I want to design a versatile warrior who excels in melee combat. I am looking for several things:
1. Great defensive capabilities (AC, Saves, etc.)
2. Battlefield Control (mobility, motility, and threat range)
3. Strictly martial abilities - I am not looking for a spellcaster, although I would consider a psychic warrior if for only the psionic feats.
4. Counterstrikes - Everytime an opponent attempts to harm the character I want him to be able to deliver retribution that is downright vicious.
I came up with the following: Fighter 16, Monk 4
Skills: Jump, Tumble, Balance, Climb
Feats: Combat Expertise, Improved Trip, Dodge, Mobility, Improved Unarmed Strike, Stunning Fist, Spring Attack Combat Reflexes, Defensive Throw, Deft Opportunist, Hold the Line, Power Attack, Quickdraw, Hurling Charge, Improved Overrun, Cleave, Expert Tactician, Mage Slayer, Close Quarters Combat, Sidestep
Expertise, Dodge, Dex, and Wis would grant a reasonable AC. The monk gives Evasion and a decent boost to all the character's saves. With a decent pair of bracers of armor his AC would be quite nice and considering Wis and Dex would be his prime ability scores, his Reflex and Will saves would not be that far behind his Fort.
The reach weapon combined with Improved Trip is also a good defensive ability in that he can prevent attacks against him by preventing the opponent from reaching him while at the same time providing excellent battlefield control. Combined with IUS, he does not have to worry about the lack of 5' threat range and quickdraw would allow him to draw a throwing weapon as a free action (after switching to a one handed grip on his reach weapon), throw the weapon with an attack, and then switch back to a two handed grip (as a free action) with his reach weapon. Spring Attacking grants all that feat entails as well as optimizing AoO's (with CR) with his reach weapon. Sidestep gives him that much more flexibility of movement (and combined with AoO's with a reach weapon provides the potential for more than one AoO against an advancing throw).
Finally, this guy has specialized counterstrikes against various foes - if the foe charges him, even if he has 10' reach, that foe will still provoke an AoO. And given spring attack and this character's increased movement from monk, it will be likely that the foe would at least have to move to reach him and possibly charge to move far enough. Close Quarters Combat virtually nixes all types of grappling (which can be very scary at higher levels). Finally, if opponents miss when they attack him, he can attempt to trip them, then attack if successful (and then move away) if there was any question if they were too close to him.
I was also toying with Grappling Block - that way, even if they hit him, he could negate it and then take away their weapon. Combined with Defensive throw, if the GB was successful, he could then get a free trip attack. With Snatch Weapon, he could gain an additional attack using the opponent's own weapon. To use this all effectively, he could not wield a reach weapon though, although, the mental image of stepping into a great axe wielding charging half orc barbarian, head butting him (hold the line), grabbing the great axe as it most certainly would have cleaved your head in two, and twisting it so it in fact embeds itself in the half orc's shoulder (snatch weapon), then using the barbarian's momentum to throw him over yourself while you yourself drop to your back on the ground, taking his great axe from him and then slamming it into his sternum as he is prone is just really freaking awesome if you ask me.
1. Great defensive capabilities (AC, Saves, etc.)
2. Battlefield Control (mobility, motility, and threat range)
3. Strictly martial abilities - I am not looking for a spellcaster, although I would consider a psychic warrior if for only the psionic feats.
4. Counterstrikes - Everytime an opponent attempts to harm the character I want him to be able to deliver retribution that is downright vicious.
I came up with the following: Fighter 16, Monk 4
Skills: Jump, Tumble, Balance, Climb
Feats: Combat Expertise, Improved Trip, Dodge, Mobility, Improved Unarmed Strike, Stunning Fist, Spring Attack Combat Reflexes, Defensive Throw, Deft Opportunist, Hold the Line, Power Attack, Quickdraw, Hurling Charge, Improved Overrun, Cleave, Expert Tactician, Mage Slayer, Close Quarters Combat, Sidestep
Expertise, Dodge, Dex, and Wis would grant a reasonable AC. The monk gives Evasion and a decent boost to all the character's saves. With a decent pair of bracers of armor his AC would be quite nice and considering Wis and Dex would be his prime ability scores, his Reflex and Will saves would not be that far behind his Fort.
The reach weapon combined with Improved Trip is also a good defensive ability in that he can prevent attacks against him by preventing the opponent from reaching him while at the same time providing excellent battlefield control. Combined with IUS, he does not have to worry about the lack of 5' threat range and quickdraw would allow him to draw a throwing weapon as a free action (after switching to a one handed grip on his reach weapon), throw the weapon with an attack, and then switch back to a two handed grip (as a free action) with his reach weapon. Spring Attacking grants all that feat entails as well as optimizing AoO's (with CR) with his reach weapon. Sidestep gives him that much more flexibility of movement (and combined with AoO's with a reach weapon provides the potential for more than one AoO against an advancing throw).
Finally, this guy has specialized counterstrikes against various foes - if the foe charges him, even if he has 10' reach, that foe will still provoke an AoO. And given spring attack and this character's increased movement from monk, it will be likely that the foe would at least have to move to reach him and possibly charge to move far enough. Close Quarters Combat virtually nixes all types of grappling (which can be very scary at higher levels). Finally, if opponents miss when they attack him, he can attempt to trip them, then attack if successful (and then move away) if there was any question if they were too close to him.
I was also toying with Grappling Block - that way, even if they hit him, he could negate it and then take away their weapon. Combined with Defensive throw, if the GB was successful, he could then get a free trip attack. With Snatch Weapon, he could gain an additional attack using the opponent's own weapon. To use this all effectively, he could not wield a reach weapon though, although, the mental image of stepping into a great axe wielding charging half orc barbarian, head butting him (hold the line), grabbing the great axe as it most certainly would have cleaved your head in two, and twisting it so it in fact embeds itself in the half orc's shoulder (snatch weapon), then using the barbarian's momentum to throw him over yourself while you yourself drop to your back on the ground, taking his great axe from him and then slamming it into his sternum as he is prone is just really freaking awesome if you ask me.