| lemeres |
Well, a reach build based upon the reach cleric could be an interesting option.
This would allow you to turn yourself into a 25' wide circle of pain, and literally an obstruction that enemies must deal with if they want to get to the squishies. Remember, every turn they waste circling around you is a turn for more melee focused characters to mop up the field. It also lets you spend your turns spell casting while still maintaining a melee presence.
Having an INT of 13 would both further allow you to make yourself into an obstacle by taking combat expertise and some improved maneuver feat, and it would also allow you more skill points that could help ease the scenario for other players.
| lemeres |
Ah, there is a guide for it in guide to guides in the stickies of this advice forum. It generally applies to other divine classes such as oracles and inquisitors too.
It focuses on using AoO to maintain a melee presence while using its actual turn for casting. Just grab a long spear, combat reflexes, and maybe power attack and you are good to go.
The advantage of a reach weapon is that the enemies (or rather a slightly metagaming GM) will try to avoid charge either at your or around you at the wizard/witch/etc. since it will get hit by an AoO. But if it goes around you, it might have to burn two moves just to get around you (with 10' reach on either side, and your 5' square in the center, you make a circle 25' across). With your caster also moving to keep you between them and the beasties, the enemy does not get a full attack.
A question about stats- do you need your wisdom that high? Is it to take advantage of things like monster lore and cunning initiative as well as traditional WIS skills? I mention this since you put quite a bit into it, but you would not see any extra spells compared to a 14 WIS prior to level 7 (as in halfway through your career), and you will never see a spell level above 4 in PFS.
TorKa
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Thanks I will look at that concept...What about a Glaive? It has reach, right? I have a boon that will allow it after I can spend 4pp to get trained in it(comes with a masterwork one).
As to the stats. It was for the skills that he will use including profession gambler (I like the full ROLE part of the role play gaming). I can drop it to 14. If i were to do that which way would you go with the point/points? and why?