Help me create a munched out first level halfling

I'd agree with Kai Lord about the cleric.

For maximum survivability, I'd definitely go with Cleric at first level: good armor, good hit points, good saves, and healing ability (that your party sorely needs, as well). You should also take the Luck domain, and save that domain power for those save-or-die saving throws that your DM throws at you guys.

After first level, you can stay cleric or, if you wish, go rogue. If you're considering that possibility, you'll probbaly want to follow Brandobaris, the patron of Halfling rogues (if it's a Greyhawk or FR campaign), and you can take either Travel or Trickery as your second domain (both nice choices).

As a cleric, you'll still be able to contribute to your group despite the level difference, and maybe your higher-level comrades will be smart enough to pitch in for good armor for you to keep you alive (since they need you to keep them alive).
 

log in or register to remove this ad

Samnell said:


I think so. Plus the range increment on daggers is only 10 feet so I may still be closer than I care to be. The +1 bonus does make it a bit appealing, however.

Why couldn't they? With arrows, bolts, and perhaps darts you have the chance of breaking the shaft, but daggers and shurikens are all metal. I've thrown a lot of axes, knives, and shurikens in my day, and occasionally you will nick the edges or bend part of the blade, but that's easily fixed. When I had to retire a thrown weapon, it wasn't because I broke the weapon by hitting something other than my target, it was because I missed my target and couldn't find my weapon. Shuriken are very light weight...if I wanted to be a shuriken master, I'd max out craft: arms and armor and forge new ones whenever I have time in a settlement. Carry 20 or so in a specially made vest designed for that purpose, and bunch of others bunded together in my pack. For daggers, you can use the same approach, but they weigh more, so you wouldn't be able to carry as many. If you make them yourself, the cost isn't very much, especially when you consider the only material you need for both is steel, which is easily salvaged.

In my experience playing characters with throwing weapons, the range increment all depends on how you use it. I like to have a tumbling shuriken master who is always on the edge of battle leading the enemies into the real tanks instead of being the bullseye for any ranged weapons or spells your foes have by waiting in the back. When you attack a group that has an archer/spellcaster in the back, most people concentrate their forces on that person in the back. It can be a blessing or a curse.
 

Chun-tzu said:
I'd agree with Kai Lord about the cleric.

For maximum survivability, I'd definitely go with Cleric at first level: good armor, good hit points, good saves, and healing ability (that your party sorely needs, as well). You should also take the Luck domain, and save that domain power for those save-or-die saving throws that your DM throws at you guys.

For personal survival, I have to agree with cleric w/Luck and Trickery. The bonus save is always great to have, and being able to rock out an Invisibility (2nd level domain spell) on yourself is also great.

18 Wisdom, 17 Con (Endurance will actually make your odd Constitution not irrelevant), 16 Dex w/Chain Shirt (mobility = able to run away, do NOT buy full plate, not that you'd be strong enough to wear it anyway) and you're all set. Plus, being able to Endurance yourself and cast healing spells on yourself is pretty sweet.

HOWEVER . . . your party is wizardless, and it can be argued that they will have a better chance of survival (and thus, you will as well) if you help with the party spellcasting balance.

Besides, Expeditious Retreat, and later, Fly, are known as the Get Out Of Combat Free spells!

And the Str hit halflings get are then irrelevant.

Halfling Wizard -- make sure that Transmutation and Abjuration are allowed -- with an 18 Int, 17 Con, 16 Dex. Arguably you could go 17 Int and 18 Con. Get a toad familiar --

That's 4 or 5 extra hp a level, average of 6.5 or 7.5 hp/level. Not too shabby. After a Mage Armor you've got an AC of 17 -- more than respectable -- and you can run away with ease if you have the right spells.
 

Rav said:
I fear that this will eventually lead to a spiral though, with a first level character dying. And a new first level character dying. And a new first level character dying. And a new first level character dying. All the while, the rest of the party is leveling up. They start fighting a skeleton warrior, while you run away without save due to fear.

I spent three pages of text making that exact point. I think my words were "a first level PC in a party of thirds is a long way of saying corpse". The response was that if I played intelligently and creatively any PC was perfectly playable and survivable.
 

Irda Ranger said:
Even if they were drunk, I would put with that for about 2 seconds. Whether or not I "let 'em have it" would depend upon a couple of things (like whether or not I ever wanted to play with them again), but it would be on the table. This game is about having fun with friends you know, not being abused by nasty folks. I think it was Edena_of_Neith who put it best in the thread about DM burnout that way. Go check it out (its in the General Discussion).

The DM's wife (who did most of the arguing for reasons I don't really understand since she's not involved in the game) eventually started behaving herself after I asked if they treated all their friends like this when they didn't exactly agree on something. Not that this lead to any reconsideration of the rules.

Yeah, but if you are determined to stick it out, go for Ranged Rogue with Rapid Shot, and the skills I mentioned earlier.

I'm definitely considering it.
 

Spellfire Wielder feat at 1st level, then take the PrC when you can...nuff' said!

If someone talked to me like that, there would have been words said, and I wouldn't be playing with them no more.
 

I've always found that you can't beat min/maxing for character survival. For instance, you want to play a halfling, so go a halfling rogue. Wear light armours, have heaps of daggers (for throwing), and stay out of the way of melee fighters and fighting.

Even at first level, a halfling rogue with Point Blank Shot, 18 Dex and a thrown dagger can have a to hit of +7. Sure, you're only doing 1d4, but with a to hit like that, it's almost garaunteed damage.
 

Amator said:
Why couldn't they? With arrows, bolts, and perhaps darts you have the chance of breaking the shaft, but daggers and shurikens are all metal.

You're right. I misread randcortin's post.
 


Draxus the Tainted said:
Spellfire Wielder feat at 1st level, then take the PrC when you can...nuff' said!

Very tempting, but the DM rolls a 5% chance that you're allowed to take the feat.

If someone talked to me like that, there would have been words said, and I wouldn't be playing with them no more.

I was tempted, but I tried to be the nice guy about it. If it continues I'll stop trying.
 

Remove ads

Top