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
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
Core SRD, Player's Handbook, and Dungeon Master's Guide
Game Rule Components
Race and Templates
Racial Recommendation: It's recommended that you take Human for its bonus feats and skill points.
Racial Starting Traits:
- Humanoid (Human)
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
- Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
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
Feats
To be taken in order.
How did you take 2 feats at lv 6?
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
Great Cleave - If not Human don't take this feat take it's alternative.
Spells, Powers, Items
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
Progression
Ideal starting stats:
- Strength 14 (+2)
- Dexterity 18 (+4)
- Constitution 12 (+1)
- Intelligence 14 (+2)
- Wisdom 14 (+2)
- Charisma 18 (+4)
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
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
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
Limitations
- 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
Poor Will Saves mean should avoid Enchanters and Illusionists, otherwise could end up in a whole mess of hurt.
Miscellaneous
Under Clean Up
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