Usable Reach Weapon build?

calypso15

Explorer
I'm looking for suggestions on a decent build that uses a reach weapon. I don't want to use Spiked Chain, but things like Halberd, Ranseur, etc, are all good.

The class build is: 1 Fighter/3 Mystic/3 Knight of the Crown/3 Knight of the Sword/10 Knight of the Rose

Things of note: That gives me 5 feats to play with, a BAB of 18, and a caster level of 16 (able to cast 8th level cleric spells). Mystic is a sorcerer-like cleric class from Dragonlance.

Really, any suggestions are welcome.

Calypso
 
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calypso15 said:
I'm looking for suggestions on a decent build that uses a reach weapon. I don't want to use Spiked Chain, but things like Halberd, Ranseur, etc, are all good.

I don't understand.

If you want to use a reach weapon, why is a Halberd good?

-Hyp.
 

Halberd is not a reach weapon, but everyone seems to be making that mistake.

Combat reflexes is always good as is combat expertise and trip if you get a reach weapon that can trip. Or you can go the power attack way as there are some interesting reach weapons power attack options in some of the complete books.
 

If you want to use a reach weapon that only threatens at 10 ft. (most of them), I would make sure you pick yourself up a pair of spiked gauntlets so that you still threaten within 5 ft. and can make attacks within 5 ft. This is the most conservative feat wise (using glaive, ranseur and guisarme coupled with spiked gauntlets).

Pity you can't work more fighter levels in, another few levels would net you a couple more useful feats. All the effort spent on the three solamnic knight orders is definately tying up a bunch of your feats though.

For feats, I would go with:
* Combat Reflexes (PHB), reason is obvious
* Deft Opportunist (CV), all attacks of opportunity receive a +4 bonus to their attack roll

And then three of the following:
* Power Attack (PHB), you'll have one heck of an attack bonus and it could easily be worth it to drop some of that into damage
* Hold the Line (CW), grants an attack of opportunity against a charging opponent
* Combat Expertise (PHB), leads to Improved Trip/Disarm which are great for reach weapons
* Improved Trip or Disarm (PHB), depends on your style and enemies you'll be facing
* Improved Buckler Defense (CW), let's you keep the shield bonus for a buckler, works with two-handed weapons, good way to keep your AC up.

For spells: Go Strength domain probably
Enlarge Person at low levels will be your friend, granting extra reach.
Righteous Might at high levels is even more effective.
Divine Favor, pretty obvious.
Divine Power, also pretty obvious.
 


Ferrix said:
If you want to use a reach weapon that only threatens at 10 ft. (most of them), I would make sure you pick yourself up a pair of spiked gauntlets so that you still threaten within 5 ft. and can make attacks within 5 ft. This is the most conservative feat wise (using glaive, ranseur and guisarme coupled with spiked gauntlets).

Pity you can't work more fighter levels in, another few levels would net you a couple more useful feats. All the effort spent on the three solamnic knight orders is definately tying up a bunch of your feats though.

For feats, I would go with:
* Combat Reflexes (PHB), reason is obvious
* Deft Opportunist (CV), all attacks of opportunity receive a +4 bonus to their attack roll

And then three of the following:
* Power Attack (PHB), you'll have one heck of an attack bonus and it could easily be worth it to drop some of that into damage
* Hold the Line (CW), grants an attack of opportunity against a charging opponent
* Combat Expertise (PHB), leads to Improved Trip/Disarm which are great for reach weapons
* Improved Trip or Disarm (PHB), depends on your style and enemies you'll be facing
* Improved Buckler Defense (CW), let's you keep the shield bonus for a buckler, works with two-handed weapons, good way to keep your AC up.

For spells: Go Strength domain probably
Enlarge Person at low levels will be your friend, granting extra reach.
Righteous Might at high levels is even more effective.
Divine Favor, pretty obvious.
Divine Power, also pretty obvious.

Cool, thanks for the suggestions. I could drop 1 level of Mystic for 1 level of Fighter. That would give me an extra feat, but then I wouldn't get 8th level spells.

What about things like Weapon Focus? Probably should leave that to Fighters eh? I assume that in order to use a spiked gauntlet to attack, I have to be holding the polearm in 1 hand (ie, not giving me 10' reach). Is that correct?

Calypso
 

calypso15 said:
Cool, thanks for the suggestions. I could drop 1 level of Mystic for 1 level of Fighter. That would give me an extra feat, but then I wouldn't get 8th level spells.

What about things like Weapon Focus? Probably should leave that to Fighters eh? I assume that in order to use a spiked gauntlet to attack, I have to be holding the polearm in 1 hand (ie, not giving me 10' reach). Is that correct?

Calypso

If you want weapon focus, just take War domain. It's spells are about as good as Strength, and it gives you weapon focus in your dieties' weapon for free.
 

The problem with the war domain is finding a deity with a reach weapon as their favored weapon who has the war domain. You also don't get Enlarge Person, which for a reach weapon fighter is a great spell.

Regarding the question about whether you have to "have the hand unattached" I don't see entirely why, I can pretty easily punch with a hand holding a haft (and it seems a pretty common tactic). If you think that could become a problem, get armor spikes, a knee spike to the opponent is just as, if not more effective than a spiked gauntlet.
 

Ferrix said:
The problem with the war domain is finding a deity with a reach weapon as their favored weapon who has the war domain. You also don't get Enlarge Person, which for a reach weapon fighter is a great spell.

Regarding the question about whether you have to "have the hand unattached" I don't see entirely why, I can pretty easily punch with a hand holding a haft (and it seems a pretty common tactic). If you think that could become a problem, get armor spikes, a knee spike to the opponent is just as, if not more effective than a spiked gauntlet.


Why worship a single diety? Most ancient priests worshipped the entire pantheon of dieties. Me, I would just choose War and Strength as the domains (which make sense from an RP perspective).
 

Ferrix said:
* Improved Buckler Defense (CW), let's you keep the shield bonus for a buckler, works with two-handed weapons, good way to keep your AC up.

Except that you take a -1 penality to hit.

But I think that it's worth a +6 to your AC.
 

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