Warpriest - Arsenal Chaplain reach or melee?


Advice


We're doing Rise of the Runelords. I do not know the other classes of the party members.
I'm guessing we're going 15 PB, that's the standard for APs, but could maybe be 20PB.

Is it even possible to have a reach build? I don't wanna dump any stats (roleplaying reasons).
I was thinking going

15 PB
STR 14
DEX 12
CON 12 + 2
INT 12
WIS 12 + 2
CHA 12 - 2

What can I do with this? I'm not really familiar with Reach stuff, was thinking of going Power Attack, and that's about it lol.


The base of a reach build would be combat reflexes and power attack. After that you could slide into maneuvers, pushing assault and lunge for even more area control, or other routes.


Java Man wrote:
The base of a reach build would be combat reflexes and power attack. After that you could slide into maneuvers, pushing assault and lunge for even more area control, or other routes.

Why would I want to push the enemy 5 feet? Wouldn't that put them outside my reach if I'm attacking them?


If you combine it with lunge or use it on your last iterative you can put them in the position of needing to use a move action to re-engage you in melee, and eat an AoO at the same time.


I would thoroughly recommend a reach build for Arsenal Chaplain. Even 1 extra attack with a big 2-handed weapon during a combat is enough to be worth it. If you enlarge yourself you even get AoOs vs Huge creatures before they can attack you.

Your stats look fine (not great but fine), the only feat really needed is Combat Reflexes, but Lunge would let you attack an enemy while still keeping them far enough away that they can't 5-foot-step to attack you. Other feats like Pushing Assault help push them back if they get within your defences.

I have a warpriest that uses Combat Reflexes, Improved Critical (Fauchard), Cleaving Finish (and Lunge to improve "threatened area") and {Cornugon Smash + Hurtful} to get as many damage rolls as possible during the round. With Weapon Training it had a huge damage output, although it's pretty feat heavy (uses human FCB). (Also while the Fauchard is amazing, the Bardiche is almost as good and doesn't require exotic proficiency.)

One thing to remember with a reach build is that Combat Reflexes has 2 functions. 1) It gives you more AoOs per turn, which is great vs big groups. 2) It lets you make AoOs while flat-footed, meaning an enemy who charges you in the surprise round still takes a pole-arm to the face. This has literally saved my characters' lives more than once.


Also: your stats look like you are a dwarf, if that is the case I'd go with the dwarven giant sticker for your main weapon. Something to keep in mind is that you get to apply sacred weapon to stuff you take weapon focus for, as well as your deity's favored weapon. So if you find a deity who has a good back up or ranged weapon as their favored, score.


MrCharisma wrote:

I would thoroughly recommend a reach build for Arsenal Chaplain. Even 1 extra attack with a big 2-handed weapon during a combat is enough to be worth it. If you enlarge yourself you even get AoOs vs Huge creatures before they can attack you.

Your stats look fine (not great but fine), the only feat really needed is Combat Reflexes, but Lunge would let you attack an enemy while still keeping them far enough away that they can't 5-foot-step to attack you. Other feats like Pushing Assault help push them back if they get within your defences.

I have a warpriest that uses Combat Reflexes, Improved Critical (Fauchard), Cleaving Finish (and Lunge to improve "threatened area") and {Cornugon Smash + Hurtful} to get as many damage rolls as possible during the round. With Weapon Training it had a huge damage output, although it's pretty feat heavy (uses human FCB). (Also while the Fauchard is amazing, the Bardiche is almost as good and doesn't require exotic proficiency.)

One thing to remember with a reach build is that Combat Reflexes has 2 functions. 1) It gives you more AoOs per turn, which is great vs big groups. 2) It lets you make AoOs while flat-footed, meaning an enemy who charges you in the surprise round still takes a pole-arm to the face. This has literally saved my characters' lives more than once.

Our party is Paladin, Warrior and Wizard.

I don't wanna cheese it too much, so no Fate's Favored, and race is open to anything.
I'm guessing I won't be the frontline, just wanted something from Cleric list to support with buffs.
I'm guessing I won't need that many feats if I'm not front line, and if the Wizard buffs someone it might be the Warrior.

Finally, it will be rolled stats, so I still don't know what's gonna happen lol.


I'm not sure Fate's Favored is cheese as much as a fairly integral part of the class' power :)

With Paladin, I assume you mean Fighter (unless someone is legitimately taking the Warrior NPC class) and Wizard, you might be weak on the skills side of things. Not saying you should pick up the slack, but that might be something you find yourself needing down the road.

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