GnomePaladin
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So I've played 3.5 since it came out (3.5, I had gotten into 3.0 before that but didn't play till 3.5) and in these nine years I have realized I have never played a character who uses a reach weapon.
Any tips or tricks on making a character who uses a reach weapon?
Is it all that different from wielding a two-hander?
Is quick draw/a secondary weapon a requirement or can I rely on my ability to 5 foot step?
GnomePaladin
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Go for a trip-oracle and tear the AP apart!
Its funny because oracle is the class I was looking at playing anyways (group needs a primary healer).
However trip may be.... inadvisable as the group is a bit heavy on ranged attackers
The other problem is a lot of monsters cant or wont be tripped (either due to being an untrippable monster such as an ooze or having way too high of a CMD)
Me and another already advised our tank to not go the trip heavy route.
Choon
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Go for a trip-oracle and tear the AP apart!
What is this trip oracle? Never seen it.
On topic: I've always liked the flavor of the phalanx archetype for the fighter, but havnt had the opportunity to play one yet. Reach weapon with one hand and some cool evasion/aid other buffs for your pals
| Danny Kessler |
Spiked gauntlets can be used as a way to attack adjacent creatures without having to draw another weapon. They kind of suck, but
I think they're still a great way for polearm or bow users to avoid needing Quick Draw.
One thing you need to be aware of when using a reach weapon is that allies -- or enemies -- between you and your target will provide soft cover from your melee reach attacks (+4 AC). Large creatures may only get partial cover (+2 AC) and creatures bigger than that might not get cover at all. Make sure to familiarize yourself with the specifics of how the cover rules work so that you aren't surprised partway in. Having someone in the group who really groks the cover rules is also useful for speeding up play in general.
Also, feats like Combat Reflexes (and its later progression, especially Stand Still) are usually more useful for those wielding reach weapons. Any effect that creates difficult terrain (no 5' steps) will also be useful for getting the most mileage out of reach and your AoOs with Combat Reflexes.
| Wasum |
There is no CMD a Trip-Oracle wont be able to beat, as long as it does not have more limbs than strength-scrore!
The build is based on Battle-Oracle wielding fauchard (->halfelf is best option).
You do not need Int as you get Trip-feats for free. Use quicken for DF and buff yourself with enlarge->Righteous Might->Divine Vessel whatever you're able to cast.
Get some points in Dex and pick combat reflexes and Fury's Fall. Your trip-CMB will be incredible high.
Cha should be as high as necessary to cast spells but otherwise isnt that important. Get War Sight, Surprising Charge, Maneuver-Mastery, Weapon-Mastery and later maybe Battflefield Clarity. Add Furious Focus and PA.
->enjoy trip-CMB/DPR
Wasum
PS: Stand Still does not work with reach weapons.