All around fighting machine

favourite of mine is a halfling fighter/paladin with the mounted combat feats (id also go cavalier or outrider as well depending on the character but seen as theres no suppliments...)
Why halfling rather than somethin bigger with bigger strength? Riding dogs can fit down your standard dungeon corridor, a heavy war horse cannot. This means your fighting style doesnt become redundant should the campaign go underground.

I also quite like the dwarven monk/fighter/dwarven defender grappling option, good for taking opponents out of the game, especially with embrace of earth to add a bit off damage.

Fingers
 

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Or the abovementioned TWF versatility tour with Quickdraw, throwing weapons and a shield after the polearms reach got neutralised.
 

Darklone said:
Or the abovementioned TWF versatility tour with Quickdraw, throwing weapons and a shield after the polearms reach got neutralised.

Not an option I'd choose, but that's personal preference. :)

As an extra little benefit, if the abovementioned TWF VT PC were a dwarf, he could wring some utility out of an urgrosh, since it'd be a martial weapon for him. And, of course, he wouldn't have to spend a precious, precious feat on his waraxe.

After all, who expects a dwarven two-weapon fighter? Really?

Brad
 

I'll second that!

I once played a Dwarf Ranger/Thief who used 2 picks.

One of my fellow gamers nicknamed him "Spanish Inquisition."
 

I like the Dwarven waraxe idea. That sounds like the route I'm going to take. the improved con is good and the improved str makes up for the lost cha when you're interogating someone.
 

Might I also suggest quickdraw and improved initiative at lower levels? They give you a chance to take out the bad guys before they get a chance to swing at you.
 

Let's see... most of what I would have said has already been said, but let me echo a few points.

I agree with others that a versatile fighter would be most useful here. I while back I had built one, and here's what I found...

1. Don't worry about ranged feats, you'll use them too infrequently and the feat is better spent on something else.

2. Unless you are dead set on using a heavy shield, use a buckler, not a light shield. Shield bashing is a near-worthless endeavour, and giving the bash up for the use of your off-hand (not just for attacking but for anything... downing a potion, shooting a bow, etc.) without having to put away or drop the buckler is well worth it.

3. Your best armor choices, once you can afford them, are Chain Shirt, Breastplate, and Full Plate. If you can get it in mithral, that's even better.

4. Your basic modes of combat are: One-handed weapon with buckler, One-handed weapon with light weapon, Two-handed weapon, Reach weapon, Two-handed ranged weapon, One-handed (or light) thrown weapon with buckler. Some of these modes can be combined. You should carry enough weapons to cover all these situations.

5. As for feats, personally... Quick Draw is essential, as it allows you to quickly switch between weapons. Power Attack helps quickly put down high HP, low AC adversaries. If you get Cleave, you might as well get Great Cleave, which, in conjuction with Power Attack, will let you chew through low HD creatures like you wouldn't believe. Combat Reflexes combined with Great Cleave has the potential to let you take down many opponents outside your regular turn, but only take if you have a very good Dexterity. Outside of those, it's just a matter of what style of fighter you want. I'd stay away from the Spring Attack chain. That's more for monks and duelists than front-line tanks. Stay away from the Whirlwind Attack chain, Great Cleave and a high BAB, will do the same job better. Combat Expertise, Combat Reflexes, Improved Initiative, Point Blank Shot, Precise Shot, Two-Weapon Fighting, Weapon Focus and Weapon Specialization are useful feats at later levels.

For a heavy fighter, I'd concentrate on versatility (Quick Draw and Buckler), then high damage (Power Attack and Two-handed Weapons), then high numbers of attacks (Great Cleave and TWF). Get in close and tear them to pieces. Keep them busy, so the spellcasters and archers can shoot them up from safety.
 
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was said:
Might I also suggest quickdraw and improved initiative at lower levels? They give you a chance to take out the bad guys before they get a chance to swing at you.

I'd suggest NOT taking improved initiative. For a fighter (especially one who's party-minded instead of being a loose cannon), a better feat is combat reflexes - why? Because then you can do your job (stopping opponents from getting into the back lines) even when you get surprised.
 

2. Unless you are dead set on using a heavy shield, use a buckler, not a light shield. Shield bashing is a near-worthless endeavour, and giving the bash up for the use of your off-hand (not just for attacking but for anything... downing a potion, shooting a bow, etc.) without having to put away or drop the buckler is well worth it.

It really depends on the PC's style and flavor. I used a PC who was optimized for TWF/Shield-Bashing & a flail (the Expertise Feat tree) and had a blast with him. The beauty of attacking with an off-hand weapon that does 3-15 damage was bilssful! Some NPCs even concentrated on disarming the shield instead of the flail in his primary hand!

A later PC with a similar build was killed before I could get him to that level of fun- took a header off of a cliff, don't you know.
 

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