| To not be boring, first you need to decide what it is you find boring. Is it doing the same thing every round? Power Attack or Combat Expertise and the subsequent guessing/calculating how much attack bonus you can afford to turn into damage or AC may be all you need. Or you could wield a bastard sword and buckler and switch between weapon and shield and two handed attacking as the situation warrants. Or maybe you would rather be playing a fighter/rogue so you can scheme how to five foot step in order to get combat advantage. Or maybe it's just doing damage that is boring. In that case, take some feats to give you other options. Improved Trip, Improved Disarm (if your campaign features a lot of weapon using foes), etc. You can also take the various grapple feats (or multiclass to Monk to get them). Or maybe you desperately wish for some resource management to be a part of your character. Multiclass paladin or cleric for smites and channel divinity feats may be what you are looking for. (Or maybe multiclass barbarian and managing your rages will do the trick).
It does mostly come down to feats and multiclassing, but a lot depends upon what you want to do.
Mathematical complexity:
Power Attack
Cleave
Combat Expertise
More mobility: Dodge+mobility+spring attack+(PHB 2) bounding assault
More damage based on movement: multiclass scout
More damage based on position: multiclass rogue
Defense based on position: Uncanny dodge, Elusive Target
Inflict conditions: Three mountain style+shield slam+shield charge (heavy mace and shield). Charge someone, knock them prone, and make them save against being dazed. Then hit them several times with your mace and make them save against being dazed.
Sequential maneuver combinations: shock trooper, combat brute (if you combine them with leap attack and elusive target, this can yield a really impressive series of moves--on the other hand, leap attack is rather broken so sane DMs should not allow it, but it's still a good combo without leap attack).
Additional combat options: wield a reach weapon or bastard sword/waraxe and buckler. Get the Improved Grapple feat. Etc.
Resource management:
Fighter/Cleric (or paladin)/Templar (or warpriest). Take at most 4 cleric levels and look for swift action spells or abilities that increase your combat prowess. (War domain is a good source of weapon feats).
Barbarian/Fighter
Giving bonuses to your allies and yourself:
Fighter/Marshal (Miniatures Handbook). You should take at least four levels of Marshal but you can easily benefit from as many as 8. This combo also combines very well with paladin (if lawful good) or hexblade (if not good). The more mileage you can get out of your charisma the better.
Fighters don't have to be boring. But you do need to put at least as much thought into your feats class, and equipment choices as a sorcerer puts into his spell selection if you want to be both interesting and effective. For people who like simple and effective, there are barbarians. |