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I can't seem to find an answer to this anywhere:

Do non-flanking allies, say a rogue, gain the normal advantages against a flanked creature. I'll try an ASCII grid below.

XXXXXXXX
XXXXXXXX
XX1C2XXX
XXXRXXXX

My interpretation is that once flanked, a creature loses it's DEX bonus to AC, and thus any attacker, even those not contributing to the flank, would reap the benefits. Rogue would get sneak attack etc...

Is this correct?


Theorycrafting a Scout4/Barb1. Stats are not really relevant, but I was curious if a Scout that is charging two adjacent foes can add SA to both using cleave?


Gavmania wrote:
avr wrote:


Edit: or, if you're asking why d&d/successors made them bad, it's because they're a weapon associated more with peasants than heroes in shining armor.
Actually, the most famous sling user was King David, who slew the giant Goliath with one. A Hero if ever there was one.

Religious biases aside, there has been new insight into the David vs Goliath story that shows that the advantage may have been with David from the beginning, but it also highlights the sling as a weapon of skill and potency.

http://www.inc.com/bill-murphy-jr/3-things-people-get-wrong-about-david-vs- goliath.html


Magda Luckbender wrote:
Insain Dragoon wrote:

I'd imagine the standard

Offensive casting-Spell focuses and spell pen. Spell Perfection
Non-enemy interactive casting-Metamagics and spell perfection

Clerics do have some cool offensive spells that require saves.

Sounds to me like to OP is on a reasonable path. He knows that martial is most important for the first 9 levels, and spell casting for the 7 levels after that. That's probably why he chose a build that does both at the same time. He will need to decide which feat chains to pursue, but the best ones have already been mentioned. A reach cleric only has 2-3 discretionary feats through 12th level, so make them count. The Summoning sequence is very good, but is not your only good option.

The martial feats Combat Reflexes & Power Attack should be sufficient through even high levels. Improved Initiative is a combined martial/caster feat that is fantastic for a reach cleric. No need for more, when your self-buffs constantly improve. The only additional martial feat even worth consideration is Lunge at 9th level. Probably not, though, since you can accomplish much the same thing with a readied action. Dwarven Longhammer is an excellent weapon for a reach cleric. Your best martial buff is typically Enlarge Person, so carry several 50 gp potions.

Do not pursue any feat that eats your Standard Action. That should always be reserved for casting a spell. For that reason Vital Strike is right out.

11th level feat should be reserved for Divine Interference.

Create Mr. Pitt just below wrote:
I mostly agree that reach clerics need not use SoD builds, but a really optimized murderous command is a really fun tool for a reach cleric.
I totally agree! Also just regular command and Greater Command, which are both spontaneously available to an Evangelist Cleric. These spell can all be so magnificently effective, in the right situation, that they are totally worth using even with inferior DCs. A successful first level...

Thanks for your response Magda - my original concept was drawn from one of your older posts on the reach cleric, even before I found Brewer's Guide!


jakebacon wrote:
Aren't weapons with dwarven in the name considered martial for dwarves? How is a cleric proficient in the dwarven longhammer?

GM ruled longhammer as a type of "Warhammer" and as dwarves are proficient with "Warhammers" he was good with it. I kept the heirloom weapon trait in my back pocket during the discussion, but he had no issues with it.


Chess Pwn wrote:
which caster feats are you looking to get? I don't feel that clerics have a ton of feats to help their casting

The Superior Summoning line is a three feat clump. Spell Focus, Augment Summoning, Superior Summoning. It also is contingent on having Sacred Summons to cast it as a standard action. That's 4 feats. I am told that the campaign is written up to about level 16.


SmiloDan wrote:

http://paizo.com/threads/rzs2m612?Guide-to-the-Class-Guides has a Guide to Reach Clerics that's really good.

I should have probably mentioned that I used Brewer's Guide as a foundation. I feel that I am riding the line between a reach build and a two-hander which are compared in the document given that I'm using a Dwarven Longhammer. I suppose the advice I am looking for is am I going to fall flat in later levels if I ignore casting feats early on, or am I safe to feat more towards melee and AoO in early levels and pick up my caster feats later on?


First post!

I rolled a reach cleric for a campaign on Roll20, and the first session was a smashing success, literally. The DM homebrewed our stat rolls so that on a 4d6 roll, we could drop the lowest two stats for 16s, or the lowest stat for 18. So needless to say my scores are not an issue here (I'll list the scores below including racial bonuses).

Race: Dwarf
Level: 1
Stats: STR:18,DEX:14,CON:15,INT:12,WIS:17,CHA:14
Deity: Kurgess (NG)
Domains: Travel, Ferocity
Weapons: Longhammer, Spiked Gauntlets
Feats: Combat Reflexes

My plan is for Power Attack at Level 3 and Improved Initiative at Level 5. After that I am at a bit of a loss. Do I pick up Vital Strike? Channel Force? Sacred Summons? I don't want to have a stellar build for 5 levels and then screw it up because I took feat X instead of feat Y... Advice?