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Daggers are AWESOME!
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<blockquote data-quote="Kat'" data-source="post: 3831476" data-attributes="member: 55972"><p>In the following, SAF refers to the sneak attack fighter from Unearthed Arcana (loses bonus feats, gains Sneak Attack as rogue)</p><p></p><p>How 'bout this:</p><p></p><p><strong>Strongheart Halfling, level 4:</strong></p><p>SAF 3 / Rogue 1, assume 21 Dex (18 base +2 racial +1 level up) and Dex>Con>Str>Wis>Int>Cha</p><p></p><p>Feats breakdown</p><p>Start: TWF</p><p>Bonus: Weapon Finesse</p><p>Lvl 3: Telling Blow</p><p></p><p>BAB +3, +3d6 SA, Full Attack +7/+7 without equipment, plus nice AC and Reflex saves and the option of dealing his Sneak Attack damage on a confirmed critical.</p><p></p><p><strong>Strongheart Halfling, level 10:</strong></p><p></p><p>Fighter 4/Invisible blade 5/Whisperknife 1. Again, Dex>Con>Str>Wis>Int>Cha, meaning 22 Dex.</p><p></p><p>Start: Weapon focus (dagger)</p><p>Bonus: TWF</p><p>Ftr 1: Weapon Finesse</p><p>Ftr 2: Point Blank shot</p><p>Lvl 3: Far Shot</p><p>Ftr 4: Quick Draw</p><p>Lvl 6: ITWF</p><p>Lvl 9: Telling Blow (gotta love this one)</p><p></p><p>Full BAB, 3d6 Sneak Attack, ITWF for +16/+11/+16/+11 attack (equiment not calculated), feint as free action, Telling blow option (grab a pair of Keen Daggers), Rapid Shot with daggers +17/+17/+12 (and yet another +1 within 30'), Uncanny Dodge.</p><p>At level 11, one more level of Whisperknife grants yet another +1d6 SA.</p><p></p><p><strong>Strongheart Halfling, level 17:</strong></p><p></p><p>Swashbuckler 5/Invisible Blade 5/Rogue 3/Master Thrower 2/Whisperknife 2</p><p></p><p>Dex>Int>Con or Wis>Str>Cha</p><p></p><p>Start: Point Blank Shot</p><p>Bonus: Weapon focus (dagger)</p><p>Swb 1: Weapon finesse</p><p>Lvl 3: Far Shot</p><p>Lvl 6: Telling Blow</p><p>Lvl 9: Improved Critical (dagger)</p><p>Lvl 12: Precise Shot</p><p>MT 1: Quick Draw</p><p>Lvl 15: TWF</p><p>Wis 1: Rapid Shot (with daggers only)</p><p></p><p>BAB +16</p><p>Base saves Fort +5 Ref +14 Will +2 (better work on this one...) or, if using fractional saves, Fort +8 Ref +9 Will +5</p><p>SA 6d6</p><p>Uncanny Dodge</p><p>Improved Evasion</p><p>INT to damage</p><p>+2 Shield bonus to AC when fighting with 2 knives</p><p>Feint as Free Action</p><p>Trap Sense +1</p><p>Master Thrower Trick: Palm Toss</p><p></p><p>Important attributes: Dex 30 (18/base+2/racial+4/level+6/enhancement), Int 24 (18/base+6/enh). Let's assume 10 Str.</p><p></p><p>Important equipment: </p><p>Ten +1 Returning Daggers (for throwing)</p><p>Two daggers for melee</p><p>Gloves of dex +6</p><p>Headband of int +6</p><p></p><p>So you're basically a thrower. Within 20' (penalty-free dagger reach with Far Shot), wielding your +1 returning daggers, your To Hit is as follows:</p><p>18/BAB + 10/Dex + 1/Focus + 1/Size + 1/Racial + 1/Enh + 1/PBS = +33</p><p>Full attack using your Palm Throw trick means also:</p><p>+33/+33/+28/+28/+23/+23/+18/+18</p><p>Trick question: why 10 Returning daggers? Well, because the party's wizard might Haste you, of course.</p><p></p><p>Damage:</p><p>1d4 + 7/Int + 1/PBS + 1/Enh = 1d4+9. Not brilliant, but hey, not bad. And you may still Sneak Attack or use Telling Blow (stacks with Sneak Attack, BTW... gotta love the 17-20 crit range). Imagine that you ambush your foes (should fly with +14 initiative...), you would deal a maximum of 8d4+48d6+72 damage in the first round, average 260 damage.</p><p></p><p>In melee, you're not ridiculous either, using TWF and Feinting.</p><p></p><p>Finally, Armor Class:</p><p>10/base + 10/Dex + 5/Int + 1/Dodge = 26 without equipment. Note that this is also your touch AC and that you have Uncanny Dodge. Of course, you could grab Bracers of Armor, various Rings, an Animated Shield, as well as a Monk's Belt and a Periapt of Wisdom (would do good to your Will save anyway), for easy 35+ AC. No comparison to a good tank, but enough to survive.</p><p></p><p><strong>Strongheart Halfling, level 17, other build</strong></p><p></p><p>Quite easy: Fighter 4/Duskblade 13, go Melee Weapon Mastery, TWF, Weapon Finesse, take Practised Spellcaster somewhere, make TWF attacks using Arcane Channeling. Works with any light weapon, including daggers, but while you're at it, take kukris for the crit range.</p></blockquote><p></p>
[QUOTE="Kat', post: 3831476, member: 55972"] In the following, SAF refers to the sneak attack fighter from Unearthed Arcana (loses bonus feats, gains Sneak Attack as rogue) How 'bout this: [B]Strongheart Halfling, level 4:[/B] SAF 3 / Rogue 1, assume 21 Dex (18 base +2 racial +1 level up) and Dex>Con>Str>Wis>Int>Cha Feats breakdown Start: TWF Bonus: Weapon Finesse Lvl 3: Telling Blow BAB +3, +3d6 SA, Full Attack +7/+7 without equipment, plus nice AC and Reflex saves and the option of dealing his Sneak Attack damage on a confirmed critical. [B]Strongheart Halfling, level 10:[/B] Fighter 4/Invisible blade 5/Whisperknife 1. Again, Dex>Con>Str>Wis>Int>Cha, meaning 22 Dex. Start: Weapon focus (dagger) Bonus: TWF Ftr 1: Weapon Finesse Ftr 2: Point Blank shot Lvl 3: Far Shot Ftr 4: Quick Draw Lvl 6: ITWF Lvl 9: Telling Blow (gotta love this one) Full BAB, 3d6 Sneak Attack, ITWF for +16/+11/+16/+11 attack (equiment not calculated), feint as free action, Telling blow option (grab a pair of Keen Daggers), Rapid Shot with daggers +17/+17/+12 (and yet another +1 within 30'), Uncanny Dodge. At level 11, one more level of Whisperknife grants yet another +1d6 SA. [B]Strongheart Halfling, level 17:[/B] Swashbuckler 5/Invisible Blade 5/Rogue 3/Master Thrower 2/Whisperknife 2 Dex>Int>Con or Wis>Str>Cha Start: Point Blank Shot Bonus: Weapon focus (dagger) Swb 1: Weapon finesse Lvl 3: Far Shot Lvl 6: Telling Blow Lvl 9: Improved Critical (dagger) Lvl 12: Precise Shot MT 1: Quick Draw Lvl 15: TWF Wis 1: Rapid Shot (with daggers only) BAB +16 Base saves Fort +5 Ref +14 Will +2 (better work on this one...) or, if using fractional saves, Fort +8 Ref +9 Will +5 SA 6d6 Uncanny Dodge Improved Evasion INT to damage +2 Shield bonus to AC when fighting with 2 knives Feint as Free Action Trap Sense +1 Master Thrower Trick: Palm Toss Important attributes: Dex 30 (18/base+2/racial+4/level+6/enhancement), Int 24 (18/base+6/enh). Let's assume 10 Str. Important equipment: Ten +1 Returning Daggers (for throwing) Two daggers for melee Gloves of dex +6 Headband of int +6 So you're basically a thrower. Within 20' (penalty-free dagger reach with Far Shot), wielding your +1 returning daggers, your To Hit is as follows: 18/BAB + 10/Dex + 1/Focus + 1/Size + 1/Racial + 1/Enh + 1/PBS = +33 Full attack using your Palm Throw trick means also: +33/+33/+28/+28/+23/+23/+18/+18 Trick question: why 10 Returning daggers? Well, because the party's wizard might Haste you, of course. Damage: 1d4 + 7/Int + 1/PBS + 1/Enh = 1d4+9. Not brilliant, but hey, not bad. And you may still Sneak Attack or use Telling Blow (stacks with Sneak Attack, BTW... gotta love the 17-20 crit range). Imagine that you ambush your foes (should fly with +14 initiative...), you would deal a maximum of 8d4+48d6+72 damage in the first round, average 260 damage. In melee, you're not ridiculous either, using TWF and Feinting. Finally, Armor Class: 10/base + 10/Dex + 5/Int + 1/Dodge = 26 without equipment. Note that this is also your touch AC and that you have Uncanny Dodge. Of course, you could grab Bracers of Armor, various Rings, an Animated Shield, as well as a Monk's Belt and a Periapt of Wisdom (would do good to your Will save anyway), for easy 35+ AC. No comparison to a good tank, but enough to survive. [B]Strongheart Halfling, level 17, other build[/B] Quite easy: Fighter 4/Duskblade 13, go Melee Weapon Mastery, TWF, Weapon Finesse, take Practised Spellcaster somewhere, make TWF attacks using Arcane Channeling. Works with any light weapon, including daggers, but while you're at it, take kukris for the crit range. [/QUOTE]
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