Which class benefits most from reach?


Advice

Dark Archive

I'm thinking of building a leshy melee combatant built around the Grasping Reach ancestry feat.

I'm thinking of going Barbarian, but was wondering if another class like fighter or ranger might gain more benefit.

Mostly i want to focus on class feats that allow attacking multiple foes "within reach" or that improve two-handed weapons in some way, since Grasping Reach requires using a non-reach 2-hander.


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Fighter's Attack of Opportunity makes reach really good for them.

Paladins in particular get very strong with reach weapons.


Paladin Champion. Being able to stand behind a party member and use your Reaction to attack enemies in front of them is a huge advantage, especially in cramped spaces. So much so that the Gnome Flickmace is often recommended for Paladins because it's the only one-handed reach weapon (allowing you to have reach and a shield.)


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The whip and scorpion whip also have reach, but the flicmace is a superior weapon. However, the question is if the Unconventional Weaponry feat is worth it, and also limits the useful of the weapon to humans and gnomes, while the whip is available to anyone with martial weapon proficiency.


At any rate, Grasping Reach only works if you're wielding a weapon in two hands, which means the flickmace, whip, and scorpion whip aren't really worth discussing when talking about that feat.

But I do agree that a Paladin Champion would make good use of the added reach in combination with the Ranged Reprisal feat. It's just that you'll be forgoing a shield to make use of something like a polearm or a bo staff.

Silver Crusade

Claxon wrote:
The whip and scorpion whip also have reach, but the flicmace is a superior weapon. However, the question is if the Unconventional Weaponry feat is worth it, and also limits the useful of the weapon to humans and gnomes, while the whip is available to anyone with martial weapon proficiency.

Not quite true. Other ancestries have to go through another hoop (Adopted Ancestry) but they can get proficient with that sweet, sweet Yo Yo of Dooooooommmmmm :-)


pauljathome wrote:
Claxon wrote:
The whip and scorpion whip also have reach, but the flicmace is a superior weapon. However, the question is if the Unconventional Weaponry feat is worth it, and also limits the useful of the weapon to humans and gnomes, while the whip is available to anyone with martial weapon proficiency.
Not quite true. Other ancestries have to go through another hoop (Adopted Ancestry) but they can get proficient with that sweet, sweet Yo Yo of Dooooooommmmmm :-)

It looks like they could go adopted ancestry(gnome) and pick up gnome weapon familiarity. But it does cost an extra ancestry feat compared to being human, which means it takes longer to get access to.

So you're right that they can get access, but having to wait till level 5 to get it would be pretty lame.


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pauljathome wrote:
Not quite true. Other ancestries have to go through another hoop (Adopted Ancestry) but they can get proficient with that sweet, sweet Yo Yo of Dooooooommmmmm :-)

A Bladed Diabolo?


graystone wrote:
pauljathome wrote:
Not quite true. Other ancestries have to go through another hoop (Adopted Ancestry) but they can get proficient with that sweet, sweet Yo Yo of Dooooooommmmmm :-)
A Bladed Diabolo?

About as relevant to this thread's topic as the Gnome Flickmace is, since neither can be used with Grasping Reach.


One of the key problems here is that grasping reach has relatively limited utility.

For many of the listed classes, they already have access to normal reach weapons. So for most, the difference is a switch from a 1d10 halberd to a 1d12 greatsword. A slight advantage, I suppose.

There is some potential value for picking weapons with specific traits. My first instinct was to look for a finesse weapon- for example, turning the spiked chain into a reach weapon. that would give it a much more noticeable leap to 1d8 compared to the whip's 1d4.

But many of the key finesse classes can't really benefit from this- the rogue have limited profiency (I think the only 2 handed weapon they have is already reach), while the swashbuckler really wants a 1 handed weapon so they can use an AC boosting stance (you might be rather survivable with reach and a back step from dance style, but AC also gives swashbucklers offensive benefits with riposte.)

Clerics might be the class with the largest benefit from this feat. Their weapon selection is limited by their deity (they they might not have actual reach weapons that are better), and they might enjoy the defensive benefits of reach.

So... my answer is a finesse/smite based Cloistered Cleric of Zon-Kuthon. Be the edgiest little eggplant. And leshies actually have the stats for this build.


lemeres wrote:

One of the key problems here is that grasping reach has relatively limited utility.

For many of the listed classes, they already have access to normal reach weapons. So for most, the difference is a switch from a 1d10 halberd to a 1d12 greatsword. A slight advantage, I suppose.

Actually, Grasping Reach has a side effect of reducing your damage die one step, so even that slight advantage goes away.


Fuzzy-Wuzzy wrote:
lemeres wrote:

One of the key problems here is that grasping reach has relatively limited utility.

For many of the listed classes, they already have access to normal reach weapons. So for most, the difference is a switch from a 1d10 halberd to a 1d12 greatsword. A slight advantage, I suppose.

Actually, Grasping Reach has a side effect of reducing your damage die one step, so even that slight advantage goes away.

Yeah. Edgy eggplant it is then.

Even the regular finesse builds would prefer having a free hand for free with a whip compared to spending a feat for 1d6 spiked chains. At least then, they can start out harmlessly cute (on a mechanical level, rather than just on the aesthetic one)


lemeres wrote:
Fuzzy-Wuzzy wrote:
lemeres wrote:

One of the key problems here is that grasping reach has relatively limited utility.

For many of the listed classes, they already have access to normal reach weapons. So for most, the difference is a switch from a 1d10 halberd to a 1d12 greatsword. A slight advantage, I suppose.

Actually, Grasping Reach has a side effect of reducing your damage die one step, so even that slight advantage goes away.

Yeah. Edgy eggplant it is then.

Even the regular finesse builds would prefer having a free hand for free with a whip compared to spending a feat for 1d6 spiked chains. At least then, they can start out harmlessly cute (on a mechanical level, rather than just on the aesthetic one)

Thing is, due to the way the reach rules are worded, Grasping Reach lets you start out with a 15-foot reach. That's not a bad advantage to give up a die size for, especially if you have the Attack of Opportunity ability or the Paladin reaction combined with Ranged Reprisal. More space covered means those reactions are more likely to go off.

Dark Archive

I don't think it does though? It specifies that "Weapons wielded in your
extended grasp gain reach of 10 feet".

To me that reads as "Your reach is 10ft." not "Your reach increases by 10ft."

Basically my thought was either Greataxe or Maul, and then I have the option of attacking at 5" with a d12 or attacking at 10" with a d10.


TiwazBlackhand wrote:

I don't think it does though? It specifies that "Weapons wielded in your

extended grasp gain reach of 10 feet".

To me that reads as "Your reach is 10ft." not "Your reach increases by 10ft."

Basically my thought was either Greataxe or Maul, and then I have the option of attacking at 5" with a d12 or attacking at 10" with a d10.

Actually, I think it does.

Reach wrote:

Source Core Rulebook pg. 283 1.1

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures.

Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.


TiwazBlackhand wrote:


Basically my thought was either Greataxe or Maul, and then I have the option of attacking at 5" with a d12 or attacking at 10" with a d10.

Those big two handed weapons are the right ones for Grasping Reach

I think you get to attack a 5" with a d12, or you can interact then you can attack at 10" for d10 or at 5" for d10.
The interact swaps the dice and the reach.

Getting back to the original question. Using a two handed weapon with optional reach means you are talking about a martial class that likes these so yes Barbarian, then Fighter/Ranger.

Its also Leshy which is +2CON/+2WIS/+2Free/-2INT which is good for any class that doesn't need INT. Maybe a problem if you need DEX as a secondary stat.

Barbarian is perfect. Take Swipe and get an Attack of Oppourtunity ASAP.


Ventnor wrote:
TiwazBlackhand wrote:

I don't think it does though? It specifies that "Weapons wielded in your

extended grasp gain reach of 10 feet".

To me that reads as "Your reach is 10ft." not "Your reach increases by 10ft."

Basically my thought was either Greataxe or Maul, and then I have the option of attacking at 5" with a d12 or attacking at 10" with a d10.

Actually, I think it does.

Reach wrote:

Source Core Rulebook pg. 283 1.1

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures.

Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

But Grasping Reach doesn't give you reach with your limbs (though perhaps logically it should). Only the weapon you wield gains it; you can't just do it w/o a weapon to slap someone 10' away or pick something up.

Also, RAI is certainly not 15ft reach for a 1st-level ancestry feat. Giant instinct barbarians don't get that until 6th.


Under the assumption that you are only getting 10' total reach... most classes with martial weapons have regular polearms that are on par or surpass what you can do with this feat.

of course, that is the kind of awkward space that you expect from a 1st level ancestry feat. It gives you a cool image, and slightly better weapon selection in terms of various traits. I suppose for martial classes, it does have a benefit where it is far less picky about loot- you can be the all powerful reach fighter with a vast number of weapons.


The main advantage of Grasping Reach is definitely that there a few traits that aren't otherwise available on a reach weapon. But since reach weapons have no donut hole of weakness in 2e...


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Fuzzy-Wuzzy wrote:
Ventnor wrote:
TiwazBlackhand wrote:

I don't think it does though? It specifies that "Weapons wielded in your

extended grasp gain reach of 10 feet".

To me that reads as "Your reach is 10ft." not "Your reach increases by 10ft."

Basically my thought was either Greataxe or Maul, and then I have the option of attacking at 5" with a d12 or attacking at 10" with a d10.

Actually, I think it does.

Reach wrote:

Source Core Rulebook pg. 283 1.1

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures.

Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

But Grasping Reach doesn't give you reach with your limbs (though perhaps logically it should). Only the weapon you wield gains it; you can't just do it w/o a weapon to slap someone 10' away or pick something up.

Also, RAI is certainly not 15ft reach for a 1st-level ancestry feat. Giant instinct barbarians don't get that until 6th.

Upon reading the feat again, it also specifies that it doesn't work with weapons that naturally have reach. So, it does indeed look like I was wrong about that.

As others have said, its probably best to use this feat with high damage-die weapons like Greatswords and Mauls.

Although thinking about it, a Bastard Sword build could be interesting. You essentially have 3 stances; 1-handed d8, 2-handed reach d10, and regular 2-handed d12. Not sure what kind of build would best make use of such a setup, though.


TiwazBlackhand wrote:

I'm thinking of building a leshy melee combatant built around the Grasping Reach ancestry feat.

I'm thinking of going Barbarian, but was wondering if another class like fighter or ranger might gain more benefit.

Mostly i want to focus on class feats that allow attacking multiple foes "within reach" or that improve two-handed weapons in some way, since Grasping Reach requires using a non-reach 2-hander.

- Paladin, because of its champion reaction

- Fighter, because of AoO and its good sinergy with lounging stance ( 15feet reach with a reach weapon ).

- Any character which decides to take the AoO feature, whether it is from a class feat ( Champion and Barbarian ) or a dedication ( Anybody ).

Finally, any class with reach will be able to get a better action management ( not needing to take a step even 1 round out of 4 would mean 1 extra action out of 12, for example ).


Leshy barbarian? That is funny. The raging, murderous plant.

Lantern Lodge

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Deriven Firelion wrote:
Leshy barbarian? That is funny. The raging, murderous plant.

You ever listen to asong by a group called the Arrogant Worms called:

CARROT JUICE IS MURDER

One of my favorite songs!

Here's the first chorus:

Listen up brothers and sisters, come hear my desperate tale
I speak of our friends of nature, trapped in the dirt like a jail
Vegetables live in oppression, served on our tables each night
The killing of veggies is madness, I say we take up the fight
Salads are only for murderers, coleslaw's a fascist regime
Don't think that they don't have feelings, just 'cause a radish can't scream


Deriven Firelion wrote:
Leshy barbarian? That is funny. The raging, murderous plant.

An anti-vegetarian taking up arms against farmers and salad bars. ;)

Liberty's Edge

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The big advantage of Grasping Reach, IMO, is that you can switch between Reach and the higher damage die while only improving a single weapon. If you just want a Reach weapon, then yeah the Feat's unnecessary but the fact that you can turn it on and off basically at will is super relevant.

The shifting rune eventually eclipses this advantage, but it's hardly free and not available until 6th level at the earliest.


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Maybe not super optimal, but combining Grasping Reach with the Druid Verdant Weapons feats sounds like a pretty fun and flavorful combo.

Shadow Lodge

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Ventnor wrote:

...

Although thinking about it, a Bastard Sword build could be interesting. You essentially have 3 stances; 1-handed d8, 2-handed reach d10, and regular 2-handed d12. Not sure what kind of build would best make use of such a setup, though.
Technically speaking, a Bastard Sword is a one handed weapon that can be wielded in two-hands to get a larger weapon die (due to its 'Two-Hand d12' trait):
Two-Hand wrote:

Source Core Rulebook pg. 283 1.1

This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice, such as those from striking runes.
This doesn't seem to meet the actual requirements of Grasping Reach:
Grasping Reach (Feat 1) wrote:

Leshy

Source Character Guide pg. 54
You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn’t have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon’s damage die by 1 step.


I somehow agree with Taja.

In order to be elegible for the reach, a bastard sword has to be used as one handed weapon. If you use it Two-Handed, you simply lose the reach feature given by the leshy feat.

Shadow Lodge

HumbleGamer wrote:

I somehow agree with Taja.

In order to be elegible for the reach, a bastard sword has to be used as one handed weapon. If you use it Two-Handed, you simply lose the reach feature given by the leshy feat.

One Handed use doesn't work either, as the feat requires 'you wield a melee weapon that requires two hands, doesn’t have reach, and deals at least 1d6 damage'.

The only weapons that seem to fit this criteria are:

  • Elven Curve Blade
  • Falchion
  • Greataxe
  • Greatclub
  • Greatpick
  • Greatsword
  • Maul
  • Ogre Hook
  • Scythe
  • Spiked Chain
  • War Flail


Greatclub and Maul looks interesting. They would be the only 'reach' weapons with shove.

it actually works with a reach build, since a successful shove at max reach pretty much guarantees that the enemy has to cross your reach to get back to you.

of course, then you have to deal with MAP and pushing the opponent out of your reach (which likely means assurance athletics against the relatively reliable fort saves of monsters)

And we come back to the 'many AoO classes have better existing options' problem. Fights can already use brutish shove with a real reach weapon, and Barbarians have Knockback. Champions and Rangers might be able to find it useful?


I like using 2-handed hammers and flails for the prone crit effect.
Combined with the reach from grasping reach and attack of opportunity from the fighter.
Ok, getting crits might be relatively rare, but having a chance to prone a melee opponent before he can reach you is quite nice.

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