Halfling

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Hunter (Primal Companion) 1/Boon Companion Monk (Sohei) 1/Spirited Charge Monk (Sohei) 2/Trick Riding/Power Attack Hunter 2 Fighter (LW) 1/Indomitable Mount+ Wheeling Charge Fighter (LW) 2/Pack Flanking Hunter 3/ Outflank

Halfling race. Deinoychus mount. Rhino hide barding means, raw, an extra 2d6 damage on each of its five attacks with a successful pounce. Your charge damage is so-so but between the two of you the DPR can be in excess of 150 at 7th level. Pack Flanking + Outflank gives you both static +4s to hit, ensuring all those pounce attacks go through.

I'm happy with the concept, just uncertain on the feats...most of them aren't 100%. Also looking for some other ideas...the idea of using the PC for trip attacks to set up the mount for even bigger bonuses to hit/AoOs appeals, as does a stronger focus on teamwork feats.

I'd also like suggestions on increasing PC survivability...between trick riding and indomitable mount the deinoychus should be set.

Thoughts? Suggestions?

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tl; dr because I'm (foolishly) typing this up in a rush before I leave to go somewhere....I've recently become enamored with the idea of making a blaster caster.

Crossblooded/tattooed sorcerer 1/admixture wizard x seems mechanically the strongest as admixture would circumvent a big chunk of the problems that come with blasting, but I also *really* want to justify making this character a gnome and it's hard to optimize without that racial intelligence bonus.

Alternately, I'm weighing out a flame oracle (heard great things) and a straight up crossblooded/tattooed sorcerer.

Pretty much just have the base concept as I've exclusively played martial classes, so tips and advice for feats/spells/etc would be vastly appreciated. Spell focus/greater spell focus are pretty obvious but beyond that I could use some help.

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First of all, thank you in advance. You guys/gals are swell.

My question stems from a recent build idea, which would have me popping reduce person on a halfling to make him tiny sized, and then coupling a reach weapon with Lunge to give him a 10' reach so I can use Steadfast Slayer while mounted.

However, RAW tiny creatures have a reach of 0', so a reach weapons' "doubling" of effective reach (as a literal translation) would come out to...still 0.

This conflicts with bestiary entries I've encountered where tiny creatures with reach weapons are shown as having 5' reach. EDIT: Example.

Is this intended, or should a Tiny creature with a reach weapon be treated as having a reach of 5'?

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tl;dr

- Halfling Fighter (Eldritch Guardian) with a mauler flying fox familiar and the (only listing the relevant ones) feats Mounted Combat, Ride-By Attack, Spirited Charge, Power Attack, Risky Striker, Steadfast Slayer and Lunge.

Halfling fighter pops a potion of Reduce Person in the first round to further abuse Risky Striker/Steadfast Slayer.

Turn would go as follows;

- They charge. Halfling Fighter, using a lance, declares his intent to use Lunge to extend his reach so as to qualify for Steadfast Slayer, which only works if you're the only creature currently threatening your intended target. This takes him outside of his mount's natural 5' reach despite being tiny, as he is stacking a reach weapon with Lunge.

Now, from there I'm lost, so I'm just gonna spitball a bit and see what's right.

- Would the mount then be able to declare its use of Lunge as well (shared feats) and attack? If not, would ride-by attack enable it to continue a further 5' and attack, and if this is the case, would it have to stop there after the attack or would it be able to continue on past the target?

- Would the mount qualify for Steadfast Slayer if it used Lunge? I'm guessing not, as the rider would still be threatening (I think.)

- Due to the shitfest that is mounted rules, what charging feats that the owner has would the flying fox be able to use due to shared feats?

Liberty's Edge

So...are there any restrictions?

You have to charge in a straight line (barring Wheeling Charge) but does this have to be ruler straight, or just in a singular direction? Could a flying mount start 30ft in the air, charge 20 feet forward and 20 feet down (at an angle) to let his rider hit a target with reach and then, using ride-by attack, fly up and forward (at an angle) taking them both completely out of melee range with zero penalties?

Just seems a little too juicy to be true. Working on a tiny fighter/hunter with an eagle mount and this + lance and lunge would keep both of them from ever getting hit in melee, barring low ceilings/enemies with greater than 10ft reach making AoOs/ranged attacks.

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Trying to make a perma-reduce person'd halfling riding an eagle, and due to feat starvation, I'm contemplating being a fighter with a ranger dip rather than vice versa.

Falconer starts with your choice of bird animal companion at first level, and not fourth, unlike a normal ranger (couldn't believe my luck in finding this archetype) buuuuuut there's this little text --

Quote:
This ability functions like the druid animal companion ability (which is part of the nature bond class feature), but the falconer must take the bird animal companion, and that companion has only half the normal hit points.

And at fourth level, when a ranger typically gets their AC...

Quote:
At 4th level, a falconer must select an animal companion when he gains hunter’s bond. He does not gain a new companion at 4th level; rather, his feathered companion gains full hit points.

Am I correct in assuming all that Boon Companion would do is give me a 5th level falcon with half the HP it's supposed to have?

If that's the case I'll simply sub in a Druid dip, I was just wanting Ranger for the full BAB and extra skillpoints.

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Only PFS legal way I've found so far that'll get me the feats I need is a reduce person'd halfling (or gnome) fighter 1/ranger X, taking Boon Companion to bring the mount up to par.

Rangers get access to hawks/eagles/owls that stay small their entire career, and get a few juicy (and necessary) bonus feats.

Damagewise, I can see the build holding up to/surpassing a normal charger *IF* I can find a way to make Steadfast Slayer work -- stacking this with Risky Striker (now functional on medium + creatures) and Power Attack would be brutal.

Quote:
If you are the only character threatening an opponent and you successfully attack the opponent with a two-handed melee weapon, for each size category larger than you that opponent is, you gain a +2 bonus on your melee damage roll.

Issue with this is as a tiny creature with a reach weapon, I still only threaten adjacent squares, same as the mount. So....I could either reduce animal on the mount (and take the ride check penalties) or blow a feat on Lunge, unless someone else has another solution...?

The build wouldn't TRULY come online until level 7+ but I adore the concept enough that I'd probably just stack GM credit for a few months until I could put it together.

Thoughts?

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Cliffs;

Swashbuckler (Mouser) and the Vexing Dodger Rogue archetype have some juicy synergy. Underfoot Dodger slam-dunks the target's attacks on your allies and nets you basically guaranteed constant flanking as long as there's at least one other martial in your party and Limb Climber knocks a couple of points off their rolls to hit you AND keeps you firmly rooted onto them so you can keep full attacking with zero issues.

So that, the core of the build, is set. I'm just not certain where to take it from here.

My current iteration, planned til level 8, is set up as follows;

Stats:

Str: 9 (Knocked down to 7 by Reduce Person, this is to avoid an unlucky oneshot by the strength-drain types at higher levels. Original iteration was 7 > 5 until someone on Reddit suggested this)
Dex: 19 ( > 21 by RP)
Con: 14
Int: 10
Wis: 10
Cha: 13 (For Combat Expertise, Swash. lets you sub Cha for Int)

1: Swashbuckler (Mouser) - Combat Expertise
2: Rogue (Vexing Dodger) -
3: Rogue (Vexing Dodger) - Butterfly's Sting, Improved Dirty Trick (Free)
4: Rogue (Vexing Dodger) - Finesse Training: Kukri Dex > 22
5: Rogue (Vexing Dodger) - Combat Trick: Dirty Fighting, Two Weapon Fighting
6: Slayer (Bounty Hunter) -
7: Slayer (Bounty Hunter) - Greater Dirty Trick
8: Rogue (Vexing Dodger) ????

1 in SwashMouse gets us Underfoot Dodger, 4 in VexRogue gets us a combat trick, limb climber and Debilitating Injuries, 2 in SlayBount gets us free action dirty trick attempts in place of SA damage on every single sneak attack (which we will be getting nothing but thanks to the near-constant flanking from Underfoot Dodger)

There's tons of synergy as well. Debuffs would be had in spades (At level 8, thanks to class abilities and gear I'm too tired to type up, they'd be at a -4 to hit your allies and a -3 to hit you from you entering their square and climbing, flanking with any ally in any adjacent square, and then you'd get three attacks with a pair of +1 keen kukris resulting in at least one (hopefully) crit to pass along to your allies and 1-2 hits you'd turn into free action dirty trick attempts, which you'd use to blind the enemy and net them more negatives, a 50% miss chance for 1d4+1 rounds and crippled action economy as they'd need to use a standard action to remove the effect)

I just can't help but feel as if the build needs a little more focus. On paper, Dirty Tricks don't look good enough to be the sole focus of a build, so I threw in Butterfly's Sting to critfish with keen kukris...but I feel torn, like I should just focus on one or the other, or perhaps switch gears entirely.

The only thing set in stone, as I said, is the first two levels as this gives me a valid excuse to play a tiny character and those automatic debuffs are juicy.

It's honestly very tempting to just scrap all of this and make a DPR character using Risky Striker and the TWF feat line but I'd love some input and alternative ideas.

Liberty's Edge

So apparently there's been a Monk archetype that gets Cha instead of Wis to relevant class skills (AC/Stunning Fist DC/etc) floating around for a couple of months and there's been an almost complete lack of discussion about it.

I feel like there's almost certainly some juicy multiclasses waiting to be explored, although I can't seem to patch anything together...a one level dip gets you immediate access to Dragon Style, which is mildly useful, and very little else. A four level dip gets you a ki pool and the ability to add 1d6 elemental damage to each of your natural attacks as a swift action. Nothing terribly exciting, but I'm so pumped at the idea of a Cha-based monk I'm hoping someone with better system mastery will spot something I overlooked.

Thoughts?

Liberty's Edge

Tl;dr all the old guides on it have been errata'd into oblivion and I want to know if it's still viable as anything other than a one level dip to get Wis to AC, better saves and Dragon Style for pounce builds.

An hour or so of browsing found me nothing but threads from 2012-2013. Current info is hard to find.