Feat choice (another one)

werk

First Post
I am playing a dwarven fighter-type, and I'm a little torn on what to take for his next feat. I'm not a power builder, but I don't try to avoid good combos.

He's got enough stats to qualify for most anything, the first thing the DM did when I gave him my build was to add 6 to most of my stats because he likes 'heroic' characters.

10th level going to 11th, alignment is lawful neutral.
I talked the DM into allowing the samurai's daisho (bastard and short sword pair) to count as one weapon for focus, imp. crit, etc. I focus primarily on using just the bastard sword, either two handed or with a shield, so it rarely comes into play unless I'm wasting mooks.

1 - Samurai (Daisho Prof) (Weapon focus)
2 - samurai (Two-swords as one)
3 - samurai (Kiai smite) (Quick Draw)
4 - Fighter (Expertise)
5 - fighter (Imp. Trip)
6 - fighter - (Combat Reflexes)
7 - Exotic weapon master - Trip Attack
8 - exotic weapon master - Uncanny Blow
9 - fighter (Imp. Crit)(Frightful Presence)
10 - fighter
11 - fighter (?)
12 - fighter (?)

The fact that I'm limited to fighter feats makes this a lot easier, but feel free to suggest a 12th level feat as well.

I catch ridicule at the table for not having Power attack or Imp. initiative. :p
Blind fight is always fun.

No book restrictions, just keep it WotC. The ordering above may be a little off, I'm doing it from memory.

Have fun, be nice :D
 
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Power Attack and Cleave seem a natural choice.

Hold the Line and Close-Quarters Fighting are both good options. Hold the Line requires Combat Reflexes though. On the other hand, Combat Reflexes and Dodge then get you into Karmic Strike. Later on the combination of Karmic Strike and Robillar's Gambit can be interesting.

The Combat Brute (req: Pwr Atk and Impr Sunder) and Shock Trooper (req: Pwr Atk and Impr Bull Rush) tactical feats are fighter meat and potatoes. Very worthwhile.
 


Well, Improved Init and Power Attack would be my first recomendations, but it looks like you don't like those...

It seems like you're pretty heavily focused on your sword. While this is nice in many respects, you are also in danger of becoming a one trick pony. I recommend taking some feats to give you a couple other options when meleeing is not idea. Precise Shot and Far Shot would be a good place to start. You don't need a whole tree of ranged feats, just enough to let you peck away at beasties that are far away before charging them.
 

How about something from the book of nine swords? It has been talked about on here quite a bit lately.

You could spend one feat and pick up a manuever that is useable once each battle and then you could spend one feat to pick up a stance which is useable all of the time. I dont have any direct suggestions about which to pick, I would suggest looking through and see what fits the character best and plan it accordingly.

Of course just picking up weapon specialization and then the next level of it from PHB2 (the one that gives you +2 attack and damage) would be a much more powerful option.
 

Deset Gled said:
Well, Improved Init and Power Attack would be my first recomendations, but it looks like you don't like those...

I wouldn't say I don't like them, but (WRT power attack) I like to connect more than I like to deal a lot of damage, just for the elemental damage on my sword. Uncanny blow gives me the power attack str multiplier without the penalties...IIRC.
 

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