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<blockquote data-quote="brehobit" data-source="post: 3925875" data-attributes="member: 12032"><p>(The following build doesn't actually work without a rule bend, see level 9...)</p><p></p><p>Rules/game questions:</p><p>#1 How important is your current god choice to the character concept and how are gods done in your game (follow an "idea" okay?) </p><p>#2 Do you all use the favored class rules?</p><p>#3 Bo9S allowed? Can RKV be "adapted" to your god (change free, just fluff)</p><p></p><p>The goal with a halfling warrior build is to get damage up as quickly as possible and get mobility to be reasonable. This build does nothing with mobility...</p><p></p><p>Personally, I'd do the following given enough flexibility:</p><p>* Get War and good or war and luck domains and have guisarme as favored weapon.</p><p>* Combat reflexes is a must. Power attack probably is too.</p><p>* Take 2 more levels of cleric, then 1 level of crusader, then go RKV. At 9th level you will be able to take the feat from Complete Champion that gives you +N damage if you hold back an Nth level war domain spell. </p><p></p><p>Stats:</p><p>S 14 (12)</p><p>I 10</p><p>W 14</p><p>D 13 (15)</p><p>C 12</p><p>Ch 10</p><p>So, my proposal:</p><p>1: Fighter feat= combat reflexes, power attack.</p><p>2: Cleric (war & good domain)</p><p>3: Cleric (imbue healing (DR 3/evil is great at this low a level))</p><p>4: Cleric (+1 dex) (Stabilize should become your pre-combat buff spell!)</p><p>5: Crusader (can get 2nd level manouvers! Your damage is now reasonable)</p><p>6: RKV (feat that bumps you to starting with 3 readied manouvers)</p><p>7: RKV</p><p>8: RKV (+1 Wis)</p><p>9: RKV (reserve feat for war domain from c. champion) <---- Ick I screwed up, you can't take this here as CL=6 and you need CL=7. Beg DM maybe?</p><p>10: Crusader (or cleric if DM let you put off 9th level feat until 10th)</p><p>11: Crusader</p><p>12: Crusader (feat that heals you when you recover manouvers), +1 wis</p><p>13: RKV ("good" alignment stance goes here)</p></blockquote><p></p>
[QUOTE="brehobit, post: 3925875, member: 12032"] (The following build doesn't actually work without a rule bend, see level 9...) Rules/game questions: #1 How important is your current god choice to the character concept and how are gods done in your game (follow an "idea" okay?) #2 Do you all use the favored class rules? #3 Bo9S allowed? Can RKV be "adapted" to your god (change free, just fluff) The goal with a halfling warrior build is to get damage up as quickly as possible and get mobility to be reasonable. This build does nothing with mobility... Personally, I'd do the following given enough flexibility: * Get War and good or war and luck domains and have guisarme as favored weapon. * Combat reflexes is a must. Power attack probably is too. * Take 2 more levels of cleric, then 1 level of crusader, then go RKV. At 9th level you will be able to take the feat from Complete Champion that gives you +N damage if you hold back an Nth level war domain spell. Stats: S 14 (12) I 10 W 14 D 13 (15) C 12 Ch 10 So, my proposal: 1: Fighter feat= combat reflexes, power attack. 2: Cleric (war & good domain) 3: Cleric (imbue healing (DR 3/evil is great at this low a level)) 4: Cleric (+1 dex) (Stabilize should become your pre-combat buff spell!) 5: Crusader (can get 2nd level manouvers! Your damage is now reasonable) 6: RKV (feat that bumps you to starting with 3 readied manouvers) 7: RKV 8: RKV (+1 Wis) 9: RKV (reserve feat for war domain from c. champion) <---- Ick I screwed up, you can't take this here as CL=6 and you need CL=7. Beg DM maybe? 10: Crusader (or cleric if DM let you put off 9th level feat until 10th) 11: Crusader 12: Crusader (feat that heals you when you recover manouvers), +1 wis 13: RKV ("good" alignment stance goes here) [/QUOTE]
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