All around fighting machine

was said:
...I just got tired of them getting severely beaten down before getting a chance to do anything (we get surprised a lot). After the surprise round, if you get a low initiative-which fighters usually do-(and yes we only roll once), you're flat-footed for another round. This subjects you to another round of attacks at a lower AC and more sneak attack damage (darn rogues!) By the time I get a chance to swing, I am always surrounded by foes (three or more, I guess I'm just the most threatening)...

Having improved reflexes will sometimes save you that second round of flat footed attacks, however:

Your lower AC consists solely of your dex bonus, which according to you is a mere 1 point (you're evaluating the worst possible scenario for combat reflexes here).

You being surrounded means the bad guys are either a) running straight past you hoping you can't get an AoO off or b) starting really, really close to you and tumbling.

The AoO from your combat reflexes can be used to trip. Which will mean not only does the rogue in question lose his surprise round, but next round he provokes another AoO, AND he only gets a single attack.

Getting your go saves you from those flat-footed sneak attacks - but it won't save you from the flanking sneak attacks. Combat reflexes will do that.

And then combat reflexes has a lasting effect throughout the battle as well as just at the start.

Finally - if you're being faced by 2 to 3 opponents on each of you, a serious fighter should be able to do enough to a single opponent that he has a chance of dropping him in a single blow, especially if those in question are rogues.
 

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Upon review, the Dwarf build is superior to human - he gets the dwarven war axe 1 handed for free (the equivalent of the bonus feat for the human) and gets a host of other benefits on top of that that I would think outweight the loss of a skill point/level not the least of which is the con boost.

If you want versatility, I would stick to the original build with the switch to dwarf being the only change. You can still get the dwarven buckler axe (which is now more appropriate). I looked over the rules and I don't think that wearing a buckler prevents you using a weapon 2 handed - I just don't think you get the AC bonus (even if you have buckler expert). I could be wrong though.

A nice thing about going the dwarf route is that for one feat, you can get not just the dwarven buckler axe, but also the urgosh, and all the other dwarven weapons - the extended racial familiarity will give you proficiency with all of these exotic weapons greatly increasing your versatility. I would not consider too much outside of fighter. Personally, the ranger restrictions on armor I would think are too restrictive for the character type you are going after and while dwarven defender is certainly good, as a versatile fighter you don't want your abilities tied to not being able to move. About the only multiclass I would consider is with barbarian as the only restriction for armor is with the added movement and you may even be able to negate that penalty if you can find heavy mithril armor. Even then, I would only go up to a max of level 5. Feats are very important to your character if you want versatility. The uncanny dodge would certainly be nice and would make improved iniative more desirable. Of course, the main benefits would be the rages, but keep in mind that these would not be constant abilities like the rest of your feats. That may or may not be important depending on your DM.

G/L with the game, hope you have fun.
 

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