Halfling Fighter Build Help

UltimaGabe

First Post
Hey, everyone. I'm playing a Halfling Fighter in an upcoming campaign, and I was wondering if anyone had any tips. Here's my stats as of right now (after racial adjustments):

1st-level Fighter
Str 14
Dex 20
Con 14
Int 14
Wis 13
Cha 9

Feats:
Weapon Finesse
Two-Weapon Fighting

I was planning on specializing in using the Kukri. The next few feats I've been planning on taking were Quick Draw at 2nd, Weapon Focus: Kukri at 3rd, Weapon Specialization: Kurki at 4th, Throw Anything and Improved Two-Weapon Fighting at 6th, and Improved Critical: Kukri at 8th. I'm currently wielding two Kukris named Winona and Clyde (if I attack with one I have a +7 attack bonus, and with both I have a +5 attack bonus), and I'm wearing studded leather armor (to make best use of my +5 Dex). Any tips on skills, feats, or anything like that? Any help would be most appreciated.
 

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Get your hands on a copy of Complete Adventurer. The Tempest class is redone in it, and it have quite a few TWF feats. I'd also suggest picking up a few Rogue levels so you can take invisible blade, but you might not want to go that route.
 

Why Throw anything?

The only problem this character faces is poor damage potential (1d4+4 until magic weapons factor in), slightly made better by the kukri's good crit range. I'm not sure how to compensate for that...

AR
 

Patryn of Elvenshae said:
What's left to add?

Well, as far as I can tell not much- but as I haven't spent much time perusing my splatbooks or anything lately, I wanted to make sure that there isn't a "Take this feat and get a +50 on attack and damage rolls as well as the ability to cast spells as a 20th-level Cleric/Wizard Mystic Theurge, but only while dual-wielding Kukris" feat or something that I completely missed.

Also, if anyone had any personal experience playing an Halfling Fighter before, and they triedthe TWF route and found out it was a horrible idea or something, I'd want to know that too. You know, just in case.
 

Altamont Ravenard said:
Why Throw anything?

The only problem this character faces is poor damage potential (1d4+4 until magic weapons factor in), slightly made better by the kukri's good crit range. I'm not sure how to compensate for that...

AR

Yeah, but as you said, there isn't really a way to compensate. Halflings are always going to be low damage-dealers- so the best way to do it, in my opinion, was to use two of the same weapon- that way, Weapon Specialization would apply to each one, thus allowing a bit more damage potential, especially considering the Kukri's good crit range, as you said.

As for Throw Anything, well, it's a great feat for Halflings, since they get a +1 bonus on all thrown weapons. I figured it couldn't hurt to be able to throw weapons (kukris in particular, since I'll already have weapon focus and weapon specialization and whatnot with them). Any other suggestions instead of Throw Anything? I'm open to suggestions, after all.
 

Take a look at the Dervish PrC from Complete Warrior. It would help compensate for your poor weapon damage. The Requirements are BAB +5, Perform (dance) 3 Tumble 3, Combat Expertise, Dodge, Mobility, Weapon Focus (any slashing weapon)
Throw a Rogue or Bard level in at 6 to max out Perform and Tumble. Another option would be Swashbuckler 3/Fighter 3 (or 4 if you are determined to get Specialization). You would have to forgo getting Improved Two Weapon Fighting until 9th, but I think the Dervish abilities more than make up for it. Most of this post is moot if Complete Warrior is not allowed.
 

Oops, I forgot to mention the books allowed. Usually, we allow any books in our games (as well as play extremely high-powered characters with extra feats and amazing stats and whatnot) but this game we're going more normal-powered than usual. As a result, we're not allowing ALL books- but still most of them. The PHB, DMG, and MM are allowed, as well as Complete Warrior and (I think) Complete Arcane. Oh, and it's an Eberron campaign, so the Eberron campaign setting and Sharn: City of Towers is allow. Anything else just needs to run by the DM first.
 

Personally the halfling I've played that kicked the most arse is a strongheart halfling (for the bonus feat like humans get) rogue/ranger, specializing in archery for the ranger direction that it makes you take now (3.5) and coming back with the regular feats to pick up TWF and all that melee stuff.

Playing with 2 dwarves, one a cleric and the other a fighter, and it's not unusual for me to do far more damage than the fighter over a few rounds.

IIRC I have Point Blank, Precise, Rapid Shot, Far Shot, TWF and I THINK improved TWF.

I use a +1 Harmony light hammer in off-hand and a +1 Harmony pick in main hand. Harmony for those who don't know gives a +4 bonus when flanking instead of the usual +2 (it's a +1 bonus out of A&E I think)
 

your toughest opponents will be undead and constructs.

the noncrit things or ones with DR are just next to impossible to hurt with your weapons.

i'm currently playing a rog4/ rang6/ dragonhunter2 hin
 

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