Reach Weapons

Infiniti2000 said:
You trip them in the square where you made the AoO, i.e. the square he was leaving. He has not left yet. It's the act of leaving the square you threaten that causes the AoO. There's really no counterargument. ;)

There's always a counter argument! :p

There just isn't a good one in this particular case. ;)
 

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Just remember that, mechanically speaking, you resolve the Attack of Opportunity (or a Readied action) before you resolve the action which caused it, and you'll have no problems at all. :)
 

ThirdWizard said:
There's always a counter argument! :p

There just isn't a good one in this particular case. ;)


That would be the difference between an argument and a counter-argument.

So why does everyone like spiked chain so much? I get that there is an exploit, but spiked chain just seems so LAME I can't imagine using one.

'hmm...metal stick or broken yoyo...hard decision...'
 

werk said:
So why does everyone like spiked chain so much?

Because it's a reach weapon that still lets you target the squares next to yourself.

EDIT:

It also gives numerous benefits on combat maneuvers - disarm and trip, especially.

I daresay that, if there were, say, a boarspear which accomplished the same thing, people would like that even more than the spiked chain.
 

I like the spiked chain because I've never actually played a character who focused on disarm and trip before. So it should be interesting.

Especially since no one in our group has ever made such a character. ;)
 


werk said:
I notice that the spiked chain is not in the SRD...

probably why I've never seen it :)

It's there, under Exotic Two-Handed Melee weapons:

SRD said:
Chain, Spiked: A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.
 


Daermon said:
I like the spiked chain because I've never actually played a character who focused on disarm and trip before. So it should be interesting.

Especially since no one in our group has ever made such a character. ;)

I played it initialy because it was a strange exotic that wasn't a double weapon and fit well into the pit fighter concept. I actualy didn't pick it up with the trip/disarm in mind, but once I read that I learned improved disarm, and have done a few trip attacks.

A usefull tactic with the spiked chain is Enlarge Person. Extra 5' reach, and the extra size difference gives you an extra +4 on disarm and trip. It's fun :)
 

A usefull tactic with the spiked chain is Enlarge Person. Extra 5' reach, and the extra size difference gives you an extra +4 on disarm and trip. It's fun
You don't gain an extra 5 reach.
If you are medium, and are enlarged, you threat 20' around you.

Beware ;)
 

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