Dipping Mini-Handbook
Not that kind of dipping -_-
What is Dipping?
Dipping is the act of entering a class for a level or two (3 is more like a significant part of your build) in order to grab a class feature or two, then leaving the class. Some classes make great dips, others not so much.
Why Dip?
Certain classes and prestige classes are so front-loaded that a one-level dip grants huge benefits. -Caelic
I have always felt that 3E's great innovation was to allow you, if you so chose, to really approach the game from a "concept first" perspective. You come up with your character idea, and then you can hunt around for abilities and combinations and so forth that allow you to realize him or her. And, ideally (and I recognize the implementation of this is far from perfect), that sits alongside the standard "pick a class" approach that D&D has always supported. So, at the same table Jane can say "I want to play something a lot like Geralt of Rivia, let's make that happen" and Bob can say "I really want to play an iconic Barbarian" and the system caters to them both. -Unbeliever
Even from an RP perspective, dipping makes sense. Characters travel, learn from other traditions, then move on as they grow. Dipping is the mechanical representation of the "take what you need" philosophy seen from the traveling sage to the wandering martial artist.
Discussion Thread1 Level Martial DipsBase Attack Bonus: +1
Fortitude Save: +2
Reflex Save: +2
Will Save: +2
Proficiencies: None
The Good: Everyone you touch takes a negative level.
The Bad: You need to be Living, Nonhumanoid, Evil, and have Weapon Focus in a natural weapon. That's trivial for some characters, but insurmountable for others.
Base Attack Bonus: +1
Fortitude Save: +2
Reflex Save: +0
Will Save: +0
Proficiencies: Simple/Martial Melee Weapons (Including Thrown), Light/Medium Armor, and all shields except tower shields.
• Int to Reflex saves (Limited by Warblade Level)
• Switch any number of weapon feats with 1 hour of downtime.
• Maneuvers. Enter after level 4 for best results.
Base Attack Bonus: +1
Fortitude Save: +2
Reflex Save: +0
Will Save: +0
Proficiencies: Simple/Martial Weapons, Light/Medium/Heavy Armor, and all shields.
• +1 to attack and damage
• Maneuvers. Enter after level 4 for best results.
Base Attack Bonus: +1
Fortitude Save: +2
Reflex Save: +2
Will Save: +0
Proficiencies: Simple Weapons, Cutlass, Net, Scimitar, Trident, Light Armor, and bucklers.
• Sailor Lore: Bardic Lore by another name.
• Seamanship: +1 to Balance, Climb, and Profession (Sailor).
• Bonus Feat from the following list: Alertness, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip), Combat Reflexes, Dodge (Mobility), Exotic Weapon Proficiency, Improved Initiative, Lucky†, Point Blank Shot (Far Shot, Precise Shot, RapidShot), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Quick Draw, Quick-Thinking†, Toughness, Weapon Finesse, Weapon Focus. († Denotes a feat from the sourcebook)
Base Attack Bonus: +1
Fortitude Save: +2
Reflex Save: +0
Will Save: +0
Proficiencies: Simple/Martial weapons, Light/Medium Armor, and Shields (except tower shields).
• Whirling Frenzy (UA)
• Improved Unarmed Strike and Two Weapon Fighting (City Brawler Drg#349).
• Pounce.
Base Attack Bonus: +1
Fortitude Save: +2
Reflex Save: +0
Will Save: +0
Proficiencies: Simple/Martial Weapons, Light/Medium/Heavy Armor, and Shields (including tower shields).
• Drow Fighter Variant is famous for being a strong choice.
• Pugilist (DR310) makes all incoming damage nonlethal (If you are immune to nonlethal damage, it makes you IMMUNE TO HP DAMAGE)
• Exoticist grants +4 exotic weapon proficiencies essentially for free (the only drawback is you have to take a player's handbook bonus feat, really). Also you can trade tower shield proficiency for an exotic shield proficiency.
• Armored Savant (DR355) Replaces your 1st level feat for the supernatural ability to treat all armour worn as one category lighter.
• If all else fails, you still get a feat.
Base Attack Bonus: +1/2
Fortitude Save: +2
Reflex Save: +0
Will Save: +2
• Weapon Focus (any)
• Whirling frenzy-like ability 1/day. (+2 Dex, +2 STR, and An extra attack, and +10 speed)
Base Attack Bonus: +1/2
Fortitude Save: +2
Reflex Save: +2
Will Save: +2
• Improved Unarmed Strike
• Bonus Feat (Martial Monk can choose ANY fighter feat, ignoring all prerequisites. Weapon Supremacy? Sure!)
• Wisdom to AC
• Flurry of Blows
Base Attack Bonus: +1/2
Fortitude Save: +0
Reflex Save: +0
Will Save: +2
Wizard? In my martial build? It's more likely than you think. A short look at the Abrupt Jaunt alternate class feature will dispel all doubts. Can't take a full attack anymore? Wanna charge again? Better not to be hit by that Enervation/Ray of Enfeeblement/etc.? Wanna flank but can't tumble due to terrain? Wanna activate skirmish? Wanna bypass that wall/AoO machine/Forcecage/grappling Kraken? Abrupt Jaunt does all that and more.
Also:
• Scroll/wand use
• A nice 1st level spell or three
Base Attack Bonus:
Fortitude Save: +2
Reflex Save: +0
Will Save: +2
What's a divine caster doing here? Variants, that's what.
• Rage and Fast Movement (Druidic Avenger UA)
• Monk AC bonus, Favored Enemy, and Track (Simple, UA).
• Druid spells!
Base Attack Bonus: +1/2
Fortitude Save: +2
Reflex Save: +0
Will Save: +2
• Skillpoints
• Cleric scroll/wand use
• Three domains (all exchangeable for devotions, especially Knowledge Devotion)
• Turn Undead for fuelling Divine and Devotion feats
Base Attack Bonus: +1
Fortitude Save: +2
Reflex Save: +2
Will Save: +0
• Unarmed damage improved by 1 category
• Con to AC
• Feral Trance (+4 Dex, +2 damage, and an extra bite attack as part of a full attack)
Base Attack Bonus: +1
Fortitude Save: +2
Reflex Save: +0
Will Save: +2
• Arcane Spellcasting Progression
• Ignore 10% of spell failure.
Base Attack Bonus:
Fortitude Save:
Reflex Save:
Will Save:
Gishy goodness pt2!
Base Attack Bonus:
Fortitude Save:
Reflex Save:
Will Save:
Gishy goodness pt3!
Base Attack Bonus:
Fortitude Save:
Reflex Save:
Will Save:
Buffs rage.
Base Attack Bonus:
Fortitude Save:
Reflex Save:
Will Save:
Morphic Weapons, Immunity to stun AND crit and thus precision damage.
Base Attack Bonus:
Fortitude Save:
Reflex Save:
Will Save:
Qualifies you for Warshaper and turns you into a bear!
2 Level Martial Dips• Rapid Shot or TWF
• 6+Int skill points
• Favoured enemy (arcanist=almost everything >.>)
• Track.
Arcane DipsTainted Scholar: A single level gives you all of the interesting features, and if you're going to build a degenerate character around high taint, one level is all you need.
Master Specialist: Gets you Skill Focus: Spellcraft for Archmage and is strong on its own.
Mindbender: 1 level grand Telepathy 100ft. Add mindsight and you just invalidated stealth characters.
Paragnostic Apostle: A list of special abilities to choose from and pseudo-bardic knowledge.
Shaper of Form: A host of permanent buffs and an interesting PAO-esque effect.
Shadow Adept: Grants a ton of shadow based goodies for any shadow weave user.
Sandshaper: Adds a bunch of spells to your spell list. Sorcerers love this class.
Divine DipsSacred Exorcist: (CD)Turn Undead
(Cloistered) ClericShadow Adept: Grants a ton of shadow based goodies for any shadow weave user.
Contemplative: Immunity to disease and a prestige domain.
Paragnostic Apostle: Everything I said about it in the arcane tab, plus improved turning.
Skillmonkey DipsRogue: (SRD) 8+int skills is awesome for level 1, with Trapfinding or Poison Use and a Fighter Feat or SA +1d6
Psionic DipsThrallherd: (SRD) Trade a level of manifesting for an improved version of leadership.
Pyrokineticist: (EPH) Create touch attack whips of fire. One for each hand.
Utility Dips:Binder: (ToM)
• Binding Naberius lets you heal ability score damage.
• Proficiencies
• Skills
• Immunities
• Special attack and movement forms
Marshal: (Mini) Charisma based builds want a level of this. Great synergy.
Warlock: (CA) Interesting for a powerful 24h self buff:
• See the Unseen gives Darkvision and See Invisibility
• Entropic Warding makes you untraceable
• Beguiling Influence grants +6 to three Cha-based skills
• Spiderclimb at will is just hilarious mobility
• Baleful Utterance for Shatter at will plus possible dazing is amazing utility into the mid levels.
Bardic Dips:Warrior Skald: (RoF) Grants ALL bardic music. 0_0
Heartfire Fanner: (DR314) Grants bardic music as bard5 and the ability to give others feats.
†Denotes content new to the book it was printed in.