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Old 8th July 2009, 11:10 AM   #18 (permalink)
Mustrum_Ridcully
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Mustrum_Ridcully Snaketongue Initiate (Lvl 7)Mustrum_Ridcully Snaketongue Initiate (Lvl 7)
Well, aside from picking up Book of Nine Swords or D&D 4E:

Pick feats that give you new options in combat (or at least make you good at them.).
First step is to ignore feats like Weapon Focus and related feats. If all you want is power, they might indeed be a good choice, but if you want the character to play interesting and with variety, they just suck. They don't give you options, just bonuses to attack and damage. If all a Wizard could do was select the same spell but with more damage, he wouldn't be as interesting as he is, right?

So, good feats to take:
- Improved Trip. Trip is one of the more powerful conditions you can inflict on your enemy - if he is knocked prone, he loses his chance for a full attack or has to suck up hefty penalties. And he can't move, either.
- Improved Disarm. Great against humanoid foes within a reasonable size (Huge Giants wielding Two-Handed weapons are probably never a good choice).
- Improved Grapple. Turn of enemy spellcasters.
- Whirlwind Attack. Not necessarily as powerful as it could be, but very "cool".
- Precise Shot and/Or Far Shot: Gives you a notably different option in combat, especially useful if you have flying enemies or lots of difficult terrain between you and the enemy. I think there is also a feat somewhere that allows you to use Strength instead of Dexterity for thrown weapons. Combined with a Returning weapon.
- Skill Focus (Intimidate). Your only social skill, and you probably don't have the Charisma.
- Any tactical feats that fit your weapon choice(s).

You don't need all of these feats, and it will take quite some time since you can get them, too, so you need to set priorities.

Multiclass Options:
- Ranger for more skill points. Overall, you get a lot of "bang" for your back, improved saves, free feats and so on. Being able to go scouting together with a Rogue could make a big difference. Of course, you migh want to invest into non-heavy armor.
- Barbarian for Rage. Pick Extra Rage to get more uses. You also get slightly more skill points, might be a good way to boost your Survival or Intimidate skill. Intimidate is your only social interaction skill you can keep reasonably high, and it might allow you to participate in uncommon situations.
- Rogue is not a terrible choice, but losing the attack bonus might hurt too much. Of course, some extra sneak attack damage is nothing to sneeze at, and the skill points gained can be used to master a few useful skills - Stealth related, Perception related, Social related, or even Use Magic Device.

IIRC, the Book of Iron Might also provides an interesting approach to get more combat maneuvers out of the system. That would give you a lot of options every round, allowing you to combine disarms, blinding attacks and similar stuff.
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