Ultimate reach


Advice


So I admit I am killing time playing Tera and started a valkyrie. I am doing a skald reach build but will only be touching it. So I'm wondering what do you really need to get kinda nuts with reach? Obviously fighter will be probably be the best but trying to figure out what is the magic number of feats to really do well.

Grand Lodge

Combat patrol, combat reflexes, mobility, Dodge. Make for a common reach build.

I like the magic option accelerated drinker with a potion in hand, living monolith or the like to get large without a standard long arm reach weapon and combat ref.


Is combat patrol really worth the 3 feats and full round?


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reach build? Don't know if anything can beat aberrant bloodragers. They have in class +5ft longarm spell for +5ft enlarge person for bigger base reach using a reach weapon and lunge, that gets you to attack things 35ft away from you. Though I think I've heard that this build can get to 45ft reach.


There's a shield mastery feat that replaces dodge and mobility. its a feat break if you have armor training and dont have to take shield focus .

For ease of build I'd honestly go aberrant or abyssal bloodrager. The aberrant gets 5 feet of bonus reach and abyssal goes enlarge person during each rage eventually. From there longarm, lunge and a reach weapon and you're threatening like a 45 foot radius. At that point i kind of think MORE is just diminishing returns on investment.


Once you have huge reach, there are a several different things to do with it, but they're feat intensive. For example:

1. Dwarf Cleave chain to cleave all sorts of enemies in your threatened area.

2. Combat Patrol chain to move around and selectively attack things that you can reach.

3. Whirlwind Attack chain to do the same as the Dwarf Cleave chain, but has a different set of stat pre-requisites that might make it difficult to achieve for a martial build.


The whirlwind attack chain is probably best used as a fighter base due to this feat Defended Movement.

If you have armor training (ftr4) you can ignore the shield focus requirement for the feat and it saves you 1 feat in the chain to whirlwind attack. Combo it with Shield Brace and you can do spear/polearm shield with reach and whirlwind attack without TOO much investment.

A fourth thing to do with huge reach is Trip focus. This generally works best in a campaign where you aren't facing primarily flying/huge/multilegged things. Humanoid heavy campaigns it works well.

As people provoke for moving through your huge reach, you trip them, step back 5 feet and use AOO's coupled with full attacks at long range to put them down. Its REALLY powerful against things you can reasonably expect to trip, and all but useless against the antagonists who are too large or multilegged. So...depends on what your campaign is like. Works great for my campaigns cause the gm likes antagonist adventurer parties and levelled NPC's more than monsters from the bestiary.

Grand Lodge

ekibus wrote:
Is combat patrol really worth the 3 feats and full round?

No. I have seen builds go weeks without getting extra attacks from combat reflexes because the player is not creating situations that force them. For a lot of player combat reflexes can be a marginal feat.


So looking at possibly 4 or 5 levels of a fighter.. maybe a warpriest or a bloodrager (bloodrager seems light on feats


ekibus wrote:
So looking at possibly 4 or 5 levels of a fighter.. maybe a warpriest or a bloodrager (bloodrager seems light on feats

What feats do you need that makes bloodrager's light on feats?


Verdant bloodline bloodrager from UW gets to increase reach by 5' as a swift action for your turn at 8th


Paradozen wrote:
Verdant bloodline bloodrager from UW gets to increase reach by 5' as a swift action for your turn at 8th

Abyssal gets enlarge all the time during bloodrage and aberrant gets 5'reach for no action at level 4


Whip it. Whip it good.


Grandlounge wrote:
ekibus wrote:
Is combat patrol really worth the 3 feats and full round?

No. I have seen builds go weeks without getting extra attacks from combat reflexes because the player is not creating situations that force them. For a lot of player combat reflexes can be a marginal feat.

Combat patrol, not combat reflexes. Combat patrol is one of those means of creating situations that force them.


Ryan Freire wrote:
Paradozen wrote:
Verdant bloodline bloodrager from UW gets to increase reach by 5' as a swift action for your turn at 8th
Abyssal gets enlarge all the time during bloodrage and aberrant gets 5'reach for no action at level 4

True, but crossblooded verdant/abberant can cast enlarge normally (from a cheap wand or as part of Greater Bloodrage or cast normally).


Its true but also one of those things that i think makes for "win more" Once you're reaching for more than most things move action gets them i'm not really convinced more reach is the best use of a swift action.


Sorry bit distracted. I'm thinking about the feat for tripping someone and then getting the attack of opp when they get up too. Biggest thing seems to be increase reach by X and attack...power attack seems like a thing to get too.

Grand Lodge

blahpers wrote:
Grandlounge wrote:
ekibus wrote:
Is combat patrol really worth the 3 feats and full round?

No. I have seen builds go weeks without getting extra attacks from combat reflexes because the player is not creating situations that force them. For a lot of player combat reflexes can be a marginal feat.

Combat patrol, not combat reflexes. Combat patrol is one of those means of creating situations that force them.

I wrote what I meant. I don't think 4 feats for combat patrol is worth it, and combat ref on its own in hard to use.

Combat patrol is one way to make it better but not with 3 feats.


Grandlounge wrote:
blahpers wrote:
Grandlounge wrote:
ekibus wrote:
Is combat patrol really worth the 3 feats and full round?

No. I have seen builds go weeks without getting extra attacks from combat reflexes because the player is not creating situations that force them. For a lot of player combat reflexes can be a marginal feat.

Combat patrol, not combat reflexes. Combat patrol is one of those means of creating situations that force them.

I wrote what I meant. I don't think 4 feats for combat patrol is worth it, and combat ref on its own in hard to use.

Combat patrol is one way to make it better but not with 3 feats.

Combat Patrol becomes pretty freaking amazing when you have 35' of effective reach.

Grand Lodge

Reach build? How about an Archer ;)

Seriously though...Maybe some combination of Abyssal/Aberrant Bloodrager and Magus (Maybe Eldritch Scion?) with a Conductive whip, Lunge, etc. Reach out and touch things across the room with spell damage instead of whip damage.


Wield a Sarissa ?


Grandlounge wrote:
blahpers wrote:
Grandlounge wrote:
ekibus wrote:
Is combat patrol really worth the 3 feats and full round?

No. I have seen builds go weeks without getting extra attacks from combat reflexes because the player is not creating situations that force them. For a lot of player combat reflexes can be a marginal feat.

Combat patrol, not combat reflexes. Combat patrol is one of those means of creating situations that force them.

I wrote what I meant. I don't think 4 feats for combat patrol is worth it, and combat ref on its own in hard to use.

Combat patrol is one way to make it better but not with 3 feats.

Thanks for the clarification. Regarding the feat, eh, to each their own. I wouldn't go for it on every "melee" build, but a combat patrolling whip master is a sight to behold.

Grand Lodge

I like a combat patrol eldritch guardians. If you can fit evolve familair in there all the better. There are definitely fun builds there. I love whip builds I wish they were a tad easier to build.

If you can grab disruptive it can get even better.

It really is just a preference thing. I don't like reactive builds it leave to much control to the opponent. But like you said to each their own. It's a game that should be fun and I would not want to imply someone's fun is wrong.


Druid 12 (or 8 with Shaping Focus feat), Plant Shape, Quickwood with 60ft reach. Stack Longarm, aberrant reach, lunge and combat patrol, thats somewhere around 80+ feet reach. Too bad the roots are secondary attacks, so getting multiattack is recommended.


Phalanx Formation is nice to eliminate some of those soft cover penalties.


Sorry brain is fried, wife had a baby and had a 2 hour and a 3 hour nap in the past 2 days :P I heard a druid could make a great reach build. So idea is to mix up a bunch of feats and increase the range while doing it :)


ekibus wrote:
Sorry brain is fried, wife had a baby and had a 2 hour and a 3 hour nap in the past 2 days :P I heard a druid could make a great reach build. So idea is to mix up a bunch of feats and increase the range while doing it :)

Congratulations!

Grand Lodge

ekibus wrote:
Sorry brain is fried, wife had a baby and had a 2 hour and a 3 hour nap in the past 2 days :P I heard a druid could make a great reach build. So idea is to mix up a bunch of feats and increase the range while doing it :)

Congrats!

Grand Lodge

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ekibus wrote:
Sorry brain is fried, wife had a baby and had a 2 hour and a 3 hour nap in the past 2 days :P I heard a druid could make a great reach build. So idea is to mix up a bunch of feats and increase the range while doing it :)

Condolences!


Heh second one and yeah probably will be a little bit until I play again. Funny enough I was so out of it I didn't mean to announce it on the forum (my excuse is I was sending things out to family)
That said I am leaning towards fleshing out this idea. I thought the play with valkyre was pretty cool. Mainly it is a series of combos with knockdown and explosive "rune" magic as a finisher. Obviously it is a game and not looking for a direct thing. Honestly wish a longspear monk martial artist was a thing


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I want Paizo's next rule book to be called "Ultimate Reach".


My favorite trip character is a magus with a whip.

When large he can reach out to 30 feat. He only threatens 15 feat, but that usually isn't a problem. With the Dueling property on this whip he can easily get a +3 Enhancement bonus and +6 Luck bonus on trips by 5th level. Combined with Blade Lash you're looking at around +25 to trip at lowish levels.

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