Avoron |
Best way I've found to take advantage of extreme reach is the Stalwart Defender. I've made a Unbreakable Fighter 1/Druid 8/Stalwart Defender 4 build. Shaping Focus to turn into a Huge earth elemental and Growth Domain to enlarge. Whenever they hit someone with an attack of opportunity from movement, the target is forced to stop moving. Oh, and they wield a lucerne hammer.
1,000,000 cubic feet of death.
But that wouldn't combine very well with Bloodrager.
ShroudedInLight |
I run one of those.
You can be duel-blooded and go for any combination of 2 reach boosting bloodlines for natural 20 ft of reach. Then you can use a Reach Weapon to hit 25, and a spell like Long Arm to hit 30...which you can cast for free later into the game when you rage.
I personally like Abyssal mixed with something because that gives you an Auto-Enlarge person and free claws. And those claws will hit anything the hammer cannot.
Unless your GM rules that a reach weapon simply doubles your range and lets you use reach boosts to make that range larger. In which case it is as simple as just taking one of the reach boosting bloodlines and casting Long Arm/Enlarge Person.
sunbeam |
I run one of those.
You can be duel-blooded and go for any combination of 2 reach boosting bloodlines for natural 20 ft of reach. Then you can use a Reach Weapon to hit 25, and a spell like Long Arm to hit 30...which you can cast for free later into the game when you rage.
I personally like Abyssal mixed with something because that gives you an Auto-Enlarge person and free claws. And those claws will hit anything the hammer cannot.
Unless your GM rules that a reach weapon simply doubles your range and lets you use reach boosts to make that range larger. In which case it is as simple as just taking one of the reach boosting bloodlines and casting Long Arm/Enlarge Person.
If you think about it cinematically, doubling reach makes sense on one level because you are using a weapon that basically lets you hit thing you couldn't with your fists, like a polearm.
But with the reach extending abilities, you are wielding a weapon of the same size, but your arms are longer. So I wouldn't just say it doubles it.
But with my reasoning when you use enlarge person...
Is there some order of operations with these things? Like apply size increases before anything else?
You get some odd thins with these abilities. Say you are some really small creature that takes bloodrager levels. You automatically get 5 feet of reach added, like a medium size character would?
What if someone plays an ogre? Only 5 feet?
Seems like the little dudes get more bang for the buck from this if that is the case.
Ascalaphus |
Best way I've found to take advantage of extreme reach is the Stalwart Defender. I've made a Unbreakable Fighter 1/Druid 8/Stalwart Defender 4 build. Shaping Focus to turn into a Huge earth elemental and Growth Domain to enlarge. Whenever they hit someone with an attack of opportunity from movement, the target is forced to stop moving. Oh, and they wield a lucerne hammer.
1,000,000 cubic feet of death.
But that wouldn't combine very well with Bloodrager.
I don't think that's entirely legal;
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.
Avoron |
That's what I thought too, but I was convinced here that it was legal.
It seems like RAI is that it was a limitation on all effects, but as written it only limits spells, and the Growth Domain is a supernatural ability, not a spell, even though it duplicates the effects of enlarge person.
My original build didn't use the growth domain, it just had a 15 foot space and a 30 foot reach, which should be enough.
subway rat |
Be a dwarf. Take the following feats:
Cleave
Great Cleave
Goblin Cleaver
Orc Hewer
Giant Killer
Then hit everything within your radius of death.
I also like ki throw, the trip feat tree, and the flowing monk archetype. One other fun thing I've done is taking two levels of alchemist to get vestigial arm. Then you can wield a pole arm and a two handed weapon like a dwarven war axe. You can use both weapons with two hands since you can switch the grip of your third hand as a free action.
cnetarian |
I run one of those.
You can be duel-blooded and go for any combination of 2 reach boosting bloodlines for natural 20 ft of reach. Then you can use a Reach Weapon to hit 25, and a spell like Long Arm to hit 30...which you can cast for free later into the game when you rage.
I personally like Abyssal mixed with something because that gives you an Auto-Enlarge person and free claws. And those claws will hit anything the hammer cannot.
Unless your GM rules that a reach weapon simply doubles your range and lets you use reach boosts to make that range larger. In which case it is as simple as just taking one of the reach boosting bloodlines and casting Long Arm/Enlarge Person.
Why not add the lunge feat for an extra 5'?
Kefler |
ShroudedInLight wrote:Why not add the lunge feat for an extra 5'?I run one of those.
You can be duel-blooded and go for any combination of 2 reach boosting bloodlines for natural 20 ft of reach. Then you can use a Reach Weapon to hit 25, and a spell like Long Arm to hit 30...which you can cast for free later into the game when you rage.
I personally like Abyssal mixed with something because that gives you an Auto-Enlarge person and free claws. And those claws will hit anything the hammer cannot.
Unless your GM rules that a reach weapon simply doubles your range and lets you use reach boosts to make that range larger. In which case it is as simple as just taking one of the reach boosting bloodlines and casting Long Arm/Enlarge Person.
lunge on;y works until the end of your turn :(
Trimalchio |
at high level you can grab come and get me
If you can spare the feat a Fauchard is nice, especially with the aberrant bloodline.
The spellbreaker chain can be good depending on the game. No escape helps you lock down an area.
Melkiador |
cnetarian wrote:Why not add the lunge feat for an extra 5'?lunge on;y works until the end of your turn :(
Lunge is still nice for some reach builds as you can attack from outside of your reach, forcing your opponent to have to move(not just 5-foot step) through your reach on their next turn to get to you. Of course it's not as useful in this case of a massive reach build as you'll be more than 5 feet away anyway.
cnetarian |
cnetarian wrote:ShroudedInLight wrote:Why not add the lunge feat for an extra 5'?I run one of those.
You can be duel-blooded and go for any combination of 2 reach boosting bloodlines for natural 20 ft of reach. Then you can use a Reach Weapon to hit 25, and a spell like Long Arm to hit 30...which you can cast for free later into the game when you rage.
I personally like Abyssal mixed with something because that gives you an Auto-Enlarge person and free claws. And those claws will hit anything the hammer cannot.
Unless your GM rules that a reach weapon simply doubles your range and lets you use reach boosts to make that range larger. In which case it is as simple as just taking one of the reach boosting bloodlines and casting Long Arm/Enlarge Person.
lunge on;y works until the end of your turn :(
thinking in terms of AoOs and area control it isn't that useful, but in terms of standing in the back of the party and attacking alongside the front line (or a dwarf cleaving) it is an extra 5' which doesn't hurt.
Kefler |
ShroudedInLight wrote:Why not add the lunge feat for an extra 5'?I run one of those.
You can be duel-blooded and go for any combination of 2 reach boosting bloodlines for natural 20 ft of reach. Then you can use a Reach Weapon to hit 25, and a spell like Long Arm to hit 30...which you can cast for free later into the game when you rage.
I personally like Abyssal mixed with something because that gives you an Auto-Enlarge person and free claws. And those claws will hit anything the hammer cannot.
Unless your GM rules that a reach weapon simply doubles your range and lets you use reach boosts to make that range larger. In which case it is as simple as just taking one of the reach boosting bloodlines and casting Long Arm/Enlarge Person.
actually pushing assault might work well with this push them back provoking more AOO's
what do you guys think of Whirlwind Attack , would that be worth the feat investment?
cnetarian |
what do you guys think of Whirlwind Attack , would that be worth the feat investment?
It depends on the GM's flavor, if the GM likes to throw swarms of opponents at you it can pay off but if the GM likes to use 1-3 it certainly isn't. In addition to the likely number of foes has to be considered how it is better to take one opponent out before starting on another, whirlwind attack results in not eliminating several opponents instead of a full attack which takes out one opponent.
The dwarven cleave line is more useful because it replaces a standard attack action instead of a full attack action A dwarven cleaver can do a pocket whirlwind then move to a safe location, or move to the best spot and then unleash a cleave where it does the most damage -either of which makes it tactically preferable. But dwarven cleave with all the feats is still subject to being as effective as the GM's style supports.
Snickersnack |
Combat Patrol is nice. Would extend your reach capabilities. I would also consider picking up a few levels of Shadowdancer for the explicit purpose of "shadow jumping". You'd get other beneficial class features of the Shadowdancer, such as Darkvision, Hide in Plain Sight (scary as **** for a barbarian to vanish into thin air), Evasion, and Defensive Roll. I would recommend 6 levels Shadowdancer and 14 levels Bloodrager.Both classes are Charisma based for casting purposes so they should really go well together. You could use a scythe as a weapon and..... pretend you're the Grim Reaper.....