| Utgardloki |
A halberd would be great. 1d10, x3 on a critical, you can brace and trip.
I see that halberds don't have reach though. Glaves, guisarmes and ranseurs do. It seems to me that halberds should have the reach quality, but I don't see anything in the Pathfinder book that says they do. Since you can't use reach weapons against adjacent foes, you might be better off that way.
Improved Initiative might be a good idea to be more likely to be able to brace your halberd if you get charged. You probably also want to take Improved Trip. This requires Int 13+ and Combat Expertise.
If you argue that your weapon is a reach weapon because of the length of the pole, then Quick Draw might be good to let you switch to a one handed weapon if you have to fight someone at close range you can do it without delay.
I've found that fighting with a reach weapon means that hit points are not as important because enemies are kept away. This gives you freedom to dip into other classes. Rogue might be a good choice (sneak attack) or Wizard (spells) or Cleric (healing).
| kyrt-ryder |
It's a two-handed weapon non-reach slashing weapon that can dish out decent damage, trip, max power attack benefit, etc.
Probably best to go Fighter, focus your weapon trainings and take the specialization tree, max out your strength, pick up the trip feats, and basically treat it like a greatsword you can trip with.
It won't be fancy, and there won't be much special to it, but it should be reasonably effective. Average 1.5 points weaker than the greatsword is all, which fades into near obscurity by higher levels, and having the option to trip with it will probably make up for that distinction.
Do note though that if you went with Vital Strike that would be +1.5 difference per feat taken, a minor issue but something to keep in mind.
Now, if 3.5 material were available there's some cool stuff you could get, like 'shield and pike style' which lets you wear a shield and use a polearm, but that stuff is off-limits, so your options are kind of restricted.
| Crosswind |
Here are the feats I'd take, in the order I'd take them:
Weapon Focus (Halberd), Power Attack, Cleave - No tripping yet, but cleave makes you a powerhouse at low levels. Can nearly double your damage.
Combat Expertise
Combat Reflexes
Weapon Specialization (Halberd) - No trip yet. Frankly, trip just isn't that worth it until you can get a free attack from it.
Improved Trip
Greater Trip - Now we're in the business.
Lunge
Improved Critical (Halberd)
Greater Weapon Focus (Halberd)
Great Cleave -Congrats! With great cleave + lunge, you have whirlwind attack and can move! Go ahead, move up to a group of people, and trip _every single one of them_. Then get free attacks on all of them. Whee!
Critical Focus
Penetrating Strike
Staggering Critical
Greater Weapon Specialization (Halberd)
Blinding Critical
Greater Penetrating Strike
Stunning Critical
Critical Mastery
Disruptive
Stand Still
--------------
At this point, your fighter does about as much damage as anybody in the game (Archery and TWF builds will out-damage). You have awesome AC (Full plate with an extra 5 dex bonus). If you get a full attack action on somebody you can rule on them. If you don't get a full attack action, move up to a bunch of critters and great cleave/trip every last one of them, using your full BAB on every trip attack.
Also, if you get next to a spellcasting bad guy, life becomes very sad for him.
-Cross
| Ravenot |
Barbarian, or a Barbarian/Fighter combo, with Unexpected Strike and Knockback rage powers, and the Improved/Greater trip feats. (Fury's Fall feat from Cheliax companion also adds dex bonus to trip attacks)
The second the opponent steps within melee range, you get a free attack during their turn. Use it to trip them.
On your turn, full attack option, with the LAST attack being Knockback. Deals damage and knocks them away from you so they have to approach again.
Switch the halberd with a glaive to be even more evil with it.
Barbarians > Fighters in battlefield control.
| Skull |
Barbarian, or a Barbarian/Fighter combo, with Unexpected Strike and Knockback rage powers, and the Improved/Greater trip feats. (Fury's Fall feat from Cheliax companion also adds dex bonus to trip attacks)
Cant say I've seen too many barbarians go for the Imp/Greater Trip feats. Mostly because I haven't seen barbarians with the 13 Int required for it :P
| Ravenot |
Cant say I've seen too many barbarians go for the Imp/Greater Trip feats. Mostly because I haven't seen barbarians with the 13 Int required for it :P
I also don't buy into the "all barbarians are dumb and uncivilized" stereotype. My Ulfen barbarian hails from a northern village settlement and has int 14. He's quite smart and is a skilled craftman... but totally oblivious to southerners' cultural differences. (Pthbbb for wisdom)
| The Speaker in Dreams |
You know, "Catch off Guard" is a pretty good feat to allow non-standard use of a weapon in a tight spot. Like, say, using a reach weapon when someone has gotten within your reach. Instead of the -4 penalty for the distance difference, CoG can let you swing like normal even within your reach space.
:shrugs:
That's one thing I've seen a GM do with it, and honestly, I LOVE that use of the feat. It's *almost* like granting the Short Haft feat from 3.x, but with less intensive restrictions, and it makes for a trained/dedicated guy from level 1 to start with this.
HOWEVER, I will give you this option to bring before your GM. It's a 3.5 weapon and requires an EWP to use it properly, BUT it can do what you're after.
Heavy Poleaxe - cost 20 gp, (S) = 1d10; (M) = 2d6; Crit x3; RI = -/na; Weight = 15 lbs; Type = Piercing or Slashing
*Qualities = Reach, and Brace
I think you're basically paying for the 2d6 bump compared to some of the standard PF 2-handed weapons listed in that site.
I'll just summarize some non-EWP weapons that are good options beyond glaive for Reach features ...
For reference ... PF Hypertext link site
*Bardiche - same damage, but a 19-20 crit range and only a x2 crit damage, BUT it has brace AND reach. It also gets a +2 to resist sunder attempts. {big, long axe-like blade on a pole}
*Bec de Corbin - same damage entirely (crits, too), it also has brace and reach and gets a +2 to any sunder attempts it makes on Med/Hvy armors. {big pole-hammer}
*Bill - damage goes down to 1d8 x3; but it has brace, disarm, and reach. It also gives a -1 on ride checks vs. riders to stay mounted if hit. It also grants a +1 shield bonus when fighting defensively or with full defense. {curved/hooked blade w/a spike on the end of the pole}
*Galive-Guisarme - damage is the same, but it has brace and reach. Any mounted target hit w/it takes a -2 on ride checks to remain mounted.
*Hammer, Lucerne - 1d12 damage, x2 crit, w/brace and reach as features. It also gives a +2 on sunder checks vs. med/hvy armor.
*rensuer - downgrades to 2d4 damage x3 crit, but gets disarm and reach.
If you're interested in EWP's, they nearly have exactly what you're after w/reach and trip, though:
*Fuchard - reach and trip on it, though d10 and 18-20 x2 for crit. Sick crit potential on this bad boy!
Now, those presuppose the GM is inclined to let Catch Off Guard work for handling your weapon in "close quarters" combat sort of situation (ie: using a reach weapon inside of it's granted reach - this is a fair use of the feat, IMO, and is not something given out freely either - it costs a feat to be able to do this. Perfectly fair and reasonable, IMO). It also supposes that to have a weapon trip at reach is better than tripping up close, AND that reach (in general) is better on a 2-handed weapon option vs. a close 2-handed weapon option.
So, YMMV, but there's my 2 bits for ya' to ponder.