Reach Weapons


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The trick is more to find a way to use a reach weapon, as a non-reach, normal melee weapon.

The Short Haft feat in Players Handbook II, requires Weapon Focus with the reach weapon and a BAB of +3. As a swift action, you shift a reach weapon to use it in normal melee. another swift action to extend it again.

Magic Item Compendium has the "Changling" weapon property, applied to spear weapons. As a swift actionyou change your weapon to a shortspear, spear or longspear. +2000gp weapon enhancement.
 


The Spinning Sword from Secrets of Sarlona is a 1handed sword that functions as a cross between a Spiked Chain and a Rapier.

Mechanically speaking, spending a feat on EWP: Spiked Chain is superior is just about every way to taking Short Haft. EWP only requires a +1 BAB, and doesn't require Weapon Focus. Short Haft eats up your swift action, which can be very valuable if you are something like a Warblade or make extensive use of the MIC. Also, since you can only use swift actions on your own turn, swapping from reach to non-reach only occurs on your own turn, which isn't very helpful if you are trying to control foes around you.

If your focus is shear damage, you are best off simply not taking the feat. 9/10 times, you'll probably be able to take a 5' step back and attack without any problems, and the remaining 10% is not worth spending a feat on. Keep Armor Spikes on as backup. Not AS good, but better than dropping a whole feat. They also help if you get grappled or are put in a few other tight situations.

If your focus is control, especially control via the Standstill feat, you'll want EWP: Spiked Chain. This goes double is you plan on being enlarged at all, as your dead zone doubles. Armor Spikes just won't put out as much damage as your 2-handed Spiked Chain with all of its primary weapon enhancements. Since the Standstill DC is damage based, you want to deal as much damage as possible to ensure that the foe doesn't just get around you. Also, Armor Spikes aren't tripping weapons, so if you are controlling via Improved Trip, they aren't even really an option.

So, in conclusion, the best route is to either take EWP: Spiked Chain or take nothing at all and rely on 5' steps most of the time.
 

The Spinning Sword from Secrets of Sarlona is a 1handed sword that functions as a cross between a Spiked Chain and a Rapier.

Mechanically speaking, spending a feat on EWP: Spiked Chain is superior is just about every way to taking Short Haft. EWP only requires a +1 BAB, and doesn't require Weapon Focus. Short Haft eats up your swift action, which can be very valuable if you are something like a Warblade or make extensive use of the MIC. Also, since you can only use swift actions on your own turn, swapping from reach to non-reach only occurs on your own turn, which isn't very helpful if you are trying to control foes around you.

If your focus is shear damage, you are best off simply not taking the feat. 9/10 times, you'll probably be able to take a 5' step back and attack without any problems, and the remaining 10% is not worth spending a feat on. Keep Armor Spikes on as backup. Not AS good, but better than dropping a whole feat. They also help if you get grappled or are put in a few other tight situations.

If your focus is control, especially control via the Standstill feat, you'll want EWP: Spiked Chain. This goes double is you plan on being enlarged at all, as your dead zone doubles. Armor Spikes just won't put out as much damage as your 2-handed Spiked Chain with all of its primary weapon enhancements. Since the Standstill DC is damage based, you want to deal as much damage as possible to ensure that the foe doesn't just get around you. Also, Armor Spikes aren't tripping weapons, so if you are controlling via Improved Trip, they aren't even really an option.

So, in conclusion, the best route is to either take EWP: Spiked Chain or take nothing at all and rely on 5' steps most of the time.


Dont have that eberron book and cant find any info on the spinning sword....anyone know of info on the web? (stats, etc)


I think I have decided to go with the Longaxe, and probably add on the Stand Still feat. As I am looking for a cross between damage and control.
 

I think I have decided to go with the Longaxe, and probably add on the Stand Still feat. As I am looking for a cross between damage and control.

Interesting - that is the one weapon that received zero votes in my poll (referenced above). I have heard other players talk about it before, so the zero votes surprised me.
 

Interesting - that is the one weapon that received zero votes in my poll (referenced above). I have heard other players talk about it before, so the zero votes surprised me.


Spiked Chain is a killer weapon...and in my eyes beyond abusive :)


I believe Pathfinder agrees, I think they removed its reach capabilities.

When I look at a vision of a paladin...I big honking axe looks more appropriate then a spiked chain...its a role play thing.
 

Great Reach Bracers in the MIC give you extra reach 3/day
It works great in combination with the Whirling weapon enhancement also in MIC
 

Spiked Chain is a killer weapon...and in my eyes beyond abusive :)


I believe Pathfinder agrees, I think they removed its reach capabilities.

When I look at a vision of a paladin...I big honking axe looks more appropriate then a spiked chain...its a role play thing.

PF made spiked chain utterly pointless. Like, it's mechanically WORSE than several martial weapons, not even equal to them!

I don't think there was anything wrong with the spiked chain, I think the problem was with the 98% of exotic weapons that sucked.
 

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