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Daggers are AWESOME!

Rechan said:
How about swapping out Scout for Rogue? The skirmish damage progresses just like SA, but the benefit is that it always works as long as you move at least 10 ft.

Short of Pounce or Travel Devotion or something similar, though, it's difficult to get a full attack in.

The slow progression isn't quite so bad when you add the Improved Skirmish feat to the mix.

-Hyp.
 

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Human Rogue / Warblade, 25 point buy, Core + PHB-II + ToB
Str 10, Dex 15, Con 13, Int 14, Wis 10, Cha 8
1/ Warblade 1 -- Weapon Finesse, TWF -- Blood in the Water (TC/Stance), Wolf Fang Strike (TC/Strike), Moment of Perfect Mind (DM/Counter), Sapphire Nightmare Blade (DC/Strike)
2/ Rogue 1 -- SA +1d6
3/ Rogue 2 -- [Evasion], Quickdraw
4/ Warblade 2 -- Wall of Blades (IH/Counter), +1 Dex
5/ Warblade 3 -- Insightful Strike (DM/Strike)
6/ Warblade 4 -- Weapon Focus (Dagger) -- Absolute Steel (IH/Stance), Sapphire Nightmare Blade -> Bonecrusher (SD/Strike)
7/ Warblade 5 -- [Ironheart Aura] -- Ruby Nightmare Blade (DM/Strike)
- - -
This is the stem. Up to now, we've been viable, but mixed as a skirmisher. There's not tons of synergy so far, except for how awesome we are with critical hits.

Trunk 1:
8/ Fighter 1 -- Dex +1, Weapon Specialization (Dagger)
9/ Fighter 2 -- Stormguard Warrior, Melee Weapon Mastery (slashing)
10/ Rogue 3 -- SA +2d6
11/ Fighter 3 (kick in the nuts)
12/ Fighter 4 -- Dex +1, Improved TWF, Improved Critical (dagger)

... and all the rest Warblade. We'd go for the Tiger Claw boosts that give us extra attacks, and the Diamond Mind Strikes that multiply or replace our single attack damage. Why? Combat Rhythm. :]

What's so great about our crits? When in our Tiger Claw stance, every time we crit, we gain a +1 to attack and damage, and these crits could be melee or ranged, and the damage & attack bonuses apply to both. So long as we crit at least once per minute, we keep accruing the bonus.

We add our Int bonus to attack rolls to confirm crits. :) If we hit someone with Bonecrusher, we may give ourselves a +10 bonus to confirm crits against that target, though the save DC is quite low. :(

What's nice here is how little we've put into ranged attacks, but how we can build up great bonuses to them, and throw a bunch of them anyway.

- - -

Trunk 2 involves Bloodstorm Blade from ToB. It's a sick PrC, and may be too strong for this contest.

Cheers, -- N
 
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Hypersmurf said:
Short of Pounce or Travel Devotion or something similar, though, it's difficult to get a full attack in.
Throwing in a level of Warblade for Sudden Leap takes care of that. ;)

Cheers, -- N
 

Rechan said:
How about swapping out Scout for Rogue? The skirmish damage progresses just like SA, but the benefit is that it always works as long as you move at least 10 ft.
My copy of C.Adv says skirmish suffers the same flaws as Sneak Attack -- discernible anatomy, immunity to crits, etc. all negate it -- the write up is on page 12.

Cheers, -- N
 

Nifft said:
My copy of C.Adv says skirmish suffers the same flaws as Sneak Attack -- discernible anatomy, immunity to crits, etc. all negate it -- the write up is on page 12.

Cheers, -- N
Hrm.

Even so, at least you don't have to deal with the whole feinting/surprise/blinking issues. That frees your GP up to avoid the ring of blinking for something like two or three returning daggers with different abilities.
 

So with a ring of blinking, if you throw a dagger, do you have to make a miss chance roll, or do we assume the dagger stops blinking when it leaves your hand?
 

Rechan said:
Even so, at least you don't have to deal with the whole feinting/surprise/blinking issues. That frees your GP up to avoid the ring of blinking for something like two or three returning daggers with different abilities.
Nah. The full attack damage is just too good to pass up. TWF does nothing for a Scout.

Cheers, -- N
 

RangerWickett said:
So with a ring of blinking, if you throw a dagger, do you have to make a miss chance roll, or do we assume the dagger stops blinking when it leaves your hand?
I'd assume that EITHER you have to roll a miss chance, OR you don't qualify for Sneak Attack dice. So I'd hope you suffer a miss chance. :)

Cheers, -- N
 

Here's a real novice question.

At this point, you can make really quite a lot of attacks.
BAB +8/+3
Melee ITWF +6/+1 +6/+1

Why do you get two attacks at +6? I understand that ITWF gives you two secondary attacks, but your BAB is +8/+3, not +8/+8.
 

Rechan said:
Why do you get two attacks at +6? I understand that ITWF gives you two secondary attacks, but your BAB is +8/+3, not +8/+8.

Your iterative primary attacks are +8/+3.

Your off-hand attack for fighting with two weapons is made at your full BAB - +8.

Your off-hand attack from ITWF is made at your full BAB - +8 - with a -5 penalty.

All attacks in the round take a -2 penalty - two-weapon fighting, with the TWF feat, and a light off-hand weapon.

+8/+3 with -2 penalties is +6/+1.

+8 with a -2 penalty is +6.

+8 with a -5 penalty and a -2 penalty is +1.

+6/+1 primary, +6/+1 off-hand.

-Hyp.
 

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