
alexander leah |

First of All, sorry in advance for my terrible english.
Hi all, our group just finished a 6 year long campaign in the faerun and we are going to start a new campaign the next week.
We will start at lv1, point buy 15, no traits, manual permitted : core, UM,UC, APG,ACG, everything else need to be approved by the master, the other players will play:
wizard with necromancy school focus
swashbuckler probabily will took manouver feats
barbarian
alchemist probabily more hyde than bomber
no one of those will be terribly optimized.
I have a clear character concept in mind, a spear wielder combatant powered by some external magic granted to him, loosely based on kaladin stormblessed from the stormlight archive, the one that is actually giving him power is the character that i was playing in the campaing that just ended (100 years time skip between the 2 campaign).
My previuos pc was an elven magus prince of lost land, this one should be his descendant, so i would roll a Elf or half elf.
For the class i found the perfect match that is an oracle spirit guide, i'm looking for the best route to follow:
ditch Dex, take power attack and a revelation that let me use cha instead of dex for AC
take something like this : 16 for 14 dex 12 cos 10 int 8 sag 14 car
and first feat combat reflexes
also i'm torn between the mystery the ones that actually have a good compatibility with my background are : ancestor, battle, wind (lighintig based) and lunar

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Lunar isn't in your approved sources...but anyway even if he was going to approve it, probably not the best choice for a reach build.
Battle is technically the best for reach build, but ancestor and Lunar actually do make decent warriors as well. Wind mystery has nothing for a reach build or even warrior build.

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Because you're limited to a 15 point buy, maybe Nature or Lore will allow you to dump Dex, I like nature in the fact that you'll be able to apply your charisma to your Dex save later with Divine Protection. With Lore you can get a lot out of the knowledges. With Nature you'd be able to get an animal companion and an easy way to bypass the Lame Curse.

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Sounds like a great character! All flavors of Oracle can work for your general plan.
I'd like to point out one ability score optimization thing. You have Combat Reflexes, fight with a longspear, and probably plan on using some form of reach tactics. DEX 12 gives you two AoOs, which is usually all you'll get. It's pretty rare to get 3 or more AoOs in one round.
Your very best combat buff will often be Enlarge Person. Get as many 50 gp potions as you can. Always carry a few. This gives you 20' reach and a huge 50' diameter threatened zone. This also subtracts 2 from your DEX, reducing your AoO count by one. You get the opportunity to take lot more AoOs when you are Large. If you plan to use Enlarge Person much you really want a way to get DEX 14, so you get multiple AoOs when enlarged. Probably not possible with a 15 point build, but something to consider. For example, the extra 2 AoOs from the 2nd level Cats Grace buff will be great when you Enlarge.

Azten |

My friend, Battle is what you want!
Want to be like a fighter? Skill At Arm's revelation(proficient in heavy armors and martial weapons).
Want to put that reach to good use? Pick up a guisarm. Now take Surprising Charge(1/day immediate action movement!), Weapon Mastery(three feats over 12 levels), and Maneuver Mastery(trip)(level = BaB for trip maneuvers, plus Improved and Greater Trip as bonus feats).
Are you an elf? Apply your favored class bonus(+1/2 level for an oracle revelation) to Maneuver Mastery and you get Improved Trip at level 5, Greater at level 8, and a nice bonus when tripping. My 10th level Oracle is rocking a grand total of +29 to trip attempts. :)
Why focus on tripping, you ask? It stops movement and prone enemies are much easier to hit with your weapon, plus they have to spend actions to stand up. Which provoke.

alexander leah |

forgot to say that we will play probbily with the vigor and wounds rule.
Since i'm going spirit guide i may just skip combat reflexes since at lv 3 i will probily stay in the battle spirit with the hex that let me 1 additional AoO, so i will always get 2 AoO no matter what.
But if i go battle mystery i cant ditch my dex since i will be stuck with medium armor (i like mobility so my aim is a mithral breastplate) and no way to use cha instead of dex.
Would be the ancestor mistery that bad?

avr |

No, the ancestor mystery is a perfectly decent warrior, no worries there. Some of your revelations are activated as move actions, so it's effectively not as mobile as some. You said you wanted mobility.
The battle oracle does sound like what you're after. You don't have to use heavy armor and it covers smashing faces well, and it even gives you a little boost to mobility via surprising charge.
The mysteries which let you use cha for some dex-related stuff aren't either of these. Lunar does but its best combat tricks are turning into a tiger and pouncing on an enemy, or having your tiger animal companion do the pouncing, or both. I'm not sure if that's your concept exactly, you don't use a spear to do either.

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Combat reflexes is not just for more AOOs. Its for taking AOOs when flatfooted, which is actually the time many AOOs occur. At the very start of combat. You get to give the monsters nasty surprise that way. Charging at me for your +2 to hit? Ooops, you have been tripped 10 ft from me. No attack for you! That could save you quite some hps.

alexander leah |

I like mobility more in the form of not being stuck with a low movement speed.
that said here some of the options:
str 16 dex 14 con 12 int 10 wis 8 cha 14
battle mystery: warsight and combat reflexes or another mystery
dex needed for AC, combat reflexes may be skipped since at lv 3 i will have the Battle Master hex from spirit guide
str 16 dex 14 con 12 int 10 wis 8 cha 14
ancestor mystery: ancestral weapon and combat reflexes or another mystery
dex is needed, ancestral weapon is cool and grant me some flexibility, unsure about the rest of the mystery revelations
str 16 dex 10 con 12 int 10 wis 8 cha 16
Lunar mystery: Prophetic Armor and combat reflexes or another mystery
dex is skipped, i may also get a nice animal companion

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Combat reflexes is not just for more AOOs. ... Charging at me for your +2 to hit? Ooops, you have been tripped 10 ft from me. No attack for you! That could save you quite some hps.
Full agreement. This benefit from Combat Reflexes seems to come up at least one fight in five. This is part of the often-overlooked defensive value of reach weapons. Another part is foes who refuse to give up an AoO and thus avoid you. Nothing in the rules suggest that reach weapons have defensive value, but they do.

avr |

With the Ancestor mystery - ancestral weapon is cheap to duplicate with cash. Unless you're seriously worried about being taken captive, skip that revelation. Instead consider Blood of Heroes and Sacred Council at 1st & 3rd levels. Once you get a conductive weapon Phantom Touch is OK. Wisdom of the Ancestors & Voice of the Grave add nothing to combat but might be worth considering at some point anyway, Spirit of the Warrior and Spirit Walk are good when they become available (from level 11).

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Movement is actually not so important on a reach weapon user, being that the reach gives you an artificial "boost" in getting in a position to hit bad guys. The ideal situation for a reach weapon user is to force bad guys to come to him, and not charge at them(unless ranged attacks or spellcasters are involved).