If you can find a clear definition of (just only!) "reach" in 3.5 that contradicts this, I would be happy to see it.
That's impossible. See "Reach", not "natural reach" which is you adding a word that's not there to claim the meaning is different, is a property of a Creature's Size. And a listed characteristic in stat blocks. And has it's own further defined entry under AoOs & combat. And Google/Oxford define reach as both a verb and noun to mean something in arm's length which isn't how you're trying to use the word or claim it means. But you have ignored everyone on GitP that have already told you this and posted it here, receiving the same exact points as before. Clearly there is nothing in the world that you'll accept as a "clear definition".
If you have read the post on gitp than you know how the discussion went. No one could provide a clear definition "reach" from the rules. A single column in a table doesn't explain anything, it's just a value.
If you look up the definition of reach weapons, everything demanded is provided by BSB Thunderous Throw ability. You have the ability to attack enemies not ancient to you with a melee attack/weapon. The ability enables me to do exactly that. If you can lead me to a real definition of "reach" in 3.5 terms, bold written as pharagraph with explaining text that trumps the regular english definition or as title for a table, than we can talk.
Here you have the
3.5 Glossary.
Look it up:
You'll find, natural reach, reach weapons, but not "reach" itself. If you can find a definition in 3.5 show me. And no, just the usage of the regular english word "reach" in the middle of a sentence or for a single column doesn't define/explain anything. Keyword need to be clearly declared, otherwise it's undefined. As I said on the gitp board, this is true for any kind of rule text and laws. You can't expect people to look the entire rules/laws to find every use of a single word to make sure you didn't miss any keywords. This would take forever and ain't practical. You need to define words clearly visible to prevent this type of discussions.
First the build is optimized around Shivering Touch
If that were the case I'd use a standard Metamagic cost reduction build with Reach/Chained/Widened Shivering Touch in some Arcane Fusions as spell option instead of a dedicated build to deal an even higher amount of Dexterity damage to a 60ft area. Spell Thematics can even make it look like you're tossing a giant ghostly golden hammer just like Diablo too. And you'd still have enough room to gish out so you can run around in armor and even stack on some auras too.
which deals DEX dmg and not HP dmg.
I quit playing years ago, did the Diablo 2 hammerdin nerf changed them from dealing unresistant hit point damage (like a scorching scalding touch spell) to preventing their opponent from walking away?
I said: "still inherits some of the fluff that is related to Hammerdin build from the game Diablo (2/3) but ain't restricted to hammers thrown." Did I say, this is the D2 Hammerdin? If you would pay attention when you read my stuff, maybe we would have lesser confusion.
And the fluff that the build still inherits is the "whirling weapon around you".
And as already said: I need either Recaster or Wyrm Wizard to get Shivering Touch on my spell list. Recaster is the better solution, since the metamagic abilities are useful compared to the stuff Wyrm Wizard would give.
Sure you could go for a "standard Metamagic cost reduction build" as you said, but the amount of cheese/reduction needed won't be allowed on many tables. And that was not my intend. My Intend was a Arcane Channeling build. If you would like to make a build with standard Metamagic cost reduction, it's you choice.
Also there was an officially released Diablo 2 d20 product, you should check it out. We don't get many comments on published books outside of the official ones. Optimizing D2 builds is virtually untouched.
I had the box, but most stuff got lost over the years.. But as said, it was just a tiny bit of fluff that inspired me to this build, nothing else.
No Save, No SR, just I win & all enemies in range lose.

Spell Resistance: Yes
but it's a build that can still hold water even in most lvl 20 and 20+ campaigns. So there is a niche for it imho.
You need to roll a 19 (10% chance) to even affect an equal CRed Pit Fiend and it only works twice per day in a game that wants you to face four Encounters a day. And even if you overlook SR the one trick it dedicated it's self to struggles for success against some of the lowest monsters out of the ELH, the CR21 Chichimec & CR22 Anaxim, because they both require you to roll higher than average to even deplete their Dexterity. (edit: bad examples, both are immune to ability damage so their high dexterity doesn't matter)
Oh, somehow I did got the SR part wrong in my mind, sry for that..^^. But since the build is focused on that ability/spell, you should expect items to compensate that at least a bit.
And only the metamagic boosters are limited per daily use. The build can still spam WW with Shivering Touch "normal" each round (and kill everything within a few rounds). Further, you won't need maximize & empower at the same time for most encounters. Maximize is enough for most enemies. So you can save your daily charges for the important stuff.
You'll forever hate me over this exchange but stick around. Participating in a forum will do you some good and in a couple years you can come back and revisit it to make it even more powerful than before.
I don't hate you. I'll really like to discuss rules and that's what we are doing^^. It's just that neither of us could convince the other so far, but that's life/normal on boards and in reality
