How to threaten adjacent while wielding a reach weapon?


Advice


My dwarf barbarian wields a dorn-dergar two handed, normally as a reach weapon. Since both hands are occupied holding the weapon, is there any way I can *also* threaten adjacent squares? I thought about armor spikes, but it looks like they are treated as an off-hand weapon, and thus not compatible with my already wielding a weapon with both hands. Basically I want to attack at reach but still be able to take AoO against an enemy that closes to my adjacent square. My feats and rage powers are in short supply, so ideally I'd like to find an equipment solution (Magic or otherwise).


wouldn't improved unarmed strike let you kick people who get to close? also, i could swear armor spikes would have been a solid answer...


getting some sort of natural attack like a bite, talon, wing, tail, sting, tentacle ect. would do


Armor Spikes work fine when it comes to threatening adjacent squares and making AoOs. The FAQ only prevents you from combining THF and TWF during your round. Weapons like the Dwarven Boulder Helmet will also work.


Spiked gauntlets would work as well since taking a hand off or putting a hand back on a two handed weapon are both free actions. Though if youre a dwarf barbarian the boulder helmet is totally the way to go for vicious dwarven headbutts to the groin.

RPG Superstar 2012 Top 32

Spiked gauntlets are a classic for a reason. :-)


i wouldn't recommend spiked gauntlets as then he wouldn't be able to make AoOs with the mace


Isn't releasing a hand and grabbing something again a free action?
Because then he would be able to use both the spiked gauntlet and the mace freely, wouldn't he?


Gisher wrote:
Weapons like the Dwarven Boulder Helmet will also work.

This is the way to go. With dwarf Weapon Familiarity and barbarians being proficient with all martial weapons, just slap on the helmet and headbutt anyone that gets adjacent to you.


Kileanna wrote:

Isn't releasing a hand and grabbing something again a free action?

Because then he would be able to use both the spiked gauntlet and the mace freely, wouldn't he?

free actions can only be taken on your turn non actions can be taking on any ones turns so talking can only be done on your turn were as knocking an arrow is a non action allowing you to do it on any ones so if he releases the hammer as a free action on his turn he wont be able to use the mace to make aoos as he wont be wielding it as he will be focusing on using the gauntlet


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Kileanna wrote:

Isn't releasing a hand and grabbing something again a free action?

Because then he would be able to use both the spiked gauntlet and the mace freely, wouldn't he?

I'm not sure why maces came up, but you generally can't take actions, even free actions, outside of your turn. Speaking is an exception, and sometimes free actions might be allowed as part of other out-of-turn actions.

If you are holding a reach weapon like a longspear with both hands and an enemy leaves one of your adjacent squares, your spiked gauntlet isn't available to make a melee attack and so doesn't threaten that square. You can't just decide to change your grip out of turn so you don't get an AoO.

Similarly if you are holding your longspear in one hand and have a spiked gauntlet in the other, then your longspear doesn't threaten squares 10' feet away. You can't just decide to conveniently change your grip when a creature would have provoked an AoO by leaving one of the squares that the longspear would have threatened if you were gripping it with both hands.

But with something like armor spikes and a longspear, both are available when needed.

Edit: Ninja'd by Lady-J. :)


Gisher wrote:
Kileanna wrote:

Isn't releasing a hand and grabbing something again a free action?

Because then he would be able to use both the spiked gauntlet and the mace freely, wouldn't he?

I'm not sure why maces came up, but you generally can't take actions, even free actions, outside of your turn. Speaking is an exception, and sometimes free actions might be allowed as part of other out-of-turn actions.

If you are holding a reach weapon like a longspear with both hands and an enemy leaves one of your adjacent squares, your spiked gauntlet isn't available to make a melee attack and so doesn't threaten that square. You can't just decide to change your grip out of turn so you don't get an AoO.

Similarly if you are holding your longspear in one hand and have a spiked gauntlet in the other, then your longspear doesn't threaten squares 10' feet away. You can't just decide to conveniently change your grip when a creature would have provoked an AoO by leaving one of the squares that the longspear would have threatened if you were gripping it with both hands.

But with something like armor spikes and a longspear, both are available when needed.

Edit: Ninja'd by Lady-J. :)

Oops, I left out a word. The last sentence of the second paragraph should be...

Quote:
You can't just decide to change your grip out of turn and so you don't get an AoO.


Lady-J wrote:
Kileanna wrote:

Isn't releasing a hand and grabbing something again a free action?

Because then he would be able to use both the spiked gauntlet and the mace freely, wouldn't he?
free actions can only be taken on your turn non actions can be taking on any ones turns so talking can only be done on your turn were as knocking an arrow is a non action allowing you to do it on any ones so if he releases the hammer as a free action on his turn he wont be able to use the mace to make aoos as he wont be wielding it as he will be focusing on using the gauntlet

Most of what you are appearing to say [that actually answers the question] seems correct, but Speaking can be done on others' turns.

http://www.d20pfsrd.com/gamemastering/combat/#TOC-Speak
Speak
In general, speaking is a free action that you can perform even when it isn’t your turn. Speaking more than a few sentences is generally beyond the limit of a free action


A dip in Brawler would give you Improved Unarmed Strike and allow you to strike with body parts other than your hands. It would also increase your damage from 1d3 to 1d6.


Thanks for all the suggestions. So, why the boulder helmet over the armor spikes, given that the helmet takes up your head slot? (Aside from the RP reason that it fits well for a Dwarven character).


Well it uses the head slot but can be enchanted as a weapon. You're unlikely to want a mental stat boost so that works out.

Can be made of any metal material. Good for DR

Has a few other built in attack and defense benefits.


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Diggy diggy hole?


Kileanna wrote:

Isn't releasing a hand and grabbing something again a free action?

Because then he would be able to use both the spiked gauntlet and the mace freely, wouldn't he?

It's not a free action that can be performed outside the character's turn.

Lady-J wrote:
free actions can only be taken on your turn non actions can be taking on any ones turns so talking can only be done on your turn

Talking is explicitly permitted outside the character's turn.

Free Actions wrote:

Speak

In general, speaking is a free action that you can perform even when it isn’t your turn


Cavall wrote:

Well it uses the head slot but can be enchanted as a weapon. You're unlikely to want a mental stat boost so that works out.

Can be made of any metal material. Good for DR

Has a few other built in attack and defense benefits.

why would they not want mental stats will saves are the most important saves in the game and they need to boost wisdom to get better at them

Sovereign Court

Pathfinder Starfinder Society Subscriber

Headbands of mental stats use the headband slot, not the head slot. Ditch the jingasa and get a boulder helmet.


Abraham Z. wrote:
Thanks for all the suggestions. So, why the boulder helmet over the armor spikes, given that the helmet takes up your head slot?

AS to why, IMO the helmet is a more practical weapon: a lot of actions seem like a poor idea when you're covered in spikes like catching the fair maiden as she jumps out of the window... ;)

Secondly, there is a nice line of feats for the helmet, especially if you splurge on an adamantine helmet.

3rd, it gives a +2 to your AC for crit confirmations.

4th, as you said, it's cool/thematic.

5th, i've had situations there our group was captured and our weapons were taken. Everyone's armor was left except for the spiked armor which was taken. There are also situations like Adherers where your weapon gets stuck: you can drop a normal weapon as a free action but armor takes 5-10 rounds to take off.

As to the head slot, as a barbarian, is there anything you planned to put there? if not, the slot isn't much of an issue. Mental stats are headbands not head so i can't think of anything to put there offhand.


Ever since the nerf to the Jingasa my martials rarely have a planned out head slot item, so the boulder helmet comes in handy.

I don't know what the end result was but I recall a conversion about the dwarf cleave feats and someone using the boulder helmet, the dorn dergar and lunge to attack everything within 15 feet. The argument was whether you could cleave with two weapons and I don't know the answer to that. Anybody know?


Sah wrote:

Ever since the nerf to the Jingasa my martials rarely have a planned out head slot item, so the boulder helmet comes in handy.

I don't know what the end result was but I recall a conversion about the dwarf cleave feats and someone using the boulder helmet, the dorn dergar and lunge to attack everything within 15 feet. The argument was whether you could cleave with two weapons and I don't know the answer to that. Anybody know?

The feat does not specify the secondary attacks must be made with the same weapon. As it is its own type of standard action, it's anyone's guess as to whether full-attack-like hands of effort are in play.


For the helmet over armor spikes debate, another thing that could be worth noting is that the helmet is bludgeoning, which is more likely to cover DR than piercing damage.

The +2 Bull Rush is also decent, if a bit situational. Might be worth being staggered the next round to push an enemy into the wizard's pits. Meshes well with Strength Surge (as you will likely need every available bonus if you start fighting bestiary monsters rather than humanoid NPCs.


Is there a reason why you can't us Armor Spikes and a Boulder Helmet? Armor Spikes are not necessarily an off hand weapon. They are light weapons. They make a good choice for off hand weapons, but they wouldn't be off hand weapons when making Attacks of Opportunity. AoOs are special. they happen outside the regular flow of combat. even if you did just make a full attack with a long sword and Armor Spikes, if then you make an AoO with your Armor Spikes, those Spikes are not off-hand unless you manage to also attack with your sword, which you can do with a 3.5 Feat that slips my mind.


Sah wrote:

Ever since the nerf to the Jingasa my martials rarely have a planned out head slot item, so the boulder helmet comes in handy.

I don't know what the end result was but I recall a conversion about the dwarf cleave feats and someone using the boulder helmet, the dorn dergar and lunge to attack everything within 15 feet. The argument was whether you could cleave with two weapons and I don't know the answer to that. Anybody know?

You mean do a Great Cleave with your Dorn Deugar against everyone 10' away and also hitting adjacent opponents with your Armor Spikes (or unarmed strikes, or boulder helm, or whatever)? I've been thinking of doing that trick myself, and haven't found any rules that make that a problem. Cleaving seems to be all about hitting adjacent opponents you can reach. no matter what with.

I was thinking a Phalanx Soldier Fighter with a Lucerne Hammer in 1 hand and a Shield in the other, Shield Slamming adjacent opponents away and tenderizing the more distant ones with his hammer.


Scott Wilhelm wrote:
Is there a reason why you can't us Armor Spikes and a Boulder Helmet?

It's hard to keep up a secondary weapon to be competitive let alone a third one. It's fine when you're low level, but once the pluses start adding up, it's not very feasible.

Plus on an esthetic point, I tend to avoid armor spikes if possible as they seem pretty dangerous like riding a giant porcupine...


The Dwarven Boulder Helmet indicates it takes up the head slot despite the fact it is not a magic item.

The PRD states:

Magic Items on the Body wrote:
Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a "slot."

Is this some form of special rule that this item precludes magic in the same location? It certainly is not the norm.

/ceva


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graystone wrote:
Plus on an esthetic point, I tend to avoid armor spikes if possible as they seem pretty dangerous like riding a giant porcupine...

I assumed that the spikes were mostly limited to the pauldrons or vambraces so you attack with your armor spikes by throwing a shoulder or a forearm. Rather than just being uniformly spiky all over, that is.


PossibleCabbage wrote:
graystone wrote:
Plus on an esthetic point, I tend to avoid armor spikes if possible as they seem pretty dangerous like riding a giant porcupine...
I assumed that the spikes were mostly limited to the pauldrons or vambraces so you attack with your armor spikes by throwing a shoulder or a forearm. Rather than just being uniformly spiky all over, that is.

I would too but I've seen my share of DM that go with the porcupine look and enforce things that naturally result when you walk around like that. It's an issue I don't run into with other non-hand weapons.

It doesn't help that images are floating around of that look. Check out this pic from 3.5: Spiked armor


I don't think either way of looking at it is wrong. Even then it would be smart to do both arms as grapple rules may not be your friend otherwise.

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