![]() I know the main use of a pole-arm is its Reach I want to create a cool Combatant who wields a pole-arm You just get a free shield bash with a critical hit, whether it's your fauchard or the shield itself or your spiked armor, any one of those getting a crit sets off this bashing smashing chain reaction of doom and dispair. Sure, nothing specifically gives you the ability to slide your grip on a polearm, but nothing specifically states you have to be within reach of the free shield bash, either. Use their backwards movement to reset the reach of your spear. But your spear is in their chest, critically in their chest, ease your hold on the spear, slide forward to engage their critically pierced chest with your shield, and your shoulder spikes, send them flying backwards, as they pull the spear away from you, the handle sliding through your loosened grip, you simply tighten the grip before the spear is pulled completely free. It obviously didn't predict being used in conjunction with shield brace and a reach weapon. Prerequisites: Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11.īenefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action. I kinda picture you just sliding forward and bashing them with the shield, dropping your shoulder into them (big armor spike on the shoulder), and as they fly backwards you let the spear slide through your hand and grab it when it's where you want your grip to be, thus yanking it out if their chest. Bashing Finish doesn't state if you are in range for a shield bash, it just says you can. And I honestly don't know about needing a 5' step to shield bash on a critical from the spear. Shield Master removes all penalties associated with attacking with the shield, so you absolutely don't need TWF feats for this. So you can close and smash on a critical if you want so enjoy the munchkin madness available with crit/bash/spikes. The point of this system is to give you options.Īlso, one of the Skirmisher's maneuvers is a free 5' step, that doesn't count as your actual 5' step. If you are caught in a pinch, keep pursuit and keep bashing with the shield and armor spikes. If they get inside reach range, smash on them with your shield, throw your shoulder into them as a parting gift. The average round of combat is power attack with the fauchard or spear, and keep stabbing them until death do you part. It depends on the environment and what is going on. If you stay within 5ft of the enemy, where you need to be for step up to do anything the reach weapon means a caster can't 5 foot to cast spells which is good, but you can't attack with it. If you crit with the reach weapon you can only shield bash if you still have a 5ft step correct? then if you don't successfully bullrush the enemy then you can't take any more of your reach attacks. The bullrush does not create Aoos so moving a target away from your allies seems like a bad strategy. Unless you have taken the TWF penalties on the first attack -6 on this build you can't attack with the reach weapon, which would be at a -10. Shield Bash > bullrush to move enemy into range of your reach weapon > Spiked Destroyer with the bullrush > then what? With bashing finish any critical confirmation gets a free shield bash, so critical hits from the free armor spike attack gets another free shield bash and another free attack with the spikes, rinse repeat.Ĭurious what a combat round looks like for this character I think I'm missing something? I really do hope I'm missing something because I love shield and spear style builds. Put the bashing enchantment on the shield as soon as you can, put keen and impact on your fauchard or spear or whatever, and put keen on you armor spikes. Step Up, Follows Up, then Step Up and Strike, Combat Reflexes, Stand Still would all be good with this build. Battle Scout Rangers take control of the party's initiative at level 15, if you are going that far, it's pretty cool dictating the order of combat, always having your buffs and debuffs off first is helpful.įor the sword and board fighting style feats:Įverything else is movement and survivability. Both have their uses depending on the party and campaign. The Skirmisher gives up spells for neat maneuvers. I am a big fan of the Skirmisher Ranger or Vanguard Slayer archetypes.
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