| KainPen |
| 1 person marked this as a favorite. |
Ok everyone, Need some ideas on a Spear build. I am thinking of doing dragoon or Pole Master archetype but I am unsure if GM is going to allow archetypes. So need back up plan of base fighter or in case I just don't want to do any of the archetype.
I don't care for the Dragoon's last two abilities, I just don't see the use for them. while they are very cook for certain instances. I just seem them as rare instance. I can even think of a time where I faced someone else mounted besides a pc at end game to use Piercing lance. By the time you get leaping lance why would you get off your mount. by then you think you would have trample and ride by attack, why would you jump off?
Only thing I don't like about the Pole Master is the -4 penalty on CMB and attack for shifting to hefted weapon.
I was thinking quick Draw as a must have so I could full attack with short spears for distance. before charging or being useful against flying foes.
I really like the step up chain of feats could make for real nasty threat to spell casters. any other Ideas or suggestions.
kaisc006
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Instead of those archtypes, I think you might want to look at the Two-Handed Fighter. When using a polearm, think of yourself more as a support character rather than a front line fighter. You should focus on dealing maximum damage and attracting foes by hitting them with attacks of opportunity that really hurt. Then back up while your allies move in. AC is not a priority because opponents should be dead or near death before they reach you. At lower levels this even means hiding behind a front line fighter.
Two-Handed Fighter is the best way to increase your damage. At 3rd level your move-to-attack recieves double Strength bonus to damage. At 11th level you can now trip your opponent with a move-to-attack.
As always Power Attack is a necessity.
For any reach fighter I really like using Lunge. It's actually the only time I suggest taking the feat. You attack your opponent at 15ft. away, and now they must move through your threatened area provoking an AO. Combined with Pile-Driver (the Two-Hander 11th level ability), you can get 2 attacks to your opponents 1.
Also, Combat Reflexes is an absolute necessity. You should position yourself so opponents must provoke AoO to move past. A Dex of 14 is sufficient when paired with this feat.
As for Stat Array, a 20 BP should look like this: 18 Str (+2 Race), 14 Dex, 14 Con, 10 Int, 12 Wis, 8 Cha. Feel free to move around your Mental stats for roleplaying but physical should remain the same or increase.
| KainPen |
Thanks will take this into account. As a possibility. I have not decided on race or stats as of yet. We normally roll our stats. But don't know until that gm set rules he wants us to go by. This will be our 2nd Pathfinder game. I am GMing the first still got long way to go before the next GM takes over but want to get the creative ideas flowing.
I was thinking combat Reflexes also and maybe stand still feats. look really good also. I was planing on going to use lance two handed for dragoon any way. Wish that archetype was just any spear in the spear group, not lance only weapon focused.
Ok So weapon wise suggestion
I am thinking Long Spear or Lance?
Standard spear for Close range
and Short spears or Javelins for distance and flying creatures.
Will need efficacy quiver will come in very handy.
feats suggestions so far.
Power Attack for that extra bam
Lunge for even more reach
Combat Reflexes
Quick Draw (If dragoon or Pole Arm Master can retrain this later)
Stand Still could be useful
the entire
step up chain.
I was thinking Leadership for Dragoon (could get flying mount that way as cohort)
any more suggestions or ideas
| KainPen |
open to any, was thinking the idea of a reach controlling flow of combat kind of character. kaisc006 said the middle man. The guy that can protect wizard and cleric in need be, not on the front lines. but if need the kind of guy that could easily get enemy caster and be a hassle for them while the rest of the group take out rest of the trash.
| Gauss |
Stand Still will not work at a longspear's reach since the target has to be adjacent to you.
If you are going the protection route consider the Bodyguard feat combined with the halfling race trait Helpful. Note: you do not need to be a halfling to take this race trait since the race trait Adopted would work.
Another idea would be Pushing Assault (feat). Note: only works on your size and smaller.
Pushing Assault can be combined with a Dragoon quite easily. :)
Alternately, Pushing assault can be combined with a Barbarian with the Ground Breaker rage tree you can really control the area. Push the enemy back and force them to burn move actions to come back into combat. Note: does not work against fliers or creatures that ignore difficult terrain.
Foehammer (dwarven fighter archetype) can also do the groundbreaker thing. You might want to look into it.
- Gauss
| Gauss |
I considered suggesting that BBT but weilding a Longspear in one hand is actually a drawback unless you are trying to TWF.
You lose out on accuracy (-2penalty to attack from Jotungrip) and damage (Power Attack damage bonus drops).
You gain the ability to carry a second weapon to use as either an offhand weapon for TWF or as a normal weapon in your other hand if not using TWF. But that can just as easily be done with Quickdraw or, at later levels, the Transformative Property or a Glove of Storing.
- Gauss
| KainPen |
We are already going to have a Rage Prophet in the group. I really don't care for barbarians. Look strait fighter kind of build. That would be good if I wanted to use a shield. but not looking to do that. Massive weapon ability is kind of weak. unless it lets you keep raising the weapon size more then one cat. Rules as raw on core you can only use large one headed weapon requires with two hands at -2. This archetype negative that small penalty by level 6. Evade Reach is the only thing I like about the archetype. Thanks though. if i have any of this wrong let me know cause I only looks over the SRD information on this archetype
| KainPen |
Gauss, DM has not decided on creation method but uselessly we roll Dice 4d6 drop the lowest. Even done 3d6 drop the lowest all score start with at 6. No hero points more then likely, we may not even be allowed archetypes. but trying to come up with ideas for archetypes and not. more then likely 2 traits. I am sure GM is going to use same rules I use for game I GM. He may give more, I really doubt he would do less. Not sure what ARG is? I am sure companion books are use able as they are allowed in my game.
| Gauss |
ARG = Advanced Race Guide. I suggest approving it on a chapter by chapter basis and then making exceptions from there. Chapter 1 is fine, 2 is mostly ok. 3 is questionable. 4 (for most groups) is outright out.
A shame about the rolling, cannot really offer a suggested build unless I know the stats and with rolling the stats could be anything.
- Gauss
| insaneogeddon |
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Polearm Master is a trap. When you shorten your weapon you don't threaten beyond 5ft and need to wait a round for another immediate action to stretch it out again.
I recomend a monk sohei: at 6th you get weapon group polearms (and then gloves of duelling give you +3/+3, you have a d8 or d10 (with monks belt) for close range. With good skills like acrobatics (great for a with evasive method of combat) and free feats to get spring attack and whirlwind attack as well as access to pushing kick and flurry it works well.
With lunge and whirlwind attack make sure you dip battle oracle to get suprising charge so you can move in acrobatically and whirlwind everyone in a massive burst.
Personally I would use a no-dachi but the good thing about weapon groups are your flexible and save feats that would be wasted on specifics and net you less benefit like focus and specialization.
Or try a samurai with the naganata- its d8/x4 (way up there on the damage tables). Make sure its vorpal by 15th level so you can decapitate anyone you want after using resolve to ignore their damage.
You get a bonus pet as well to ride round on while spearing lower ground loosers.
PS: you get the fighter feats and banners work great on polearms.
PPS: samurai are hard to kill or drop out of combat with status effects, their robust in ways no fighter is.
| KainPen |
Gauss , I am not sure if it is going to be allowed but DM asked me to barrow it. I am not sure if he going to make some new races as monster to fight, or going to make some new race and give us option to add them choices.
Thanks for the info about the Pole arm Master being a trap, did not realize that until you mention it. Even as immediate action it consumes a lot of time. I would rather drop weapon and quick draw another.
I was thinking Plan fighter when you mention Naganata, because I am looking to be a feat monkey. Not Samurai. That monk sounds cool, but another player plans on doing a monk.
After reading samurai more, I was having some doubt about mounted combat being more of a hassle then it was worth. I thought mount could only move with attack once with feat trample. but after looking at the boards more. It can be very nasty, I see why the Dragoon could be useful with the right mount.
So I am thinking Dragoon taking leadership and getting Wyvern or Griffin Cohort. More Griffin may be the better choice as it has pounce. I would be doing X3 on charge with lance with correct feats, mount gets full attack and ride by with out issue. The mount would give flight to fighter also making hunting down dragons easier.
Or Two-Handed Fighter with Naganata or another pole arm that allows trip and reach. I think I would do the same mount bit with all the builds
and for plane jane fighter veneration of the two handed fighter if dm does not allow archetypes.
for each one of these feat suggestions? race and trait suggestions.
| StreamOfTheSky |
Alternative build idea:
Be a Strix.
Take Flyby Attack.
Take the Cleave or Vital Strike lines.
Take Lunge just for good measure.
Use a longspear or some martial spear type weapon with reach, like glaive.
Strafe enemies from the air with single powerful attacks from beyond their reach, diving down and then back up.
.......
Another idea, does not really come together until level 11+ (still a basic reach fighter before then, so not awful, just not totally awesome):
Make a Dynasty Warriors character!
Take Mobile Fighter archetype. Specialize in a reach spear, like above.
Take Whirlwind Attack (and all of its pre-reqs, of course).
Take Lunge, so you can hit MOAR PPL with your 733+ whirlwind attack.
At level 11, gain the ability to move and Whirlwind Attack by forgoing the attack on the foe you start closest to, running by and hacking at everyone!
At level 12, pick up Dazing Assault, and now you're a living AoE (area of effect) daze debuffing machine!
| Lemmy |
Get spiked-armor to threaten adjacent targets. Just give it a +1 enhancement so it can bypass DR/magic.
Power Attack
Combat Reflexes
Lunge
Intimidating Prowess
Cornugon Smash
Make everything in a 15ft radius afraid of you at the same time you kill them!
Try and convince your GM to allow Stand Still to work with reach weapons...
Another fun reach-weapon build is an Oracle of Battle with the same feats and the following mysteries: Skill At Arms, Weapon Mastery (reach weapon of your choice), and Maneuver Mastery (Trip).
Heavy Armor Proficiency, full divine spell-casting, (Greater) Weapon Focus and Improved Critical, Improved/Greater Trip and access to Enlarge Person, the spell that makes reach weapons + armor spike even more awesome!
| Glutton |
I know you said you aren't looking to use a shield, but Phalanx soldier is really good imo. I had a build I sent a friend for a BBEG minion he needed, here it is
LEVEL 13
Jenner Teth 6' 4" 243 lbs
Human Fallen Paladin 1 / Fighter (phalanx Soldier) 4 / Hellknight 8
str 16 +2Level +2Human +2belt 22
dex 15
con 14
int 10
wis 14
cha 10
+1 Keen Baradiche / +1 Spiked light steel Shield
+1 Spiked hellknight fullplate
Cloak of Resistance +2
Belt of Giant Strength +2
Potion of Fly
Potion of Cure light wounds
Potion of Protection from Chaos
Adventuring Gear/Camping Supplies
Heavy Warhorse
1) Two Weapon Fighting, Improved Shield Bash
2)Bonus Feat, Power Attack
3)Bonus Feat, Improved Bull rush, Combat Reflexes
4)
5)Bonus Feat, Stand Still, Shield Slam
6)Aura of Law, Detect Chaos, Smite Chaos 1/d
7)Discern Lies, Hellknight Armor 1, Greater Bull rush
8)Force of Will 1 (Compulsion), Mercilessness
9)LawBringer, Smite Chaos 2/day, Bull rush Strike
10)Discipline 1 (Vigilance)
11)Force of Will 2 (Charm), Hellknight Armor 2, Shield Master
12)Smite Chaos 3/day
13)Discipline 2 (Onslaught), Critical Focus
Base saves 11 4 6, BaB 13
Attack +20 +1 keen baradiche 1d10+7(17-20X2)
of full attack +18/+13/+8 +1 keen baradiche 1d10+7(17-20X2) and +19 spiked light steel shield 1d4+3(20X2)
Cmb +19 (+20 with bardiche) (+4 bullrush)
cmd +31 (10+13bab+6str+2dex) (+4 bullrush)
saves Fort+15 Ref+8 Will+10 (+4 vs compulsion +2 vs charm)
HP(average)1d10X9(6565656565656=72) +26(con) +4(favored class) = 102
Ac 24 (10+10armor+2dex+2shield)
Skills 2+1human X 13 = 39 ranks
12 Intimidate
11 Sense Motive
11 Perception
3 Ride
1 Knowledge Local
1 Knowledge Religion
He wasn't as good as a straight fighter would be at his schtick, which was shield slamming bull rushing things 10 feat away from him, then criting them with his pole arm and bull rush striking them even farther away, so they'd have to wade through his area to get at him again.
Psion-Psycho
|
-Race-
Human
-Classes-
Fighter (Two-Handed Fighter) 17/ Alchemist (Internal Alchemist, Vivisectionist) 1/ Assassin Prestige 1/ Rogue 1
-Stats (25 Point Buy)-
STR 17 (+2 racial)(+5 leveling)(+6 magic item) = 30
DEX 12
CON 16
INT 10
WIS 10
CHA 10
-Class / Feat Progression-
Fighter 01 Exotic Weapon Proficiency Dwarven Longhammer, Power Attack, Furious Focus
Fighter 02 Weapon Focus Dwarven Longhammer
Fighter 03 Intimidating Prowess
Fighter 04 Weapon Specialization Dwarven Longhammer
Fighter 05 Dazzling Display
Fighter 06 Vital Strike
Fighter 07 Shatter Defenses
Fighter 08 Greater Weapon Focus Dwarven Longhammer
Fighter 09 Devastating Strike
Fighter 10 Gory Finish
Fighter 11 Improved Vital Strike
Fighter 12 Greater Weapon Specialization Dwarven Longhammer
Fighter 13 Deadly Stroke
Fighter 14 Lunge
Fighter 15 Penetrating Strike
Fighter 16 Greater Vital Strike
Fighter 17 Greater Penetrating Strike
Rogue 18
Alchemist 19 Skill Focus Intimidate
Assassin 20
-To Hit (Single Attack)-
33 = 17 (bab) + 30 (Str) + 2 (Weapon Focus and improved) + 4 (Fighter Training)
-Damage (Single Attack) (average dice role)-
Fighter Greater Vital Strike Specialization Deadly Stroke Power Attack Devastating Strike
[not including sneak attack (3d6)] (2d6+60+4+4+20+6)x2 + (2d6)x3 = 223
| KainPen |
Thanks everyone I will looks these over. =) Steam of the Sky what book is Mobile Fighter in??? That maybe just what I was looking for in the to started this thread.. I don't want to do the Strix. The DM is playing a human fighter that spring attack vital striker in the Game I am DMing now. I did not allow archetypes because groups first time with pathfinder want everyone get use to rules and all the feats, As we play I am letting more rules and content in the game. In return I let them rebuild there characters to anything new I let in.
PsionPsycho why did you add Assassin in to that build? I ask the dm about evil alignments he not sure if he will let them in yet. If he does I more then likely going to go Strait Anti Paladin. Recreate my first D&D character ever. but I have been inching to do a pole arm/ spear guy for a long time.
| KainPen |
Ok, Lemmy I just noticed why you said convince GM about Stand Still, because it says adjacent squares. makes it wasted feat. unless you are in tight area it useless. I am going house rule that any square you threaten. allowing it work with reach weapons. I notice this about Cleave also not that long ago, The Enemies have to be adjacent to each other not you. Fighter in my group re train that feat to lunge.
How are you getting 3rd sneak attack dice Vivisectionist only add to total level count of rouge so it still be 2d6 sneak attack. It does nothing for 1 level of rouge, two levels of it would function like 3 level rouge getting you 2d6. Internal Alchemist would not add to much interesting build, I think I would do strait 3 levels of rogue. More skill points evasion and extra combat feat or rogue talent, Same sneak attack damage and +2 extra bab. I have 1 less fort save but 1 higher will save which would be weakest save. I take the rogue at early levels also. that way I have evasion and skill points over longer period of time.
| KainPen |
I was thinking that orginaly but with out the shield. I want to be able to trip with spear or do more then the spear. Long Spear, and pilum for throwing, all in the spear catagory. I still plan on useing Pilum for Throwing, but may have to use another pole arm so I can trip, and have reach. Reallying digging The Moblie fighter archetype. I am going look of phalanx Soldier more. Lol if i could add piledriver ablity to Moblie fighter I would have the perfect character that I want.
Was talking to another one of the players last night and he may do in your face style warrior. I can be behind him swing away. lol
| Hayato Ken |
How about the spear dancer feat?
I somehow like that. Stabby stab makes you dizzy^^
Also, using a spear or polearm, you can add in flagbearer, provided you bring the CHA along to get it.
Between that, spear dancer and dazzling display, maybe with some performance feats, you can have a cool inspire your team, debuff the rest show and action.
| Lemmy |
Reallying digging The Moblie fighter archetype. I am going look of phalanx Soldier more. Lol if i could add piledriver ablity to Moblie fighter I would have the perfect character that I want.
If you like Mobile Fighter, check the Dawnflower Dervish archetype (there is one for fighters and one for bards).
DD Fighter = Powered-up Mobile Fighter. It gets better abilities and it gets them earlier!
| StreamOfTheSky |
Mobile Fighter is from APG.
I don't think Dawnflower Dervish is particularly better, unless your DM doesn't allow Mobile Fighter to benefit from gloves of dueling, in which case the archetype is worthless, as are all other fighter archetypes that give up "weapon training" for "weapon training by another name".
If that's your point, then I agree.
The key ability, rapid attack, comes at the same level.
Mobile Fighter gets to keep Armor Training 1 and 2, so he can run around in (mithral) full plate just fine, which is quite nice.
The Bravery replacement is still meh, but an improvement.
Leap Attack gives you more variety, you can just pick up a bow, 5 ft step, and instantly have full weapon training with it. You do kind of need to spend a feat on Nimble Moves or boot slot item on the feather stepping shoes to keep your weapon training from getting shut off, though.
Fleet footed is an untyped speed bonus, helps with the moving Whirlwind Attack technique. Acrobatics taking 10 is worthless, as you'll still fail. But the speed is nice.
DD's no AC penalty for charging is not terribly useful if not making a charger.
The ignore 10 ft of difficult terrain is not that useful with the new boots, mentioned above.
Lightning Strike is amazing, but would not combine with Whirlwind Attack, and level 15 is kind of late game. Still good, though.
I think each archetype has its merits. I think Mobile is better if you want to do the moving WWA thing, though.
Level 20, you can full attack with Flyby Attack, or when slowed.
| Hayato Ken |
Most stuff is in Ultimate Combat.
If you want to use performance feats, making more use of dazzling display and giving yourself more boni while debuffing enemies, i suggest the gladiator archetype. You can choose combat and performance feats as bonus feats.
Wanna concentrate on maneuvers, go Lore Warden.
Just take some better armor proficiency later.
Wanna do more damage, go Two-handed fighter, use your spear two-handed.
Else just take normal fighter.
Choose the spear of your liking, take the feats mentioned above you like and have fun :)
It could look like this:
Weapon Focus
Dazzling Display
Spear Dancer
Flagbearer
Heroes Display.
Performing Combatant.
Performance Weapon mastery(You get this from Gladiator Archetype)
Dramatic Display.
Masterful Display.
Paizo Publishing.
Master Combat performer.
Note that you need some CHA (15) to make that happen.
But you could leave flagbearer out and just add Intimidating Prowess in for STR to intimidate. You should still have enough feats left to get more damage feats and so on like power attack or something defensive like Toughness. Might actually be a good idea.
Or take some maneuver feats to bolster your maneuvers.
| KainPen |
not looking to do debuffing so much as knock people ground and bull rushing enemies away, making them draw out Aoo for the group. I do like Spear Dancer That is a must take. Heroes Display would be useful for the bonus to hit and CMB. I am going to write up 3 build and see what you all think. I remember I am not looking to do tons of damage but some would be nice versatility in combat is primary goal.
I like that Wood Oracle, that may be the character after I do this one.
| KainPen |
Ok here two build let me know if i should maybe take different feats or put them at different levels. I going to do a dragoon and mobile fighter build tomorrow and post those.
Plane Jane Fighter Human Fighter
Level Feat Class Features
Bonus Race: Combat Reflexes (If human if not push all feats down one level)
1 Power Attack Quick Draw
2 Bravery +1, Dodge
3 Mobility Armor Training 1
4 Ability Score Spring attack
5 Combat Expertise Weapon Training 1, (Spear or Pole Arm)
6 Bravery +2 Lunge
7 Whirlwind Armor Training 2
8 Ability Score Improved Trip
9 Step-up Weapon Training 2, (Opposite of 1st) feat weapon Focus with primary
10 Bravery +3 Spear Dance
11 Following Step Armor Training 3
12 Ability Score Step up and Strike
13 Landing Roll Weapon Training 3 Light Blades From here on out just pick feats that are ok on my list(Considering leader ship and mount combats feats here on out)
14 Bravery +4 Weapon Focus
15 Greater weapon focus Armor Training 4
16 Ability Score Weapon SP
17 Greater weapon SP Weapon Training 4 (No Clue)
18 Bravery +5 Improved Crit
19 Deadly Aim Armor Mastery
20 Weapon Master (what ever main weapon is at the time) Distance Thrower
Two Handed Fighter
Bonus Race: Combat Reflexes
1 Power Attack Quick Draw
2 Shattering Strike +1 Dodge
3 Mobility Over Hand Chop
4 Ability Score Spring attack
5 Combat Expertise Weapon Training +1 (Two-Handed)
6 Bravery +2 Lunge
7 Whirlwind Back Swing
8 Ability Score Improved Trip
9 Step-up Weapon Training +2 (Two-Handed)
10 Bravery +3 Crit Focus
11 Following Step Pile Driver
12 Ability Score Step up and Strike
13 Improved Bull Rush Weapon Training +3 (Two-Handed)
14 Bravery +4 Weapon Focus
15 Greater weapon focus Greater Power Attack
16 Ability Score Weapon SP
17 Greater weapon SP Weapon Training +4 (Two-Handed)
18 Bravery +5 Improved Crit
19 Feat???? Devastating Blow
20 Weapon Master (what ever main weapon is at the time)
| KainPen |
So I can Full attack with Throwing Pilum, distance weapon. That is Also in spear category.
The tip of this heavy javelin is designed to break off and embed itself into a shield once it hits. Like ammunition, a thrown pilum that hits its target is destroyed. If you hit a shield bearing opponent with a pilum, he loses the AC bonuses from that shield until he takes a standard action to pry the remnants of the pilum from his shield. I could also use it for short spears or javelins to throw also. I just found This feat also witch would be really good if I did go human and use long spear as base reach weapon
http://www.d20pfsrd.com/feats/arg-feats/martial-versatility-combat-human
http://www.d20pfsrd.com/feats/arg-feats/martial-mastery-combat-human
It would allow me to use weapon focus and weaponSP and improved crit and so on. With all my spear weapons. I can use pilum to get rid of shield ac or slow by limit it to move and free actions only if they want shield ac. and maybe magic returning distance throwing javelins or short spears.
| KainPen |
Ick, I just notice step feats you have to be next to target, that useless feat for someone with reach. Reach is seem really weak the more I look into it. Other then whirlwind everyone from far away it is sucking unless you take armor spikes or you are dragoon, or a charging specialist. It would be better to be no reach pole arm specialist with lunge. I was hoping to be a threat to casters and put pressure on them. If all they have to do it take a 5 step away or towards me. I am no threat to there casting. Going to have to really re-think this. Thanks for all the help.
What the point of following step other then not using your 5ft for next round. no one can take a 10ft step???
| Tels |
KainPen, take Catch Off Guard and use the butt-end of your reach weapon as an improvised weapon. Now you threaten all squares within 10 feet of you, 15 if you have Lunge. If you can swing it, see if your GM will allow the magic enhancement of your spear apply the butt-end of your reach weapon. If not, ask if you can get it enchanted like a double-weapon.
Keep in mind, you can use both ends of a double weapon without taking Two-Weapon Fighting penalties. You only take those penalties if you use a weapon to gain an extra attack.
For instance, if you are 6th level and use the Spear tip to stab the wizard hiding behind his body guard (using the +6 BAB attack), and then use the butt-end to smack the body guard (using the +1 BAB) attack, you've only made two attacks, and therefore, not two-weapon fighting. However, if you stabbed the wizard twice, and smacked the guard, then you'd be using the weapon to gain an extra attack.
The nasty part about all this, is if you can use Catch Off Guard, and you have Lunge and Whirlwind, you can make an attack against every person within 15 feet of you. It's like something straight out of an anime or Japanese button masher game (99 Knights comes to mind).
| Gauss |
BBT:
My guess is that thematically Armor Spikes make no sense (most of my group twitches at the mention of them).
Also, historically Polearms could make butt strikes. That is what the Polearm Master's level 2 ability is intended to represent, so there is a mechanical element there. But people don't want to use what they consider to be a forced class (the fighter archetype).
I have no problem houseruling the fighter archetype ability in as a feat or two, there is plenty of precedent for it to be equivalent to that. (There is a weapon, the Dorn-Dergar, that has reach and for 2 feats you can take it and use it to switch between reach and non-reach as a move action with exotic proficiency or a swift action with a second feat.) But I do not think it should be given to players for free and the rules simply do not support it. An improvised reach weapon is still a reach weapon.
- Gauss
| Tels |
I was thinking more along the lines of an improvised quarterstaff. I really don't see any reason why you couldn't do that. Taking a feat, Catch Off Guard, and using the spear as an improvised Quarterstaff to threaten adjacent squares (while the feat removes the -4) is perfectly plausible in my groups book.
I'm actually not certain you "can't" do that, there's nothing in RAW that states you can't use a reach weapon as an improvised weapon to attack adjacent squares.
Besides, I was simply tossing it out as an option.
If your group dislikes armor spikes as a weapon, how do they feel about spiked gauntlets?