0 [any] Fast Movment, Rage 1/day, Iliteracy
2nd Scout +1 +1 +2 +0 None Skirmish (+1d6), Trapfinding
3rd Scout +2 +3 +3 +1 [any] Battle Fortiude +1, Uncanny Dodge
4th Scout +2 +3 +3 +1 None Fast Movment 10ft, Skirmish (+1d6,+1AC) (fast movment is now 20ft in total)
5th Rogue +2 +3 +5 +1 None Sneak Attack 1d6

Other Components[edit]

<- anything not covered by the previous sections ->


Okay, so this build operates on fast movement, and damage bonuses, theoretically, you'll always be doing extra damage from one source or another, and you can quickly get into combat, and hopefully end it.

Munchkin-Size Me[edit]

I would continue to take scout levels after maybe one or 2 of rogue, cap off the character with a good skirmish, and faster movement.

Improved Skirmish is a must, all scouts need the ability to do an +2d6 for 20ft of movement

also Catfolk pounce and duel wielding is worth the lvl adjust of a Catfolk, if you somehow manage to get extra attacks wow... because skirmish is for alllll attacks, not just the first one like sneak attack.

Side Notes[edit]


In confined spaces this build's abilities are severely handicapped

DM Counters[edit]

A above, use of confined spaces, but also, creatures immune to precision based damage like undead, and oozes are a possibility

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