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General Tabletop Discussion
*Pathfinder & Starfinder
Any viable halfling fighter builds?
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<blockquote data-quote="kjenks" data-source="post: 2055939" data-attributes="member: 12892"><p>Stoutheart Halfling (extra feat at level 1)</p><p></p><p>Str (as high as you can, 12 minimum)</p><p>Dex 12</p><p>Con 14</p><p>Int 10</p><p>Wis 14</p><p>Cha (whatever's left)</p><p></p><p>Put level bumps at 4, 8 into Str</p><p>Buy Periapt of Wisdom, Belt of Giant Strength when able.</p><p></p><p>Barbarian/Fighter/Druid</p><p></p><p>1: Bbn1 Mounted Combat, Ride-by Attack</p><p>2: Drd1 - Select wolf as animal companion</p><p>3: Drd2 Spirited Charge</p><p>4: Drd3</p><p>5: Drd4 - Can select dire bat or advanced wolf</p><p>6: Ftr1 Power Attack, Improved Bull Rush</p><p>7: Ftr2 Shock Trooper (from Complete Warrior)</p><p>(Druid the rest of the way up.)</p><p></p><p>Max out Ride skill, at least 5 ranks in Handle Animal, the rest in Concentration then Listen.</p><p></p><p>Use Shock Trooper/Heedless Charge for a mounted lance charge/Ride-by Attack of about +13 attack, 3d8 + 51 damage.</p><p></p><p>Can select a Dire Bat animal companion instead of the advanced wolf.</p><p></p><p>Can share spells (Longstrider, Bull's Strength, Cure) with mount.</p><p></p><p>If you can start at a higher level or if you can rebuild the character later on, drop the fighter levels in favor of more druid levels. You only need the fighter levels for the extra feats and the slight boost in BAB. You might be able to dump the barbarian level for druid and pick up Martial Weapon Proficiency (Lance) at level 3.</p><p></p><p>Or you can skip the lance an just go with Martial Weapon Proficiency (Greatclub) or Exotic Weapon Proficiency (Maul) then use Spikes to increase your damage. (Maul is from Complete Warrior, 1d8 bludgeoning, 20/x3 crit, which changes to 19-20/x3 with the Spikes spell.) Spirited Charge/double damage with a Spikes-coated maul is almost as good as triple damage with a lance. (If you're short on feats, just use a quarterstaff. It's not as good as a maul, but you're already proficient.)</p><p></p><p>Ideally, by level 12, you'd be druid all the way, with no loss in caster level or animal companion advancement. This gives you a great spell selection and some serious hitting power on mounted charge attacks. </p><p></p><p>Having druid levels in the mix avoids some of the biggest limitations of mounted combat characters since you have a sturdy mount that advances with you and you can summon a critter at any time if (for some reason) your chosen mount can't be used.</p></blockquote><p></p>
[QUOTE="kjenks, post: 2055939, member: 12892"] Stoutheart Halfling (extra feat at level 1) Str (as high as you can, 12 minimum) Dex 12 Con 14 Int 10 Wis 14 Cha (whatever's left) Put level bumps at 4, 8 into Str Buy Periapt of Wisdom, Belt of Giant Strength when able. Barbarian/Fighter/Druid 1: Bbn1 Mounted Combat, Ride-by Attack 2: Drd1 - Select wolf as animal companion 3: Drd2 Spirited Charge 4: Drd3 5: Drd4 - Can select dire bat or advanced wolf 6: Ftr1 Power Attack, Improved Bull Rush 7: Ftr2 Shock Trooper (from Complete Warrior) (Druid the rest of the way up.) Max out Ride skill, at least 5 ranks in Handle Animal, the rest in Concentration then Listen. Use Shock Trooper/Heedless Charge for a mounted lance charge/Ride-by Attack of about +13 attack, 3d8 + 51 damage. Can select a Dire Bat animal companion instead of the advanced wolf. Can share spells (Longstrider, Bull's Strength, Cure) with mount. If you can start at a higher level or if you can rebuild the character later on, drop the fighter levels in favor of more druid levels. You only need the fighter levels for the extra feats and the slight boost in BAB. You might be able to dump the barbarian level for druid and pick up Martial Weapon Proficiency (Lance) at level 3. Or you can skip the lance an just go with Martial Weapon Proficiency (Greatclub) or Exotic Weapon Proficiency (Maul) then use Spikes to increase your damage. (Maul is from Complete Warrior, 1d8 bludgeoning, 20/x3 crit, which changes to 19-20/x3 with the Spikes spell.) Spirited Charge/double damage with a Spikes-coated maul is almost as good as triple damage with a lance. (If you're short on feats, just use a quarterstaff. It's not as good as a maul, but you're already proficient.) Ideally, by level 12, you'd be druid all the way, with no loss in caster level or animal companion advancement. This gives you a great spell selection and some serious hitting power on mounted charge attacks. Having druid levels in the mix avoids some of the biggest limitations of mounted combat characters since you have a sturdy mount that advances with you and you can summon a critter at any time if (for some reason) your chosen mount can't be used. [/QUOTE]
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Any viable halfling fighter builds?
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