Best use of Reach Weapon [Archive] - Wizards Community

Post/Author/DateTimePost
Maliseth Tyranis

03-31-06, 01:16 PM
I'm looking to design a character that uses a weapon with reach. I don't want to waste a feat on an Exotic Weapon Prof. unless it will really help the build. I don't want to use a spiked chain either, I want to use some sort or Polearm or Staff.


My question is what is the best classes and feat combos to use with this character? Is there a link to a thread were this is already discussed?

Also, I really like the AoO feats from Dragon 340, if these can be used to maximum effecctiveness I would like to have them.
Kuroi Kenshi

03-31-06, 03:13 PM
Tripping tends to be used with reach weapons combined with unarmed strikes, so you threaten squares adjacent to you. Hold the Line is an awesome feat for reach weapons. Close Quarters Fighting is a feat more important for non-spiked chain users. It'll help protect you from being grappled and rendering you far less effective. Other than that, most if not all the feats on snow's spiked chain tripper build will do well if you go the tripping route with a normal reach weapon. Defensive throw can also be used very excellently if you have Improved Unarmed Strike.

A Psywar build would do well since you can use expansion to get your reach much higher. That'd probably be the best overall. For other builds, good classes include a combination of fighter2, barbarian2, shou disciple4 or 5, and/or monk2-6 (IIRC). That's just off the top of my head. I'm sure there are more.
nittanytbone

03-31-06, 04:20 PM
*Make sure you equip yourself with some way to threaten squares next to you:
Improved Unarmed Strike
Monk levels
Spiked Gauntlet
Armor Spikes
Try to convince your DM that the haft of your polearm is like an improvised quarterstaff (-4 to hit for 1d6 damage, but at least threatens)

*Improved Trip is a good battlefield control technique.

*If you have precision or elemental damage of some type, you could try TWF with a polearm and spiked armor. You can take a 5' step as part of a full attack routine so even against single opponents you can whack the armor spikes then step back to whack again with the polearm.

*Find some way to get enlarged for massive reach. Either a level of cleric of strength, a friendly wizard, a cohort, potions, whatever it takes.

*Combat Reflexes is good but increases the problem of MAD -- you now have to have high dex for it to be worthwhile as well as high strength to hit things.
Timlagor

04-01-06, 09:52 AM
Dex14 gives 3AoOs/round with Combat Reflexes which will usually be enough -it's certainly enough to make the Feat worthwhile.

You need Dex13 to take it I believe and you can always buy Gloves in due course.
Psifon

04-01-06, 12:42 PM
Here is a link to a Polearm discussion thread (http://boards1.wizards.com/showthread.php?t=611469) . Person Man's post describes an excellent build IMO.