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  1. - Top - End - #61
    Dwarf in the Playground
    Join Date
    Feb 2009

    Default Re: [3.5] Help with Dagger-Throwing Rogue

    Couldn't you use Lightning Ricochet instead of worrying about returning?

  2. - Top - End - #62
    Pixie in the Playground
     
    Devil

    Join Date
    Sep 2009
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    Male

    Default Re: [3.5] Help with Dagger-Throwing Rogue

    NOTE!
    The Master Thrower's thrown weapon tricks is not stackable. You pick one for your attacks this round. So, palm throw against touch Ac is a no go....

  3. - Top - End - #63
    Ettin in the Playground
     
    dsmiles's Avatar

    Join Date
    Jul 2009
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    In the T.A.R.D.I.S.
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    Default Re: [3.5] Help with Dagger-Throwing Rogue

    Quote Originally Posted by Kosjsjach View Post
    Hey all. I'd like some help.

    I wanted to build a good low-to-mid-level sneak-attack rogue, but avoid the TWF tree. I thought of using Quick Draw + Point Blank Shot + Rapid Shot and making a dagger slinger... until I realized that any kind of DR will reduce any damage output pretty hard. I don't want to be throwing 2'002gp daggers, but that's what it'd take to make a dent in something with even DR 5/magic.

    Is there a way to make weapons thrown briefly magical? Ideally an item, or a low-level cleric spell.

    Thanks!
    If you add the TWF tree, you could be an UBER-THROWER!!

    But in response to your question there are the magic weapon and greater magic weapon spells (arcane, not divine, though).
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    People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
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  4. - Top - End - #64
    Ogre in the Playground
     
    Ryuuk's Avatar

    Join Date
    May 2006
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    MX
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    Default Re: [3.5] Help with Dagger-Throwing Rogue

    Rather then using the Returning property, why not just grab Teleporting, it should fix losing the daggers after the throw.
    Last edited by Ryuuk; 2009-12-04 at 08:08 AM.
    Will be edited by Ryuuk : Sometime in the future.

  5. - Top - End - #65
    Bugbear in the Playground
     
    Chrono22's Avatar

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    Oct 2008
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    Default Re: [3.5] Help with Dagger-Throwing Rogue

    I'm really shocked this hasn't been mentioned yet:
    Gauntlet of Infinite Blades (Magic Item Compendium, page 101)
    As a swift action, a dagger appears in the hand of the wearer. It disappears 3 rounds after it is created. It also has 5 charges, that allow you to create an improved version of the dagger.
    1 charge: +3 dagger
    3 charges: +3 dagger of seeking
    5 charges: +3 bane dagger of seeking (you choose the type and subtype of creature).

    Cost: 6,500 gp.

    You can have two, one for each hand. If you follow the DMG's item creation guidelines closely, you can improve charged items. In this case, you would add 1300 gp for each additional charge.

  6. - Top - End - #66
    Ogre in the Playground
    Join Date
    May 2005
    Location

    Default Re: [3.5] Help with Dagger-Throwing Rogue

    Quote Originally Posted by Smythen View Post
    NOTE!
    The Master Thrower's thrown weapon tricks is not stackable. You pick one for your attacks this round.
    Your memory is deceiving you, the ability says no such thing.

    Chrono22 ... so, what are you going to throw with your other dozen attacks? (Swift actions are in short supply.)
    Last edited by PinkysBrain; 2009-12-04 at 08:36 AM.

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