Halflings [Archive] - Wizards Community

Post/Author/DateTimePost
Morgen

02-20-07, 04:53 PM
So for the upcomming LG mods in greyhawk and the like a group of my friends and I have decided we're going to make an all halfling group and work on being our own little travelling band since halflings are apparently nomadic in some ways in 3.5. We're going for force a little bit of Tolken into them too of course.


Anyway, we want to be kind of different too and enjoy the new access we've been given. I'm curious if anyone has any opinions on what are good Halfling classes and what are bad classes for them too.

We need a healer, a tank and a skillmonger essentually. The wizard we already have thanks to the brightlands.
ithardin

02-20-07, 05:02 PM
Good luck with this. I don't have much advice because I think halflings are the root of all evil in the D&D universe(s), but I am part of an all Dwarven party that has had an absolute blast playing together.

My suggestion would be to have some overlap in skills (for assists) and in case someone is not there, etc. Our Dwarven group has some fighters with a level of cleric (and we have a paladin too) in case my Cleric-the main healer/buffer goes down.

...sneaky little halfling b@$&@*%$!
Alpha_Nerd

02-20-07, 05:04 PM
Healer: Divine Prankster of Brandobaris. Also functions as a face.

Tank: I'm not sure if you consider a Dervish a tank but a Fighter 4/Scout 3/Dervish 8 with Improved Skirmish that Finesses/Power Attacks with an elven courtblade is a beating.

Skillmonger: If you don't have a trapfinder a rogue would do just fine, but I think a Beguiler would be better. It lets the Beguiler focus more on crowd control so the spellcaster can do other things like blow people up.
UMiskatonic

02-20-07, 06:44 PM
If you want a good tank, it's hard to beat halfling outrider.

Check the optimization board for the supermount build. Most of it is LG-legal.
Japangirl

02-20-07, 08:42 PM
I have a halfling rogue. Straight rogue skillsmonkeys are fun and also, straight rogues are awesome! I just wish I'd realized that sooner before I wasn't a straight rogue anymore :-/. Beguilers are also really good for skills, but I think that halfling rogues have more flavor personally.
dulgar

02-20-07, 10:31 PM
I've been toying with a mounted halfing going down the Scout 4/Ranger2/Master Thrower X path, but it depends pretty heavily on skirmish damage. So, anyone know if any of these options are legal:

Halfling Skiprock - Skirmish damage to both first and second targets?

Master Thrower - Two with One Shot - Skirmish to both targets?

Master Thrower - Double Throw - Skirmish with both thrown weapons?

If some of these work, full attacks from a moving mount with skirmish could be lots of fun... If not, well it falls off pretty swiftly.

Aaron
Gwumph

02-21-07, 03:21 AM
My Opinion

Halfling Charger makes a terrible tank. I play one and as i charger I have 3 things going against me.

1. Charging equals -2 to AC
2. Most chargers use a lance 2-handed (maximize damage) that means to shield, which is another 2 or 3 AC points you are giving up.
3. Chargers like to charge and then withdraw and then Charge again. Tanks are meant to hold the front line and soak up the hits. If a charger withdraws that leaves an opening for monsters to get through. If he doesn't withdraw he is not really making the most of his build.


Also if I was playing in a Halfing party, I would pressure everyone to be mounted. Mounted Archers and Spellcasters kick ass.

Ride up 40ft take a shot or cast burning hands, ride away 40ft feet.

Hell once you get better Ride up 80ft take a shot or cast a spell, Ride away 80ft.

During all this movement you are allowed a full attack action.
There are some feats that make it easier i.e. Mounted archery or Mounted casting.

Still it would be the awesome nomad way,
ride up-attack-retreat you get 4 or 5 characters doing it and it would be cool.

Bonus your mounts would be able to go almost everywhere you go!!!

Cheers
Gwumph
Mithreinmaethor

02-21-07, 07:08 AM
I've been toying with a mounted halfing going down the Scout 4/Ranger2/Master Thrower X path, but it depends pretty heavily on skirmish damage. So, anyone know if any of these options are legal:

Halfling Skiprock - Skirmish damage to both first and second targets?

Master Thrower - Two with One Shot - Skirmish to both targets?

Master Thrower - Double Throw - Skirmish with both thrown weapons?

If some of these work, full attacks from a moving mount with skirmish could be lots of fun... If not, well it falls off pretty swiftly.

Aaron

With Skiprocks considered ammo and at 3 gold a pop you are going to be spending alot of money on them if they are a main weapon.
paigeoliver

02-21-07, 08:32 AM
Good halfling party would be the following.

Pure Arcane caster
Pure Divine caster.
Pure paladin.

Fighter/barbarian. Give this guy a 2 handed weapon and build him for the highest possible damage output. Small sized parties have trouble dealing damage.

Fighter/rogue mutt who is an archer. Just take one rogue level every 4 levels or so to keep your trapfinding up to par. Your marshall is going to be boosting that trapfinding up quite a bit.

Spirited charge Marshall build. His first minor aura should be the charge aura, followed by the INT aura (to boost that trapfinding), and eventually he should pick up the DEX aura as well.

Everyone should have riding dogs, and all your non-casters should also have lances in addition to their primary weapons. Don't lose any extra BAB on the rogue or the marshall. The rogue should be fine just taking rogue levels at 1, 5, 9, and 13. If the marshall eventually multiclasses then it should be into something that is full bab.
berpo

02-21-07, 09:54 AM
One thing...

Look at the feat swarm fighting...

swarm fighting on a flying carpet (optional) ... really nice to create a rubic cube.

4 guys at the begining of their turn to ready a full cover with their tower shield when attacked from their side and the other two inside attaking with spells or range attack.

So so funny.

Have fun

Marc
evilaustintom

02-21-07, 03:21 PM
I've been toying with a mounted halfing going down the Scout 4/Ranger2/Master Thrower X path, but it depends pretty heavily on skirmish damage. So, anyone know if any of these options are legal:

Halfling Skiprock - Skirmish damage to both first and second targets?

Master Thrower - Two with One Shot - Skirmish to both targets?

Master Thrower - Double Throw - Skirmish with both thrown weapons?

If some of these work, full attacks from a moving mount with skirmish could be lots of fun... If not, well it falls off pretty swiftly.

Aaron
While I'm not really up on my skiprock lore, I can tell you that the Master Thrower tricks that allow multiple attacks with one attack roll have certain rules. They do not allow for what is called 'precise' damage to be applied to all the attacks (just pick one target to get the extra damage). Included in precise damage are things like point blank shot (+1) and sneak attack damage (+?d6). I assume that the scout's extra damage wouldn't apply to each blow either, since it's treated similarly to sneak attack (ie: you can't skirmish someone who is immune to sneak attack).

Other multiples do stack though (such as the extra damage applied via power throw).

Tom Thowe
Daverius

02-22-07, 12:04 AM
So for the upcomming LG mods in greyhawk and the like a group of my friends and I have decided we're going to make an all halfling group and work on being our own little travelling band since halflings are apparently nomadic in some ways in 3.5. We're going for force a little bit of Tolken into them too of course.


Anyway, we want to be kind of different too and enjoy the new access we've been given. I'm curious if anyone has any opinions on what are good Halfling classes and what are bad classes for them too.

We need a healer, a tank and a skillmonger essentually. The wizard we already have thanks to the brightlands.

Just for fun, you should try to make a party where everyone can get either max out hide and move silent, or have decent ranks and just try to skirmish every encounter, or sneak past it. I mean haflings are able to get the best hide and move silent scores. They get +2 to dex, +4 to hide from size and +2racial bonus to move silent. Get a character with good sensory (spot listen search) skills to so you don't get surpised.

You can use mundane items like smoke sticks to disappear in. At the start of the enoucnter...(since you are all haflings most likely you'll have great dex and good initiatives, probably go first too) have a player drop a few smoke sticks and hide. Then slowly peg off the bad guys. I've always wanted to try to this, but ducking and hiding while the rest of the party fights usually ends up with me making one attack before the whole fight is over.
LachlarlanIII

02-22-07, 02:51 PM
I hope you don't get hit by a gust of wind spell.