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Burrowing Rogue Build (up to 30d6 sneak attack damage and near-impossible to hit!)

+9 bab on a mainline melee character is weaksauce. Sure, you get +4 from your Dex, but any frontliner who isn't getting +4 (at least) from an ability score at 20th level is weak. And statistically, more than a -10 from your main bab modifier and it's barely worth your time to pick up the die to roll again for the attack. 36d6 sneak attack is wishful thinking.
 

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Wands of Wraithstrike help with this.

Only partially.

While casting the wraithstrike from a wand only takes a swift action (Rules Compendium), you need to have the wand in your hand.
You either loose an action putting it away or only get to use one of your hands to attack. So no Wraithstrike + TWF unless you have some other option of handling both two weapons and a wand.

Now, if you somehow manage to get a Persistent Wraithstrike....
 


Wand Chambers from Dungeonscape.

What about spectral dagger from Magic Item Compendium? Only costs 6,000 gold each!

When you grasp the hilt of a spectral dagger, a “blade” of ghostly light coalesces into existence. The weapon has no enhancement bonus (and can’t be imbued with one). Attacks with a spectral dagger are treated as touch attacks, but the weapon does not deal damage normally. Instead, any target struck by the weapon is affected by a chill touch spell (Fort DC 11 partial or Will DC 11 negates; see PH 209). A spectral dagger fades away if it leaves your hand, so the weapon can’t be used to make ranged attacks.

I can read this in two ways. One, you deal no damage unless they fail the save. Two, you can deal sneak attack damage even if they fail the save.
 

If you refer to the Chill Touch spell, you know what the save's mean:

-You do 1d6 negative energy dmg unless it is an Undead creature
-You do 1 point of strength damage unless the creature makes it's Fort save
-You make undead cretures flee for 1d4+1 r/lvl unless they make their will save.

When you make a sneak attack with this weapon, you deal an additional Xd6 negative energy dmg.
 

If you refer to the Chill Touch spell, you know what the save's mean:

-You do 1d6 negative energy dmg unless it is an Undead creature
-You do 1 point of strength damage unless the creature makes it's Fort save
-You make undead cretures flee for 1d4+1 r/lvl unless they make their will save.

When you make a sneak attack with this weapon, you deal an additional Xd6 negative energy dmg.

Sounds like the dagger is a good (and cheap) way to ensure getting full sneak attack dice then. Would you agree?

Also, with the clause about no enhancement bonuses... would that mean you could stack further magic abilities on it (such as Heart Seeking, Keen, etc), so long as it doesn't get a flat-out enhancement bonus? (like +2) I'm still a little hazy on how magic items work...

Thanks!
 
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Quirken said:
with the clause about no enhancement bonuses... would that mean you could stack further magic abilities on it (such as Heart Seeking, Keen, etc), so long as it doesn't get a flat-out enhancement bonus? (like +2)
No, and for this very simple reason:
DMG p.223 said:
Magic Weapon Special Ability Descriptions
In addition to enhancement bonuses, weapons can have one or
more of the special abilities detailed below. A weapon with a special
ability must have at least a +1 enhancement bonus.
(emphasis mine)
 


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