I've been inspired to make a halfling fighter, loosely based on "Jack the Giant Killer." I'm aiming to put him around 15th-17th level. I would like help coming up with a good build that can stand against the horrors commonly found at high level.
I'm already planning on taking the halfling fighter favored class alternative as well as the Risky Striker feat. I am also considering taking the Eldritch Heritage line of feats in order to gain flight and the ability to turn tiny.
Anyone got any build advice/suggestions?
|Nicos Star Voter 2013|
would not make you tiny make you have 0 reach? seems like abad trade.
and if you want to be a giant killer
Big Game Hunter (Local)
You are experienced in fighting the gigantic creatures that stalk Varisia’s landscape.
Prerequisites: Varisia affinity.
Benefit: You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures.
I was going through a build, but boy does that have a huge amount of feats to go through. All this is using 17 fighter as the build level
Race Trait: Fleet of Foot. Get 30 movement at a cost of the sure footed.
For heritage, it looks like either Abyssal for fire resistance(20) and flying(wings) or Elemental(Air) for Electricity resistance(20) and flying(innate).
Weapon training in Spear, Polearm, Bow, something else.
Focus on a single weapon type and specialize, focus and boost the crit feats.
Stats, if you don't mind the dumps could be like this(24 buy, losing 1 from the dumps):
Str:16 (+1 at 4 and 8)
Cha:16 (+1 at 12 and 16)
Not sure how to get the reduce spell, other than using a wand with Skill focus(UMD), dangerously curious trait for class skill and 10 ranks. That should put it at +21.
On the other feats, here is what I had so far. Maybe too focused on criticals.
1: Skill Focus (Flying Bloodline)
f: Power Attack
3: Eldritch Heritage
f: Risky Striker
5: Weapon Focus
7: Weapon Spec
f: Greater Weapon Focus
9: Improved Critical
f: Critical Focus
11: Improved Eldritch Heritage
f: Greater Weapon Spec
13: Staggering Critical
f: Bleeding Critical (Alternate: Something)
15: Critical Mastery (Alternate: Blinding Critical)
f: Stunning Assault (Alternate: Critical Mastery)
17: Greater Eldritch Heritage
Had that alternate in there that has a trade-off of having a chance for stun on all hits on all attacks with a penalty to have a chance to Stagger and Blind on a critical, creating a devastating tactical condition. Not sure what would be worse with odds of having it happen.
There is a weird situational thing as well, of having the party arcane or druidic caster having area lightning spells ready while you go in the bunch and pulse off the bloodline power of the Level 9 elemental and give electric vulnerability to double up their damage.
Looking over the weapons, Bardiche would be good if going the critcal route without relying on triping or anything. That would give you a 20% crit chance.
The damage would be pretty good on creatures large+ with Risky Striker+Power Attack (-5 AC, -5 attack, +25 Damage).
If he moves or steps into an opponent, then the opponent misses him (allowing Sidestep), he then activates his Lightning Stance and Wind Stance feats.
"I used to be an adventurer until I took a Mormont axe to the knee." :D
The little blur then hacks away at his opponent's undercarriage, generally inflicting more than enough pain to cause most people to drop what they're doing (Stunning Assault) while onlookers turn away in disgust (Dreadful Carnage).
So far I'm liking how the mechanics backup the concept.
If I could get help checking the numbers, I'd appreciate it.
Halfling Fighter 17
NG Small Humanoid (halfling)
Init +6; Senses Perception +2
AC 30, touch 17, flat-footed 23 (+9 armor, +4 shield, +6 Dex, +1 size, +1 dodge)
hp 158 (17d10+68)
Fort +15, Ref +12, Will +8 (+4 vs. fear); +2 vs. fear
Defensive Abilities bravery +4
Speed 15 ft.
Melee +3 Scimitar (Speed, Sawback, Transformative) +19/+19/+14/+9/+4 (1d4+44/15-20/x2) and
. . Scimitar +16/+11/+6/+1 (1d4+41/15-20/x2)
Special Attacks weapon training abilities (heavy blades +4, bows +2, pole arms +1, thrown +3)
Str 17, Dex 23, Con 18, Int 9, Wis 10, Cha 9
Base Atk +17; CMB +19; CMD 35 (52 vs. Grapple, 52 vs. Trip)
Feats Cleave, Cleaving Finish, Combat Reflexes (7 AoO/round), Critical Focus, Dervish Dance, Dodge, Greater Weapon Specialization (Scimitar), Hammer the Gap, Improved Critical (Scimitar), Iron Will, Lunge, Monkey Lunge, Piranha Strike -5/+10, Power Attack -5/+10, Risky Strike -1/+10, Weapon Finesse, Weapon Focus (Scimitar), Weapon Specialization (Scimitar)
Traits Armor Expert, Pirate Duelist
Skills Acrobatics +9 (+1 jump), Climb +11, Escape Artist +7, Fly +10, Handle Animal +3, Intimidate +3, Perception +2, Perform (dance) +1, Ride +11, Stealth +10, Survival +5, Swim +8
Languages Common, Halfling
SQ fearless, vital guard
Other Gear Celestial armor, +3 Vital Guard Mithral Buckler, +3 Scimitar (Speed, Sawback, Transformative), Belt of physical might (Str & Con +4), 135 GP
Fly (1/day) - 0/1
Armor Expert -1 Armor check penalty.
Bravery +4 (Ex) +4 Will save vs. Fear
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 racial bonus vs Fear saves.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Lunge -2 to AC for +5' reach
Monkey Lunge Take a standard action to extend your reach 5 feet until the end of your next turn.
Piranha Strike -5/+10 You can subtract from your attack roll to add to your damage with light weapons.
Pirate Duelist You've rubbed elbows with pirates of all stripes in Ilizmagorti's taverns and convinced a few to show off their swordfighting skills. You gain a +1 trait bonus on attacks of opportunity made with daggers, short swords, cutlasses, rapiers, scimitars,
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Risky Strike -1/+10 Subtract from your AC to add to damage vs foes 2 sizes larger.
Vital Guard You have +2 AC when attackers make critical confirmation rolls.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
Weapon Training (Thrown) +3 (Ex) +3 Attack, Damage, CMB, CMD with Thrown weapons
Have to admit, not certain on buckler and dervish dance... PFS RAW you are good to go.. but some people might argue RAI so Meh.
Dervish Dance .. can not wield weapon or shield in off hand... strap buckler to sword arm?
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler.
Also note that you still have the opportunity to wield with buckler on arm...