Fighting With Spears

Master of Arms by second world simulations has a spearfighting prestige class and a number of spear fighting feats:

Set & Skewer
Set & Toss
Skewer & Flip
Skewer & Pin
Underbelly Strike

(I only know these from the summary sheet on their website unfortunately - I've not been able to get the book myself)
 

log in or register to remove this ad

I just noticed that the Eberron setting has a "Precise Swing" feat that lets you ignore
cover penalties to hit an opponent in melee. Perfect for stabbing over the heads of
those gnomes and halflings!

--Ben
 

Hmm, I see no problem with the reach weapons as they are, especially for monks since they already threaten the surrounding 5' (kicks!). Thought I'd come up with a way to add how the spear adds versitility according to class, and how it is fine the way it is.
Also some considerations have to be taken for the reach on a 3D battlefield - stabbing up to reach a cloaker on the 15' cavern ceiling or an opponent at the top of the stairs. As a DM I like the feats that were mentioned to use the long spear at short range.

Fighter, Barbarian, Paladin: Take the Quickdraw feat so you can use the long spear or pole arm until an opponent closes then draw your short spear or other melee weapon to continue. Throw the spears at opponents that are fleeing or ignoring you that you can't reach in a move action. And keep a half-dozen spears as back-ups. At higher levels Improved Critical can help to max the damage, and by then you can figure out if you want to spend Weapon Focus/Specialization on one or more of them. Take advantage of the trip and disarm of the pole arms, as most DMs won't be using a charge against a PC that might set a spear.
Also try to use the reach to take out the clerics & other casters in the back line if possible. The clerics might be moving around healing the other melee guys that are pounding you, but at least you get an AoO on them. Take 5' steps to break up the front line wall and use any holes to get to the casters or other special guys first.

Monk: Truly the long spear and pole arms are best for this class, IMO. The monk will be able to attack an opponent that closes to 5', and can take advantage of the trip or other pluses with the weapon. Once within 5' the monk can keep the weapon in hand and attack near opponents (within 5') with kicks and still attack/threaten out to 10'. With combat reflexes a swarm of opponents moving to engage the monk will likely get AoOs on a good number of them. A foe that looks to flee is facing the same threatened areas to escape. With the monk's faster movement and the weapon's reach the monk can count on being able to gain some of the better positions in a fight. Also see the tumble/spring attack for rogues.

Rogue: Combined with the tumble skill early on, and spring attack later, the rogue can tumble around or through others to maintain distance and incur 2 attacks per round - 1 with the normal attack, and 1 for the AoO as the opponent closes to 5'. Also long spear becomes a great way to cover more of the battle area for potential sneak attacks.

Wizard & sorcerer: Keep casting until you are out of spells before even trying to use it. Also you can get a free AoO on that grappler headed your way.

Druid: Cast some spells until someone notices and attacks. Use the long spear with your comparitively weak (low STR) druid to get an AoO on opponent closing, then wild shape(bear? wolf? does orc taste the same no matter how you prepare it?) once they are near. It's an easy way to get an AoO on your opponent before they come to beat on you.

Ranger: Wielding two short spears? Sure, why not. After all you can drop one foe in front of you then throw the other as part of your attacks. Or throw both. Is that 'legal'? And think about Quickdraw or an equivalent (AU, use Speed Burst).

Lastly, get more than one PC to use a reach weapon. Work in conjunction to get foes to cross at least one of your threatened areas for an AoO, and two if you can. Get the wizard to cast Enlarge on you and wreak havoc with your bigness and massive threatened area - 40' reach, and with a level of monk you would threaten 100 5'x5' squares - and it can be done with a 1st level monk and 1st level mage.

Please add on or correct me as I am not a rules lawyer...yet.
 

MarauderX said:
Hmm, I see no problem with the reach weapons as they are, especially for monks since they already threaten the surrounding 5' (kicks!). Thought I'd come up with a way to add how the spear adds versitility according to class, and how it is fine the way it is.
Also some considerations have to be taken for the reach on a 3D battlefield - stabbing up to reach a cloaker on the 15' cavern ceiling or an opponent at the top of the stairs. As a DM I like the feats that were mentioned to use the long spear at short range.

True of all reach weapons but true nonetheless. A weapon with reach is pretty much the only way (other than missile weapons) to deal with a flying foe with reach.

Fighter, Barbarian, Paladin: Take the Quickdraw feat so you can use the long spear or pole arm until an opponent closes then draw your short spear or other melee weapon to continue. Throw the spears at opponents that are fleeing or ignoring you that you can't reach in a move action. And keep a half-dozen spears as back-ups. At higher levels Improved Critical can help to max the damage, and by then you can figure out if you want to spend Weapon Focus/Specialization on one or more of them. Take advantage of the trip and disarm of the pole arms, as most DMs won't be using a charge against a PC that might set a spear.

Good ideas all, though only fighters (or multiclassed fighters) have the feats necessary to really pull this off well. That said, a paladin with Quickdraw and Combat Reflexes could make good use of a reach weapon for AoOs and flexibility and switch to the good old greatsword when it came time to lay down the close-range beat-down. And, he's more likely to get long-term benefit from a multi-weapon strategy than a barbarian since a lot of paladins will switch between a lance and a close-range weapon at higher levels too. (Not to mention that Combat Reflexes works with the lance as well).

Also try to use the reach to take out the clerics & other casters in the back line if possible. The clerics might be moving around healing the other melee guys that are pounding you, but at least you get an AoO on them. Take 5' steps to break up the front line wall and use any holes to get to the casters or other special guys first.

I've been playing a polearm wielder for 3 years and I've never found this to be a particularly good tactic. Usually, I move to threaten the guy I want to attack rather than to threaten someone who might cast a spell. Controlling the battlefield, however, and denying foes mobility as well as providing multiple flanks is a big advantage.

Monk: Truly the long spear and pole arms are best for this class, IMO. The monk will be able to attack an opponent that closes to 5', and can take advantage of the trip or other pluses with the weapon. Once within 5' the monk can keep the weapon in hand and attack near opponents (within 5') with kicks and still attack/threaten out to 10'. With combat reflexes a swarm of opponents moving to engage the monk will likely get AoOs on a good number of them. A foe that looks to flee is facing the same threatened areas to escape. With the monk's faster movement and the weapon's reach the monk can count on being able to gain some of the better positions in a fight. Also see the tumble/spring attack for rogues.

Reach weapons are good for monks, but since they aren't proficient with simple weapons, they take the non-proficiency penalty with all of them. For non-multiclass monks, the spiked chain is probably the best option. They take the -4 penalty anyway but a spiked chain is more easily portable than a guisarme and allows them to use their Improved Trip feat on AoOs.

Rogue: Combined with the tumble skill early on, and spring attack later, the rogue can tumble around or through others to maintain distance and incur 2 attacks per round - 1 with the normal attack, and 1 for the AoO as the opponent closes to 5'. Also long spear becomes a great way to cover more of the battle area for potential sneak attacks.

Longspear is a good weapon for a combat rogue. However, it has rather limited utility for sneaking.

Wizard & sorcerer: Keep casting until you are out of spells before even trying to use it. Also you can get a free AoO on that grappler headed your way.

Longspear is a good weapon for a sorceror who is actually proficient. It's one of their advantages over wizards because, at least at low levels, they will run out of spells and they will need to mix it up in melee. Also, at low levels, they're not that far behind the fighter in attack bonus so the AoOs are worth something. At higher levels, a lower risk way of using the Aid Other option is nothing to be sneered at.

Wizards aren't proficient, however, so if they're going to do something like that, they might as well go whole hog and get a glaive. If you're going to take non-proficiency penalties, you might as well get d10 damage out of it.

Druid: Cast some spells until someone notices and attacks. Use the long spear with your comparitively weak (low STR) druid to get an AoO on opponent closing, then wild shape(bear? wolf? does orc taste the same no matter how you prepare it?) once they are near. It's an easy way to get an AoO on your opponent before they come to beat on you.

Longspears were a very good druid weapon 3.0. Druids are no longer proficient in 3.5 so it's not really a good idea anymore. Druids have plenty of other options though.

Ranger: Wielding two short spears? Sure, why not. After all you can drop one foe in front of you then throw the other as part of your attacks. Or throw both. Is that 'legal'? And think about Quickdraw or an equivalent (AU, use Speed Burst).
I think shortspears are one-handed weapons so it's not a particularly good idea. Multiple light hammers, or throwing axes are better and javalins make better missile weapons if you've got quickdraw.

But yes, you can mix ranged and melee attacks in a full attack action so the melee attack, five foot step, throw is legit. (For that matter, you can use two weapon fighting and rapid shot together as long as the rapid shot bonus attack is a ranged attack).

Lastly, get more than one PC to use a reach weapon. Work in conjunction to get foes to cross at least one of your threatened areas for an AoO, and two if you can. Get the wizard to cast Enlarge on you and wreak havoc with your bigness and massive threatened area - 40' reach, and with a level of monk you would threaten 100 5'x5' squares - and it can be done with a 1st level monk and 1st level mage.

A very good tactic for controlling the battlefield and limiting your enemies' options.
 

MarauderX said:
Hmm, I see no problem with the reach weapons as they are, especially for monks since they already threaten the surrounding 5' (kicks!).

Y'know, it takes 2 hands to weild a longspear but how many hands does it take to *hold* a longspear? I ask because every fighter I've played has spiked gauntlets just to ensure they can never be completely disarmed. I've got no problem seeing someone close with a longspear weilder and then getting punched for their trouble while they hold the spear upright with their offhand.

I agree with the Rangers and a quiver of shortspears. Remember that shortspears only weigh 3lbs vs a javelin's 2lbs so you can carry 4 shortspears as easily as 6 javelins and have functional melee weapons at all times.

BTW, for druids there's nothing that makes a GM's head smoke like wildshaping into an ape and using a spear.
 

Playing a longspear-wielding Barbarian/Ranger I have found the most effective Feat to use with a longspear is, in fact, the simple Spring Attack. You can choose, if an opponent closes, to take your AoO, then just step back and full attack, but you can also move away or past the opponent while attacking them, without suffering an AoO yourself.

Against an opponent without reach, you can trade blows two-for-one (they close, take AoO, you move 20ft away, Spring Attacking on the way out, rinse and repeat.)

If you are a Fighter, with extra Feats, add Combat Reflexes (to help with multiple opponents) and Power Attack (if you are only taking one blow rather than Full Attacking, it is often efficient to put some PA points in to the blow.)
 

SPRING ATTACK [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Interesting to see they introduced the bolded line in 3.5e to clarify that with spring attack movement must occur both before and after the attack; in some circumstances it may limit options when spring attacking with a longspear (although if you are springing out, attacking and then springing further out it seems OK :))

Cheers
 

Remove ads

Top