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Reach Weapon Build?
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<blockquote data-quote="Deset Gled" data-source="post: 3926356" data-attributes="member: 7808"><p>My favorite reach weapon build uses the Dragon Disciple PrC to get strength bonuses for triping and bull rushing, as well as taking advantage of the wings to attack creatures from above. But noting your small size and divine casting class, that's not really a great option.</p><p></p><p>Instead, I would say that you should focus on using some of your cleric spells to their greatest advantage. Continue to take cleric as a primary class, with occasional levels of fighter for a few extra feats and BAB bump. Since it seems like you'll be fighting a lot of evil outsiders, you should be able to get a lot of mileage from Protection Against Evil and Magic Circle Against Evil. Wind Wall is another good spell (especially if you have it as a second level spell with the Air domain) as it will block ranged attacks but not your reach attacks. At higher levels, spells like Riteous Might will be powerful buffs.</p><p></p><p>A good general tactic for reach weapons is to make use of terrain; put your opponent on rough terrain or lower ground to give them penalties while you stay on nice, level areas. You can use spells like Create Water, Shatter, and Freedom of Movement to help you with this. Also, reach makes flanking a bit easier, so you can get a lot of mileage of of Summon and Planar Ally spells. If you can want to go this route, taking one level of rogue (for the +1d6 damage for flanking) can be very nice if you can afford it.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 3926356, member: 7808"] My favorite reach weapon build uses the Dragon Disciple PrC to get strength bonuses for triping and bull rushing, as well as taking advantage of the wings to attack creatures from above. But noting your small size and divine casting class, that's not really a great option. Instead, I would say that you should focus on using some of your cleric spells to their greatest advantage. Continue to take cleric as a primary class, with occasional levels of fighter for a few extra feats and BAB bump. Since it seems like you'll be fighting a lot of evil outsiders, you should be able to get a lot of mileage from Protection Against Evil and Magic Circle Against Evil. Wind Wall is another good spell (especially if you have it as a second level spell with the Air domain) as it will block ranged attacks but not your reach attacks. At higher levels, spells like Riteous Might will be powerful buffs. A good general tactic for reach weapons is to make use of terrain; put your opponent on rough terrain or lower ground to give them penalties while you stay on nice, level areas. You can use spells like Create Water, Shatter, and Freedom of Movement to help you with this. Also, reach makes flanking a bit easier, so you can get a lot of mileage of of Summon and Planar Ally spells. If you can want to go this route, taking one level of rogue (for the +1d6 damage for flanking) can be very nice if you can afford it. [/QUOTE]
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