I was trying something out and it seemed to work so far.
A PURE fighter halfing that specialized in throwing weapons.
What you do with this one is you pick one mob in a fight, and just start throwing at it. This is a build where you have to be aware of the terrain you're fighting on. Multiple times when I started out with this build I got myself trapped because I was running in a widening circle and ran into a bookshelf or something and got stuck. I also would run into other mobs and get surrounded which is where jump comes in. So far the only quest I've had problems with are the tube quests (i.e. Enter the kolbold) while medium size tubes seem to be alright (i.e. Monastery of the Scorpion) things seem to run smoothly.Code:Character Plan by DDO Character Planner Version 3.00 DDO Character Planner Home Page Level 16 Lawful Good Halfling Female (16 Fighter) Hit Points: 270 Spell Points: 0 BAB: 16\16\21\26\26 Fortitude: 12 Reflex: 11 Will: 5 Starting Ending Feat/Enhancement Base Stats Base Stats Modified Stats Abilities (Level 1) (Level 16) (Level 16) Strength 16 17 20 Dexterity 16 19 21 Constitution 12 12 12 Intelligence 10 10 10 Wisdom 8 8 8 Charisma 8 8 8 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 16) Balance 5 14.5 Bluff -1 -1 Concentration 1 1 Diplomacy -1 -1 Disable Device n/a n/a Haggle -1 -1 Heal -1 -1 Hide 3 7 Intimidate -1 -1 Jump 7 26 Listen -1 1 Move Silently 3 7 Open Lock n/a n/a Perform n/a n/a Repair 0 0 Search 0 0 Spot -1 -1 Swim 3 5 Tumble n/a n/a Use Magic Device n/a n/a Level 1 (Fighter) Skill: Balance (+2) Skill: Jump (+4) Feat: (Selected) Dodge Feat: (Fighter Bonus) Quick Draw Enhancement: Fighter Attack Boost I Enhancement: Fighter Critical Accuracy I Enhancement: Halfling Thrown Weapon Damage I Level 2 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Weapon Focus: Thrown Weapons Enhancement: Fighter Strength I Level 3 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Selected) Point Blank Shot Enhancement: Fighter Armor Mastery I Enhancement: Halfling Dexterity I Level 4 (Fighter) Ability Raise: DEX Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Mobility Enhancement: Fighter Attack Boost II Enhancement: Fighter Critical Accuracy II Enhancement: Halfling Thrown Weapon Attack I Level 5 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Level 6 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Selected) Precise Shot Feat: (Fighter Bonus) Shot on the Run Enhancement: Fighter Strength II Level 7 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Enhancement: Fighter Attack Boost III Enhancement: Halfling Thrown Weapon Damage II Level 8 (Fighter) Ability Raise: DEX Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Weapon Specialization: Thrown Weapons Enhancement: Fighter Critical Accuracy III Enhancement: Fighter Throwing Axe Specialization I Level 9 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Selected) Toughness Enhancement: Halfling Dexterity II Level 10 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Greater Weapon Focus: Thrown Weapons Enhancement: Halfling Thrown Weapon Attack II Level 11 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Enhancement: Fighter Critical Accuracy IV Level 12 (Fighter) Ability Raise: DEX Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Improved Precise Shot Feat: (Selected) Toughness Enhancement: Fighter Attack Boost IV Enhancement: Fighter Toughness I Level 13 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Level 14 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Improved Critical: Thrown Weapons Level 15 (Fighter) Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Selected) Toughness Enhancement: Halfling Thrown Weapon Damage III Enhancement: Fighter Strength III Level 16 (Fighter) Ability Raise: STR Skill: Balance (+0.5) Skill: Jump (+1) Feat: (Fighter Bonus) Greater Weapon Specialization: Thrown Weapons Enhancement: Fighter Throwing Axe Specialization II Enhancement: Fighter Toughness II
The one thing you CAN NOT do with this build is stand around and throw. You have to keep moving, forwards backwards sideways as long as you keep as much distance between you and the mob you're good.
This is a 28 point build so everyone should be able to get it. If you have a 32 point build there are two routes you can go. I went this way +2 Int +2 cha for UMD to bypass the alignment and race restriction of throwing weapons. the simple reason was crafting wasn't available when I started this build, so I was thinking of race restriction being the key to getting the better weapons.
The other route, which is better since crafting came along is +2 Dex. You dump 3 stat adjustments into Str then and 1 into Dex, and another 1 when you hit 20.
The best tactic for this build is also turn improve piercing shot on and leave it. Only take it off in quests like Sleeping Dust. Target the mob in the back of the group (casters over non-casters) and maneuver so the most mobs are between you and your target. I can normally get 4 out of 5 in a throw most of the time. Be forewarned though. Most people wont like you pulling agro off them. You might not get the main person they are hitting, but you'll get the ones around them.
Reasons I didn't cross class
Rouge: You're going to have agro on you for most of the time, so sneak attack would have been just for the initial attack and nothing after that really.
Barbarian: Rage 1/day wasn't worth losing the additional +1 to throwing axes at 16 in my mind. plus becoming exhausted after the rage ends really hurts you if you're trying to keep on the move
Ranger: Favored enemy is the only thing they really give you. +1 to hit, damage, AC, and saves against 1 enemy type doesn't seem worth it to lose the +1 damage to all types
Major reason. Fighter capstone of 10% attack speed that stacks on items and enhancements makes throwing faster.
(btw for those that say I can't think outside the box. A fighter that doesn't run up to things and swing is outside the box)