Little Dagger Wielder (3.5e Optimized Character Build)

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Introduction[edit]

A backstabbing halfling whose tools of destruction are small daggers.

References[edit]

Core SRD

Game Rule Components[edit]

Race and Templates[edit]

Using "3.5e Race" as property chain is not permitted during the annotation process.

Classes[edit]

Rogue, Fighter, Ranger

Feats[edit]

Weapon Finesse , Weapon Focus , Improved Critical , Quick Draw, Rapid Shot and the Two-Weapon Fighting feat tree.Other feats on this build are Track, Two-Weapon Defense and Iron Will

Progression[edit]

Starting Ability Scores:

Begin with as much Dexterety as you can(13 is the lowest, before Racial Adjustments), Constitution and Wisdom increase defenses, you are free to raise any other attribute than Strength.

  • Strength 12 (+1)
  • Dexterity 18 (+4)
  • Constitution 14 (+2)
  • Intelligence 10 (+0)
  • Wisdom 12 (+1)
  • Charisma 10 (+0)

Race (Templates):

Halfling (+2 Dex,-2 Str)

Starting Racial Traits:

Small humanoid with +1 bonus on all saving throws and +1 bonus on attack rolls with thrown weapons and slings.

ECL Class/HD/LA Feats Class Features Special
1st Rogue 1 Iron will Sneak attack +1d6 Ranks on Tumble
2nd Rogue 1 / Fighter 1 Weapon Finesse HD,and BAB
3rd Rogue 1 / Fighter 2 Weapon Focus(dagger),Two-Weapon Fighting Fighter Bonus Feat
4th Rogue 1 / Fighter 2/Ranger 1 Track Wild empathy,1st favored enemy Reflex saves
5th Rogue 1 / Fighter 2/Ranger 2 Rapid Shot Combat Style One tree down
6th Rogue 2 / Fighter 2/Ranger 2 Quick draw Evasion defense
7th Rogue 3 / Fighter 2/Ranger 2 Sneak attack +2d6,Trap sense +1 --
8th Rogue 4 / Fighter 2/Ranger 2 Uncanny dodge defense
9th Rogue 5 / Fighter 2/Ranger 2 Improved Two-Weapon Fighting Sneak attack +3d6 --
10th Rogue 6 / Fighter 2/Ranger 2 Trap sense +2 --
11th Rogue 7 / Fighter 2/Ranger 2 Sneak attack +4d6 --
12th Rogue 8 / Fighter 2/Ranger 2 Improved critical(dagger) Improved uncanny dodge --
13th Rogue 9 / Fighter 2/Ranger 2 Sneak attack +5d6, trap sense +3 --
14th Rogue 10 / Fighter 2/Ranger 2 Special ability --
15th Rogue 11 /Fighter 2/Ranger 2 Two-Weapon Defense Sneak attack +6d6 --
16th Rogue 12 / Fighter 2/Ranger 2 Trap sense +4 --
17th Rogue 13 / Fighter 2/Ranger 2 Sneak attack +7d6, special ability --
18th Rogue 14 / Fighter 2/Ranger 2 Greater Two-Weapon Fighting --
19th Rogue 15 / Fighter 2/Ranger 2 Sneak attack +8d6, trap sense +5 Sneak attack
20th Rogue 16/ Fighter 2/ Ranger 2 Special ability --

Alternative Progressions[edit]

Focus on Melee
ECL Class/HD/LA Feats Special
1st Rogue 1 Lightning Reflexes
3rd Rogue 1 / Fighter 2 Weapon Focus(dagger), Improved initiative
5th Rogue 1 / Fighter 2/Ranger 2 Two Weapon Fighting Combat Style

Other Components[edit]

Highlights[edit]

Excelent Reflex saves
With the dexterety bonus, and the rogue saves,fortitude saves are improved, and he has some help on will saves(Iron will and wisdom bonus).Besides he has a +1 bonus on all his saving throws (Halfling racial trait)and he has Evade and Uncanny Dodge as class abilities.If the halfling maximizes his Tumble skill he can be really hard to hit.

Thrown weapon
With Quickdraw,the rogue is almost always ready to throw his daggers and with Rapid shot he gets an additional ranged attack during a full-attack action.Even though he doesn't have a big strength, with the sneak attack bonuses, the extra BAB from the other melee classes, and the halfing racial traits of size and bonus to attack with thrown weapons, he can inflict pretty good damage against flat footed opponents.

Sneak attacks
Two weapon Fighting, Weapon finesse, Weapon Focus and Improved Critical get all the juice of the Dexterity modifier.

Two-Weapon Defense
Gives shield bonus to a small character who already has +1 AC because of his size.

Special Ability
My bets for this are : Crippling strike, Skill Mastery, and Opportunist. Skill Mastery is always helpful for a Rogue with so many skills he can use in a rush, the other two can add more damage to the Sneak Attacks.

Munchkin-Size Me[edit]

Dexterety enhancement items, magic daggers, any light armor that raises your AC or a magic item that adds bonus points to your saves.

Side Notes[edit]

Limitations[edit]

Awful against anything not vulnerable to critical hits.In some campaigns maybe it works better if you change the Improved Critical,Two Weapon Defense, and Iron Will by some other feats.

DM Counters[edit]

Oozes and undeads are some of the creatures that don't need to be afraid of this halfling.

Updates[edit]

May 10, 2009: changes on the progression section.Feats now have the right BAB they need. May 19, 2009: Alchemy references removed.Update Dates checked.



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