Reach weapons

Corlon

First Post
I think I may have posted this before, but I can't find the thread right now, so stick with me:D

How are reach weapons good?
I know they're good when you use the pike/tower shield walls and stuff, but how are they good for an adventurer?

My first thought was that they threaten10 ft. around you, but they only threaten the space ten feat away from you, not the one five ft. right?

Can somone help this confused person?:confused:
 

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I may be wrong here, but I believe that you still get the attack of opportunity if a person moves from the space 10ft away into an adjacent on. They also allow you to combat some creatures with reach without provoking an attack of opportunity. You threaten a much larger area in case people try to rush by you to get at the wizard. Not to meantion some of them look really cool.
 

Reach for the sky!

Oni is correct. Reach can be a powerful combat option if you have someone to guard the space nearby you. A guy with a longspear with a swordsman in front of him is yucky/nasty. :(

My favorite reach weapon, of course, has to be the spikey chain. Threatens 10 feet, but is usable at 5 feet, does respectable damage, and gives keen bonuses to Disarm manuevers. Pretty good deal for one little feat!

The Spiked Chain is one of the few reasons I might take Combat Reflexes as more than just a prereq for something else I want. Since you threaten such a wide area, your chances for AoO's skyrocket. CR is good with any reach weapon, in fact...but spikey chains have the advantage of not requiring you to have a buddy or risk someone getting too close to you.

And it Weapon Finesses too! :D

Actually, now that I think of it, there's an epic rogue feat that lets you Sneak Attack on any AoO...that would be brutally nasty with a Spiked Chain and Combat Reflexes.

*shrill giggle*
 

Maybe we need a new feat. [edit: It doesn't need a new feat, they work fine the way the are, this thread just inspired this idea for a new feat.]


Up close and personal (ok, that's a really lame name)
You know how to use a weapon with reach when your opponent gets to close. By attacking with the haft, or chocking up on the weapon you can attack nearby opponents.
Prerequisite: Dex 13+
Benefit: You may make attacks to adjacent squares with a reach weapon at a -2 penalty.
Normal: You cannot attack a person in an adjacent square with a reach weapon.
 
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Reach weapons are nice as-is. You get an AoO when someone leaves a threatened space unless:
A> They only did a 5' step
B> They only moved away from you
or
C> They have Spring Attack and are attacking you.

If I'm standing in the space in front of the Wizard with a Glaive, it's pretty much impossible for someone to hit him with a melee attack without me getting a free shot at them.

If someone runs up and attacks me, I can take a 5' step backwards and still Full Attack them. If I have the Stand Still Feat (PsiHB) I can keep people from closing altoghether; Stand Still + Combat Reflexes = major control of the battlefield.
(Stand Still: psionic Feat, requires WIS 13 and a psionic user (1 reserve point), causes anyone hit by a movement AoO to take a Fort save, DC 10+damage, failure means they can't move)

Oni: There's a version of that in the Netbook of Feats, and I've proposed a different version on here quite a few times. The things you need to clarify:
What are the stats on the shaft? (Is it a light mace, a club, or a quarterstaff?) Does it share the weapon head enchantments? (Normally only the head of the weapon has the magical effects, for example double weapons, but the enhancement bonus also strengthens the shaft against Sunder)
Does it require any specific proficiency?
If you let them choke up to where they can use the normal weapon head, it's way too powerful for one Feat (but perfect for a second Feat that depends on the one letting them use the shaft).
 

If I remember correctly, Quintessential Fighter has a Fighting Style that allows fighting with the butt end of a pike. It's fairly similar to the feat you mentioned, except that the attack is treated as if it were done with a club instead of the pike that you're using. It probably also has a lot more prerequisites.
 

know whats better than a spikey chain? A meteor hammer:D (arms and armor, 15ft. reach, can be used as a double weapon, 1d8 bludgeoning damage)
 

To add to Spatzimus's points, non spiked chain reach weapons also have the following advantages:

1. For a fighter/wizard who relies on the shield spell for AC, it's not possible to get behind the shield with a 5 foot step. Using a square grid, that is always possible unless the foe is in one of the diagonal squares.

2. One free attack (AoO) per combat would be a good enough reason for most characters to get a weapon. If it doesn't deal enough damage, after that, drop it and draw a greatsword. This can become multiple free attacks if you have combat reflexes and are fighting multiple opponents.

3. Disarm without AoOs (even without Improved Disarm since your opponent can't usually threaten you at 10').

4. Combined with spring attack, a reach weapon can give a character twice as many attacks as his foe in a one on one duel. Step back 5', attack, continue movement 25' away. Your opponent has to move or charge in order to reach you (and therefore may only make one attack unless hasted). Since he provokes an AoO when he closes, you get 2 attacks for each attack he gets.
 

I'll add one more here that hasn't been mentioned yet:

Reach weapon with Quick Draw. You start out with your Glaive, they rush you, you either get an AoO or they are 10' away. If they ever figure out how to close with you, or maybe you don't have the room you'd like, drop the glaive and pull out your trusty longsword as a free action, and press on with your full attack.
 

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