Ways to make daggers good?

DarkKestral said:
Technically, catching a returning weapon is a free action, therefore, it really doesn't matter, as long as you have one hand free, it can be assumed you can catch the things. Quick Draw also makes drawing a weapon a free action. If you're using a bunch of daggers, it's probably reasonable to pick up the Quick Draw feat, since otherwise, you're limited to 1 or 2 daggers thrown a round.

Right... but after you've caught two daggers as free actions (one in each hand)... where do the other 3 (or 6) daggers go? They fall to the ground in your square.
 

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You can drop them all, and pick them up on your next turn, since dropping items is a free action.

The 5 hit version, isn't significantly more powerful than a rogue using a bow and greater manyshot in terms of damage. (Greater Manyshot allows for precision damage on each arrow fired, up to BAB iterative +1, which is similar to this combo) Plus, there's items which provide free ammunition for bows. In this version, you're paying over 40k and 4 feats vs. a roughly equivalent version that costs maybe 25k and 3 feats (which incidentally, most people getting a ranged weapon will take if it's available)

The TWFing version is an upgrade, but with an even higher feat cost, and even more cash.

So all, in all, while it may be cheesy, and it may be rediculous, it's probably somewhat balanced, as long as you DON'T go to the extent of trying to get 9-10 daggers for the purpose of throwing them at your opponents till they get beaten senseless.
 
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Let's not forget that Halfling Paragon gets an ability equivalent to Weapon Specialization (Anything Thrown), for another +2 damage using thrown daggers.

Daggers are just so flexible. I like 'em.

Also, since Wizards can use 'em, IMC one is likely to find a lot of enchanted ones. :)

-- N
 



Hi.

I had a dagger guy in our game outdamaging the main tank. His build was core only:

base stats: str 14 / int 10 / wis 10 / dex 17 / con 11 / cha 10 = 28 points.
+1 dex at 4th level. Planned for +1 con at 8th level.

7th level = 4th level fighter / 3rd level rouge

Feats:
Human - point blank shot
F1 - weapon focus dagger
F2 - rapid shot
F4 - weapon specialization dagger
Character1 - precise shot
Character3 - weapon finese dagger
Character6 - power attack

was looking at quick draw / cleave / or two weapon fighting at 9th and
beyond
 

Go straight Rogue.

Exotic Weapon Proficiency (kukri), Improved Critical (kukri) or Keen Kukri, Weapon Finesse and Telling Blow.

Your threat range with a kukri is 15-20, and you add your sneak attack damage to every critical hit, so you're looking at a flat 30% chance (1-in-3) of dealing +3d6 (at 5th level, for instance) to your attack.
 

Klaus said:
Go straight Rogue.

Exotic Weapon Proficiency (kukri), Improved Critical (kukri) or Keen Kukri, Weapon Finesse and Telling Blow.

Your threat range with a kukri is 15-20, and you add your sneak attack damage to every critical hit, so you're looking at a flat 30% chance (1-in-3) of dealing +3d6 (at 5th level, for instance) to your attack.
Except that a straight Rogue can't take the improved crit feat till he has at least +8 BAB... which is 11th level.

Mike
 

rvalle said:
I had a dagger guy in our game outdamaging the main tank. His build was core only:

Character3 - weapon finese dagger
Character6 - power attack

I take it this was 3E, rather than 3.5?

-Hyp.
 


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