Mighty Halfling said:
For my next character, I'd like to make a dawrf fighter that specializes in tripping and shield bashing (for when he's disarmed).
So, what I expect to need, feat-wise, is this:
Two-Weapon Fighting
Well, if shield bashing is for when you're disarmed, you don't actually need two-weapon fighting since you'll no longer have two weapons in your hands
I hope, my good stable Dwarf friend, that you're not thinking you'll be disarmed because you'll have *dropped* your flail like some silly elf. But if you have, simply wearing a spiked gauntlet ensures that you're never truly disarmed.
If you're worried about the counter trip, there are some boots (Steadfast Boots) in the Arms and Equipment Guide which, among other things, prevent you from ever being tripped. But if I were you I'd do my best to pretend that they don't exist. Why? Because their ridiculously low price of 6,000 gp may be too hard for your *DM* to resist. You could end up with a portable hole full of 'em looted off of untripable foes.
All kidding aside, I agree that Agile Shield Fighter is the best way to add in an offhand attack. Agrippa already mentioned the other feats that are most interesting.
Okay, if it was me, I'd probably end up with something like this:
L1: Combat Expertise
F1: Improved Trip
F2: Shield Specialization
L3: Improved Shield Bash
F4: Agile Shield Fighter
L6: Shield Ward
F6: Shield Charge
Going forward, Power Attack is something that should definately get picked. But in the short term I'd be taking whatever gets me into a useful PRC:
1) Power Attack, Cleave and Combat Reflexes giving entry to Tactical Soldier (from Miniatures Handbook) for 11-20
2) Dodge, Endurance and Toughness giving entry to Dwarven Defender for 11-20
3) one lvl of sorcerer (enlarge person! true strike power attacks!) before going into Dragon Disciple (str bonus nice for tripping)
I tend to shy away from weapon specific feats; I don't like to get locked in and want to have the flexibility to use whatever good gear we happen to find. And in this particular case, the truth is that a flail's not really going to help you be a better tripper - the reasons to use a tripping weapon are
- tripping at range - flail doesn't have reach so no benefit
- avoiding AoO - you have Improved Trip so no benefit
- get weapon bonus on touch attack - even an unarmed touch attack is going to be a gimme
- dropping to avoid counter trip - with Dwarven stability and Shield Ward, counter trips seem pretty unlikely
So, if you were thinking that you needed to use a flail all the time because you're a tripper, and therefore you might as well specialize, you might have more flexilbility and options than you thought.