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Fighting With Spears
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<blockquote data-quote="MarauderX" data-source="post: 1806222" data-attributes="member: 9990"><p>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.</p><p>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. </p><p></p><p>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. </p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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). </p><p></p><p>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. </p><p></p><p>Please add on or correct me as I am not a rules lawyer...yet.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1806222, member: 9990"] 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. [/QUOTE]
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