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reach weapon tactics...
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<blockquote data-quote="thegreatbuddha" data-source="post: 821617" data-attributes="member: 8595"><p>Nope. You can only take a 5ft step by foregoing any other move actions you may be entitled to have (You can still use move-equivalent actions, like reloading a crossbow, for example). once you 5ft step, your movement is ended for that round.</p><p></p><p>Your best tactics for a reach fighter are to either be a psychich warrior and take stand still + combat reflexes, or play a fighter and take MOvement Check (Kingdoms of Kalamar Players Guide) + Combat reflexes. Stand Still/Movement Check end your opponen't movement if you connect with an AoO. As long as you hit them with your AoOs, they won't ever get within melee range.</p><p></p><p>Later on, you'll want to take Pressing Attack (Path of the Sword). It lets you follow your opponent with a 5ft step when he takes one, thus keeping him within AoO range. Quick Draw is nice to have if anything gets past your reach weapon. Apart fromthat, just take whatever you want.</p><p></p><p>Tactics-wise, your best bet is to hit a few opponents with AoOs, then use the full attack option on your own turn and then 5ft step away from your enemies, forcing them to either take a move action towards you and suffer another round of AoOs, or 5ft step towards you and not be within range, allowing you to full attack and 5ft step away once more.</p><p></p><p>Anytime you have the chance, lure your foes into a narrow corridor. Barring ranged weapons or magic, one man with movement check and a polearm can hold a 5ft pathway indefinitely.</p></blockquote><p></p>
[QUOTE="thegreatbuddha, post: 821617, member: 8595"] Nope. You can only take a 5ft step by foregoing any other move actions you may be entitled to have (You can still use move-equivalent actions, like reloading a crossbow, for example). once you 5ft step, your movement is ended for that round. Your best tactics for a reach fighter are to either be a psychich warrior and take stand still + combat reflexes, or play a fighter and take MOvement Check (Kingdoms of Kalamar Players Guide) + Combat reflexes. Stand Still/Movement Check end your opponen't movement if you connect with an AoO. As long as you hit them with your AoOs, they won't ever get within melee range. Later on, you'll want to take Pressing Attack (Path of the Sword). It lets you follow your opponent with a 5ft step when he takes one, thus keeping him within AoO range. Quick Draw is nice to have if anything gets past your reach weapon. Apart fromthat, just take whatever you want. Tactics-wise, your best bet is to hit a few opponents with AoOs, then use the full attack option on your own turn and then 5ft step away from your enemies, forcing them to either take a move action towards you and suffer another round of AoOs, or 5ft step towards you and not be within range, allowing you to full attack and 5ft step away once more. Anytime you have the chance, lure your foes into a narrow corridor. Barring ranged weapons or magic, one man with movement check and a polearm can hold a 5ft pathway indefinitely. [/QUOTE]
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