I want to make a mounted halfling, paladin, cavalier, or other?


Advice

Sovereign Court

The subject says it all. I want to make a halfling who rides a dog, specifically going for the mounted combat/ride-by attack/spirited charge combo. I've found the main penalty for mounted characters is the fact that horses don't do all that well indoors, but a medium sized dog doesn't have nearly that kind of restriction.

Anything from basic advice to sample builds with ability scores/feats/skills is welcome.


General advice:
Use a lance
Get power attack, furious focus
Try to ride a raptor(it's on the animal companion lost out of core)
Play a paladin
Use aura of justice
Charge, you get 1 attack at 3x damage(paladin level x 4 if outsider, undead, or dragon), your mount gets 5 attacks all using your smite evil bonuses


Greetings, fellow traveller.

Make sure to talk to your GM first. I've had many an occasion, where this character concept was great on paper, but didn't work out at all in play, due to difficult terrain getting in the way, 5-ft-wide corridors, lots of turns etc or your fellow PCs standing between you and your target.

In addition, make sure that you're not ending up in the one-trick-pony-corner, which should be less of an issue, if you pick pally where you can become the party's face, provide healing and some buffing.

Also, depending on point-buy the -2 to Str and the smaller dice for damage might really hurt your build.

What pally are you going to play? Archer? S&B? 2H?

General feats (can't go wrong here):
Imp. Initiative
Toughness
Power Attack
Mounted Combat
Ride-by-Attack

Also, look in the Advice section for a guide on paladins.

Ruyan.


There is an archetype for mounted druids that lets you have a mount the same size you are (ergo: a small one for a halfling)

consider taking two levels in Titan Mauler (barbarian), works well for a small character (almost everything is bigger than you so you benefit from bonus better), and it allows you to use a two-handed weapon in one hand, this basically lets you use human-sized weapons normally with -2 on attack.

Take 3 levels of it, and level up as mounted druid, and you have extra giggles for a small halfling riding on a small animal while charging with a human sized lance against enemies. There you got your mini knight! (mini "Forest Knight" as I call druid mixtures with some fighter-types "Forest Knight")

Silver Crusade

This is a build I have been hashing out for the same reason as you. Small characters on medium mount means can ride into dungeons beside fellow companions. The route I am taking it is based around a single powerful charge followed up with maintaing melee against a prone target.

The extra Lay on Hands ability is very complimentary to this build as is high charisma.

In my build I am combining Halfling Paladin with a Riding Dog or Wolf mount.

I use Oath of Vengeance archtype for more smites if needed.

I use a lance for x2 damage

I use Spirited Charge for an additional x2 (x3 with lance)

I use Radiant Charge so I can expend all my daily uses of lay on hands for +1d6 per charge +Cha modifier in damage. (only once so hold onto it until needed.)

I use the second level Paladin spell Litany of Righteousness so I double all damage against an evil creature for 1 round as an immediate action.

I use smite evil if applicable to add my paladin level to damage (or 2x paladin level for some monsters)

All these forms of bonus damage are multiplied for Spirited Charge, Litany of Righteousness, or just charging with a Lance or scoring a critical hit. If you crit with the lance with litany in place and Spirited charge you deal x6 damage. If you had radiant charge or smite evil active that is the multiplier you use for all that additional damage as none of it is precision based. Also you multiply your strength bonus on all these scenarios so raise it as high as you can. Granted good luck scoring a crit with a lance (5% chance to threaten a crit, 10% if improved critical feat is in place).

After all that I have my mount trip and then I spend full attacks against my prone opponent getting attacks of oppertunity if he stands up. Note I do not think your mount can attack the turn you move or charge so that would be your follow up turn should the opponent survive.

For future encouters you have to rely on ride-by-attack as much of your abilities for the day are exhausted on one opponent. But wow do you cream him.

Silver Crusade

On a side note when doing full attacks while adjacent to your opponent- If the Gamemaster does not give you the +1 to hit from higher ground for being mounted just dismount and have your mount flank him for you. You would both then get the flank bonus and the attacks of oppertunity if your opponent makes the mistake of standing up after your dog trips him.

Sovereign Court

Thank you everyone, great advice here - I forgot to say that this would be for Pathfinder Society Organized Play.

Gilgimesh, what stats would you build with PFS point buy?

Silver Crusade

There's a specific dog riding Cavalier archetype for halflings called the order of the paw. Not sure if it's any good but it may be worth checking out. (It's in the ARG)

Sczarni

I have one who I bought 18str, 12 con, 11 cha...comes out as 16,12,12,10,10,13. You can drop either int or wis depending on the classes for a little more points to boost con/dex.


not sure about PFS but I think my suggestion is as per their rules


I'm building a halfling charger.

Dragoon Fighter 1 for mounted combat and skill focus ride and 1st lvl feat ride by attack, Gerandeme cavalier for spirited charge, and barb at 3rd for titan mauler. Taking all the "I mess up medium and up" traits, racial traits, etc. And you get +1 vs small folks for being mounted.

The alternate is emissary cavalier 1, and then fighter (any) at 2 for a similar build.

Both would have boon companion at 3rd to bring the dog up to your level.

Another alterante is the helpful trait for halfling, giving +4 on aid another. Boost the wizards AC while you wait for a good charging lane. THe order of the paw also get a team buff type ability, at level 2.


Oh, and WF: Lance at some point, and go into Low templar, since it name is great for a halfling.
You need mounted combat and wf.

Silver Crusade

My build was actually intended for PFS here in Minnesota. Who knows maybe some day you would run into your twin? Either way the stat distributuion I was going to use (for my playstyle) was going to be...

Strength 15
Dexterity 12
Constitution 14
Intelligence 7
Wisdom 7
Charisma 18

None of them are max because I feel you would have to sacrifice too much in other areas to accomplish that. At lv 4 raise strength. At lv 8 and 12 raise either strength or charisma whatever your preference (I would probably go with strength myself). You could lower your dex to try and bump up something else if the armor, initiative, skill, and save bonus are less of a priority. I would not however lower Con as you are going to be pulling a lot of hate with this build.

Any other questions? I will check in every so often to make sure I have answered everything.

Silver Crusade

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Psh,

Halfling Paladin/Fighter (Dragoon) Archtype for sure.

PFS Play, 20 point buy.

Str 13 (7)
Dex 16 (5)
Con 14 (5)
Int 10 (0)
Wis 8 (+2)
Cha 16

1 Paladin- Fey Foundling
2 Fighter (dragoon)- Mounted Combat, Skill Focus Ride,
3 Paladin- Ride By Attack
4 Paladin- Lay on Hands heals for 1d6+3, Bump Str to 14, buy Belt of str+2 for a total of 16.
5 Paladin- Wheeling Charge (Lay on Hands 2d6+6)!
6 Paladin- Mount Time, Give him Improved Unarmed Strike and Dragon Style, Now you can charge in difficult terrain and through allies! On a smite your lance charge is 2d6+16 and that is with a master worked lance! Buy Belt of Cha +2!
7 Paladin- Indomitable mount feat you are now healing for 3d6+9.
8 Paladin
9 Paladin Spirited Charge! Assuming a +2 lance, Smite charge for 3d6+36 as a HALFLING WITH NO POWER ATTACK, with a +20 to attack. GG almost anything, and since you ride by attack him, he will get no AOO. Oh and you heal for 4d6+12 as a swift action 8 times a day. Bonkers!


Two stats at 7 isn't sacrificing too much in other areas!?

Liberty's Edge

Gilgimesh wrote:

My build was actually intended for PFS here in Minnesota. Who knows maybe some day you would run into your twin? Either way the stat distributuion I was going to use (for my playstyle) was going to be...

Strength 15
Dexterity 12
Constitution 14
Intelligence 7
Wisdom 7
Charisma 18

None of them are max because I feel you would have to sacrifice too much in other areas to accomplish that. At lv 4 raise strength. At lv 8 and 12 raise either strength or charisma whatever your preference (I would probably go with strength myself). You could lower your dex to try and bump up something else if the armor, initiative, skill, and save bonus are less of a priority. I would not however lower Con as you are going to be pulling a lot of hate with this build.

Any other questions? I will check in every so often to make sure I have answered everything.

Unless they've changed it recently I believe you can only have one stat under 10 for PFS. Might want to check the rules on that closely.

Anyways, I've got a player with a halfling cavalier in my RotRL campaign right now - it works pretty well and he's been having a lot of fun with it. He doesn't do nearly as much damage as our half-orc Fighter (archer build), but then archers in pathfinder are insanely powerful - and he still does enough to feel like he's contributing plenty.


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I can't ever minmax like that, I cringe if I have more than one score at 8 or lower

Silver Crusade

CHAPTER 2: CHARACTER
CREATION
This chapter contains everything you need to know about
creating a character for Pathfinder Society Organized Play.
All new Pathfinder Society characters begin play at 1st level.
Step 1: Abilities
Pathfinder Society uses the “purchase” system for
generating ability scores, as explained on pages 15–16 of the
Core Rulebook. Pathfinder Society uses the “High Fantasy”
choice of 20 points, allowing you to build a solid PC at 1st
level. Please remember that no score can be reduced below
7 or raised above 18 using this method. Racial modifiers
are applied after the points are spent, so it is possible to
begin play with a low ability score of 5 and a high ability
score of 20, depending on your race choice. Characters can
be of any age, but do not alter their ability scores as a result
of this roleplaying choice.
TABLE 2–1: ABILITY SCORE COSTS
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17

Unless you have a source I do not have then you could have most of your stats at 7 if you really wanted to. Also though I agree that having stats at 7 look bad, if they are stats that you character flat out does not use or easily overcomes then it is a waste to invest points in them. Paladin easily compensates for low will save with divine grace. Also intelligence is a dump stat for most paladin builds I have seen, the skill points would have been nice but the build I presented has higher priorities then rolling knowledge religion or Heal. His skill of choice is Ride and sadley will have to roll untrained on other skill checks. Honestly however what group looks to the Paladin for skill rolls? I was asked my opinion and I gave it, I still stand by it.

Silver Crusade

You should also consider the Shining Knight archetype in the advance players guide. It removes Armor Check Penalty to Ride checks and gives your mount Divine Grace. At 18 Charisma that is +4 to all of it's saves. If you make it to lv 11 with it you get a neat charge ability that causes panick.


well know (rel) rolls aren't bad, but paladins should be able to atleast do either heal checks or diplomacy IMO

a 7 Wis and Int paladin is also almost impossible to roleplay as anything else than the absolute stereotypical paladin as personality, and can easily fooled by/for everything (sure, you get a bonus on saves, but not sense motive)

the built is good at fighting while riding, basically that's it, in a social situation and/or with GM-s that like diplomatic roleplay and schemes instead of constant battles the char will not feel at home

Edit: I do agree with Shining Knight though, but is that for a halfling accepted?

Silver Crusade

How often in Pathfinder society do you even see role-playing? With the 4 different game masters I have had it is this recipe- Step 1 get mission from venture captain, then ask questions (usually 1 or 2 are asked with no coresponding die roll). Step 2 meet contact at adventure site and ask questions (here you may get a sense motive roll in if you are lucky) Step 3 go to dungeon and survive 4 or 5 encounters looking for an item or body for your faction mission. The only skill roll I regularly see are Perception, and Knowledge skills. Well Perception is nice but every other player in the group is rolling and generally have ranks. The DC for plot specific items are also generally low so they are not bypassed. Also few paladins would put ranks in it anyway due to the lack of skill points, the same goes for knowledge skills. Diplomacy is nice but rarely used, with his high charisma he will stil be decent at it with just a untrained roll. If he really likes the concept he can put 1 rank in it at a level up for an addittional +4 to it or even get the feat skill focus diplomacy. There is also a spell called honeyed tounge where he rolls twice and takes the better roll. So all is easily compensated for.


Ill_Made_Knight wrote:
Lay on Hands heals for 1d6+3

How did you get +3? Fey Foundling only gives +2.

thanks

Sczarni

There are some new halfling specific feats in the ARG that make me want to do this as well... Although I was not thinking about the mounted combat so much as making a 'switch-hitter' style Ranger character that uses a Halfling sling staff at range (no 'mounted' feats necessary to make full attacks from dog back and no penalties to hit if dog only takes simgle move action).

When melee begins the character can use his dog/wolf to flank/trip.

There is a racial trait & feat that give bonuses for critical hit confirmation and then another racial feat that is like a cross between big game hunter & power attack but it's specific to halfling - you take -1 to AC to get a +2 to damage on creatures 2 sizes larger then you.

I was thinking of going the TWF route (the dex requirements synergize with archery) and using kukri's for the high threat range.

Problem is there are too many feats I want and too few feat slots to take them... It may be a little ambitious but I'm tinkering with the idea in my head.

At any rate check out the ARG and see if any of the new material (or reprinted material) works for your concept!

Cheers,

D

Shadow Lodge

Gilgimesh wrote:
How often in Pathfinder society do you even see role-playing?

As Venture Captain for Minnesota, I can tell you...quite a bit.

While some of the older stuff isn't terribly role-play heavy, a lot of the newer scenarios can be beat with diplomacy (or lost without it). I played one at Paizo Con where we had snuck past the first encounter, fought the second, intimidated the third, and snuck/bluffed the fourth.

Each game is different though, and both the GM style and the strengths/weaknesses of the scenario will have a lot to do with whether there's much roleplay at the table.


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Gilgimesh wrote:
On a side note when doing full attacks while adjacent to your opponent- If the Gamemaster does not give you the +1 to hit from higher ground for being mounted just dismount and have your mount flank him for you. You would both then get the flank bonus and the attacks of oppertunity if your opponent makes the mistake of standing up after your dog trips him.

Please note that this is rarer for short paladins than medium ones

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground

Liberty's Edge

Since no one has suggested it yet, I will go ahead and be the one who supports making a mounted barbarian build here.

Take the Mounted Fury archetype in order to give your mount Fast Movement (as you will never be on the ground during combat) and the Bestial Mount feature, which gives you a mount as a druid 4 levels lower than you, which gives you a wolf if you're small (but you can get a dog instead if you're at least 8th level).

The mount also gets an extra +2 Strength while you rage and ride it.

Then you can take the Ferocious Mount rage power, which allows you to halve the number of rounds you can rage per day in order to allow your mount to rage as well, on a turn by turn basis. So let your mount rage when you charge, then stop it while you're adjacent to someone.

The barbarian mounted combatant is different from the paladin mounted combatant in that the barbarian is more about making the mount viable while the paladin is more about getting as much damage out of the charge for the halfling. Note that the above bonus to Strength is a morale bonus, so technically it doesn't stack with the bonus provided by Ferocious Mount, but that's stupid and doesn't make sense and your DM would probably allow them to stack.

More important, you can take the Greater Ferocious Mount ability, which allows your mount to get access to all of your rage powers while raging. So you take the Greater Beast Totem rage power, and suddenly both you and your mount have pounce! And, you get to give your mount claws that deal 1d8 points of damage and have a x3 crit mod, even if your mount is a pony! (Don't ask me how, but you're probably going for a wolf or dog anyway, so it will make sense).

Your mount will also greatly appreciate the natural armor bonus granted to it by Beast Totem while you rage.

Then, more importantly, you can take Elemental Rage, which will set your mount on fire. So you can have your mount deal 1d6 points of fire damage with all of its natural attacks (and you as well), and your mount has pounce.

So, a flaming halfling barbarian, riding a flaming wolf, who charges and smashes once hard with his lance, then again multiple times with his lance because he has pounce, and the wolf ALSO gets to munch and claw on the enemy and deal a bunch of fire damage and trip. (Did I mention the wolf has an extra +6-+8 Strength?)

So it's really a style choice. Do you want to slam your lance into someone and split them in two (in which case, I strongly suggest you just play a Medium character, you'll have more Strength and I don't think the size restriction will come up that often in PFS anyway) or do you want an uber wolf who will devour everything?

Sovereign Court

NeoSeraphi wrote:
in which case, I strongly suggest you just play a Medium character, you'll have more Strength and I don't think the size restriction will come up that often in PFS anyway

Hmmm ... maybe I'm playing the wrong mods, pretty much every PFS scenario I've played has situations where you're underground/inside/in space restricted areas.


Yeah, unless you're a druid you're not getting a large mount into most of the adventures any time soon. (spider climb, reduce animal). The strength penalty is a little harsh, but the charge is well worth it

Silver Crusade

Jubal Breakbottle wrote:
Ill_Made_Knight wrote:
Lay on Hands heals for 1d6+3

How did you get +3? Fey Foundling only gives +2.

thanks

Sorry, I didn't mention Halfling's favored class for Paladins is +1/2 to LOH. The build is ridiculous, get the trait that gives you Escape Artist as a class skill, and give yourself liberating command as the spell. You will never be grappled.

Gilgimesh wrote:
You should also consider the Shining Knight archetype in the advance players guide. It removes Armor Check Penalty to Ride checks and gives your mount Divine Grace. At 18 Charisma that is +4 to all of it's saves. If you make it to lv 11 with it you get a neat charge ability that causes panick.

Except you give up aura of Justice to get ride by attack, which is just silly.


BigNorseWolf wrote:

Yeah, unless you're a druid you're not getting a large mount into most of the adventures any time soon. (spider climb, reduce animal). The strength penalty is a little harsh, but the charge is well worth it

didn't think of that, the Titan Mauler/Mounted Druid build is now even more reason to be picked

Silver Crusade

Ill_Made_Knight wrote:
Jubal Breakbottle wrote:
Ill_Made_Knight wrote:
Lay on Hands heals for 1d6+3

How did you get +3? Fey Foundling only gives +2.

thanks

Sorry, I didn't mention Halfling's favored class for Paladins is +1/2 to LOH. The build is ridiculous, get the trait that gives you Escape Artist as a class skill, and give yourself liberating command as the spell. You will never be grappled.

Gilgimesh wrote:
You should also consider the Shining Knight archetype in the advance players guide. It removes Armor Check Penalty to Ride checks and gives your mount Divine Grace. At 18 Charisma that is +4 to all of it's saves. If you make it to lv 11 with it you get a neat charge ability that causes panick.
Except you give up aura of Justice to get ride by attack, which is just silly.

That is why I said he should consider it and it was not in my original build. Some players prioritize abilities differently and have dramatically different playstyles. My goal was to help him make his character, as opposed to having him just build mine.

Silver Crusade

MisterSlanky wrote:
Gilgimesh wrote:
How often in Pathfinder society do you even see role-playing?

As Venture Captain for Minnesota, I can tell you...quite a bit.

While some of the older stuff isn't terribly role-play heavy, a lot of the newer scenarios can be beat with diplomacy (or lost without it). I played one at Paizo Con where we had snuck past the first encounter, fought the second, intimidated the third, and snuck/bluffed the fourth.

Each game is different though, and both the GM style and the strengths/weaknesses of the scenario will have a lot to do with whether there's much roleplay at the table.

I wish that was the experience that I have been getting as I am a huge roleplayer. It seems to me the session is so rushed to meet the time frame that the other players get legitamately irritated that I am wasting game time on roleplaying. Also aside from myself and one other player I met, I have yet to see a player speak or act in character. The other player I mentioned also seemed to just annoy the other players by acting in character.

I rarely ever even get an introduction to the other characters or a simple character description. My last session at the very end when we where getting our chronicle sheets i found out that I was the only male in the group and that the entire rest of the party were Humans. The entire session I had no information on the other players other than their class and one player had a nameplate with an illegible character name on it (at least he tried).

Going back to the playing your character based on his stats points that was brought up earlier. In all my recent sessions i have played a low intelligence, low wisdom character with high charisma that innocently walkes up to potential (bad guys) and tries to engage in diplomacy before anything that would make me a potential threat had been demonstrated. Not once have I been given an oppertunity to so much as roll diplomacy, always it is "roll initiative the enemy's get a surprise round". Even if I were to be given the chance to roll a skill (i.e. diplomacy) that would not be roleplaying that would be using a character ability and rolling a dice.

In summary Pathfinder Society is a ton of fun, you get to meet tons of interesting people and raid a dungeon together. However (at least in my experience) it plays more like a table top war game with a slight story telling element. Character development, quirks, and personality all seem to flat out not meet the time frame. So it is still a worthy experience but roleplaying simply is not there.


so, it basically is Diablo, but worse, and without a PC?


A character I rolled up a while ago, not exactly what you are looking for...

Liberty's Edge

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Ryu Kaijitsu wrote:
so, it basically is Diablo, but worse, and without a PC?

Pretty much, yeah. But as long as you're in a group with a sense of humor, you'll still have a good time, in my opinion.

I remember when I was doing the introduction scenario, and we went to the orphanage in order to talk to that woman who runs it. My half-orc barbarian went off on his own and found a little eight year old girl, who he immediately tried to Intimidate. I rolled a natural 1, and the DM decided that I was scared of her instead, so she started beating me up.

Then the half-elf inquisitor comes over to try and help me out. He tries to Intimidate her, and he also rolls a 1.

So now, this little girl has two hardcore adventurers groveling at her feet and begging for mercy, while the both of us play our roles perfectly, taking the shaken condition to untold extremes, ending with her in a purple hat and carrying a cane. It was hysterical.


RAW Diplomacy doesn't work on things that really want to kill/eat you right now.

I really don't like the (seemingly default) assumption that the bad guys will start the fight with a surprise round. They always seem to know your route, your itinerary, when you will arrive, and when to cast their round per level buffs. that guy standing in front of you that you've detected as evil leaps at you with a knife? SURPRISE. You're acting as bait? Well you didn't SAY you were looking for the ambush, no perception rolls for you!

Silver Crusade

BigNorseWolf wrote:

RAW Diplomacy doesn't work on things that really want to kill/eat you right now.

I really don't like the (seemingly default) assumption that the bad guys will start the fight with a surprise round. They always seem to know your route, your itinerary, when you will arrive, and when to cast their round per level buffs. that guy standing in front of you that you've detected as evil leaps at you with a knife? SURPRISE. You're acting as bait? Well you didn't SAY you were looking for the ambush, no perception rolls for you!

Oh I know about the Diplomacy not working against hostile opponents thing. But when you roleplay innocence/coincidence and have not done anything threatning (such as murder his friends in the next room or walk up with a weapon drawn) then I feel a roll is justified. I know it is a game and everything but it always seemed unrealistic to me when things attack you because you are wearing this invisible "adventurer here to kill you" badge.

Silver Crusade

BigNorseWolf wrote:

RAW Diplomacy doesn't work on things that really want to kill/eat you right now.

I really don't like the (seemingly default) assumption that the bad guys will start the fight with a surprise round. They always seem to know your route, your itinerary, when you will arrive, and when to cast their round per level buffs. that guy standing in front of you that you've detected as evil leaps at you with a knife? SURPRISE. You're acting as bait? Well you didn't SAY you were looking for the ambush, no perception rolls for you!

That gives me a fun idea to mess with the GM a bit. When on the other side of a closed door that you know an enemy is on the other side do a listen check. Then make a lot of noise like you are trying to break the door down but keep it braced shut (need multiple party members). Every round make listen checks and ask if your character hears anything that may be spellcasting. If he says yes then just wait. Keep the door shut, brace it if you have to but just wait. Especially at low levels all the enemies spell durations will expire in under 5 min. Since you heard an enemy cast a spell you know he is in the room therefore no surprise round. May only work on the GM once or twice but it would definately be funny.

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