| Post/Author/DateTime | Post |
|---|---|
| Dracophile01-08-05, 08:02 PM | Strongheart Halfling Fighter 1/Marshal 1 requires: -Str 14, Cha 16 after mods: costs 20 pts -A masterwork lance: costs 310 gp -Feats Mounted Combat, Ride-By Attack, Spirited Charge, and "Over the Top" from Marshall on a charge: +7 to hit=+1 small, +1 masterwork, +2 Str, +2 Charge, +1 BAB 3d6+18 damage=3*1d6+[+3 Str (lance two-handed), +3 Charisma] Look on the Half-Orc Babarian's face when the "midget on the dog" single-handedly slays the ogre: priceless. (Note: Damage would be greater with a human, but the halfling makes a charge very doable in just about every situation. A Fighter 2/Marshall 1/Paladin 2 build would be pretty good for short-run, early level campaigns. Grab a Druid cohort for a mount at level 9 if you're worried about the drop on the power curve which affects many mounted combat builds.) |
| thugpoetry01-08-05, 11:46 PM | I fail to see how a small lance does 3d6...what am I missing? |
| fireangel3701-09-05, 12:16 AM | You're missing the Spirited Charge feat :) In a world without strongheart halflings, you can get something similar at level 3 with a regular halfling, too, though it would be even better (fighter 1/marshal 2 for +9/3d6+21). EDIT: Also, woe be unto the foe that is not within 10 feet of an ally and has sufficient room for you to ride-by him each round. |
| CompleteSatori01-09-05, 12:31 AM | And later on after taking the Halfling Outrider PrC, woe to anyone regardless of where they are on the battlefield. |
| fireangel3701-09-05, 01:36 AM | Hmm... what would the full build for this combo be? |
| Dracophile01-09-05, 02:58 AM | How 'bout this... (requires UA for Feat Rogue & Wilderness Rogue) 1) Feat/Wilderness Rogue 1: Mounted Combat, Ride-By Attack, Spirited Charge 2) Marshall 1: Over the Top 3) Fighter 1: Weapon Focus (Lance), Mounted Archery 4) Rogue 2: Evasion 5) Marshall 2: ...uh, the Major Aura that gives everyone a +1 to hit 6) Fighter 2: Exotic Weapon Proficiency (Bastard Sword), Power Attack 7) Rogue 3: *feat* 8) Halfling Outrider 1: Alertness, Ride Bonus 9) Halfling Outrider 2: Leadership, Defensive riding 10) Halfling Outrider 3: Unbroken Charge 11) Soldier of Light 1: (a whole bunch of goodies) 12) Soldier of Light 2: Divine Might, Divine Grace, Turn 13) Ronin 1: Sneak Attack +1d6 14) Ronin 2: Banzai Charge 15) Cavalier 1: *feat* 16-20) Cavalier 2-6: one more open *feat* As you can see, plenty of open feats in this build. By level 12 gets you Charisma to damage twice and Charisma to saves. Use full Banzai Attack each time. At level 9 take a 7th level Human Druid cohort. The Druid will be wildshaped into a riding dog 21 hours/day, so no one will even notice at first. :) The Druid should take Sacred Vow/Vow of Poverty at 1st level (so no worries about a party bickering over items you're giving to your cohort), Run at 3rd, Natural Spell at 6th, Fleet of Foot at 9th, and Draconic Wildshape at 12th. Of course, pick up Rhino Hide Armor and a Valorous Lance. Pump Charisma and Strength. A halfing riding a medium Shadow Dragon, making charges with 90' turns, spurring his dragon "mount" to 4x charge speed (the Druid should be able to make the saving throw for the Cavalier Burst of Speed ability). Damage at later levels should be about 6d6+300. |