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<blockquote data-quote="Elder-Basilisk" data-source="post: 1286258" data-attributes="member: 3146"><p>As a 17th level human fighter, you have access to 6 feats from levels, one bonus human feat, and 9 fighter bonus feats. That's enough for a lot of flexibility.</p><p></p><p>With these starting stats</p><p></p><p></p><p>I'd do a few things.</p><p>1. Stat increases. If you think he might make 20th level soon, put all the stat increases into strength for a 21. (You'll use a headband to qualify for Combat Expertise). However, otherwise, put 3 into strength and one into int to qualify for combat expertise.</p><p></p><p>2. You want to be a light and mobile fighter.</p><p></p><p>Equipment: +5 ghost touch mithral breastplate, +4 gloves of dexterity, +6 belt of giant strength, +5 heavy shield of moderate fortification, +5 vest of Resistance, cloak of minor displacement or wings of flying, Winged boots, boots of speed, or boots of striding and springing (to go with spring attack), Stone of Good luck, +5 adamantine (or cold iron) Holy Evil outsider bane Longsword, +1 cold iron armor spikes, locking gauntlet, Ioun stone that grants a +1 insight bonus to AC, +5 ring of protection, +6 amulet of health.</p><p></p><p>That gives you an AC of 38 before barkskin or any similar buffs or using combat expertise. (It's 39+ with dodge). If you want more, you could go for +5 defending Armor Spikes and pick up the TWF feat at some point (and take -2 to hit for TWF while plunking all of your armor spike bonus to AC--heck, you could even use that attack for a trip to get some benefit out of your off-hand attack) but I think that's rather cheesy.</p><p></p><p>Feats: (I'm assuming non-core books are available here).</p><p></p><p>1. WF Longsword, Dodge, Imp Init</p><p>2. Combat Reflexes</p><p>3. Mobility</p><p>4. WS: Longsword</p><p>6. Spring Attack, Elusive Target (Complete Warrior)</p><p>8: Gr WF: Longsword</p><p>9: Combat Expertise</p><p>10: Close Quarters Fighting (Complete Warrior/Sword and Fist)</p><p>12: Iron Will, Gr WS: Longsword</p><p>14: Imp Disarm</p><p>15: Imp Trip</p><p>16: Power Attack</p><p></p><p>Feats to potentially replace:</p><p>1. Iron Will (Will save is important, but with a good wisdom and a +5 resistance item, you might get by without it).</p><p>2. Close Quarters Fighting (Imp Grab is a way for baddies to shut your character down--you have a good defense against it with this feat but you could take your chances)</p><p>3. Spring Attack (It's good to be able to stick and move (especially against creatures with a devastating full attack</p><p>4. Imp Disarm (Only useful against foes who use weapons (and they're generally vulnerable to trips)</p><p></p><p>Other feat possibilities:</p><p>1. Sunder+Combat Brute (Complete Warrior--this would let you sunder your foes' weapons and cleave through to strike them--removing the opportunity cost of a sunder attempt)</p><p>2. Blindfight (good in darkness (duh), against invisible foes, and when you close or avert your eyes to smack foes who have gaze attacks).</p><p>3. Whirlwind Attack (Useful if you find yourself at close quarters with a lot of weak foes on a semi-regular basis).</p><p>4. Cleave+Great Cleave (Generally a better way of taking out multiple weak foes than whirlwind attack but would require more feat expenditure for you (since you've got the spring attack and combat expertise feat chains for other reasons).</p><p>5. Imp Crit: Longsword. In 3.5, you could just get a keen longsword instead now that they don't stack but if you want a blessed sword (BoED) or use some other method of getting Bless Weapon, it's the best way to get lots of criticals.</p><p></p><p>If you want to really focus on trips and disarms, you could switch from a longsword to a light flail.</p><p></p><p>A few other things to observe: Imp Trip and spring attack work together rather nicely (although not as nicely as if you were using a reach weapon) since you can move, [trip] attack, take the free attack, and then keep moving. After taking an MeA to stand, your foe will be unable to get close enough to attack you. (If you had a reach weapon, you could do that and still take the AoO when he stands up--provided you were enlarged or otherwise had more than 10' reach).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1286258, member: 3146"] As a 17th level human fighter, you have access to 6 feats from levels, one bonus human feat, and 9 fighter bonus feats. That's enough for a lot of flexibility. With these starting stats I'd do a few things. 1. Stat increases. If you think he might make 20th level soon, put all the stat increases into strength for a 21. (You'll use a headband to qualify for Combat Expertise). However, otherwise, put 3 into strength and one into int to qualify for combat expertise. 2. You want to be a light and mobile fighter. Equipment: +5 ghost touch mithral breastplate, +4 gloves of dexterity, +6 belt of giant strength, +5 heavy shield of moderate fortification, +5 vest of Resistance, cloak of minor displacement or wings of flying, Winged boots, boots of speed, or boots of striding and springing (to go with spring attack), Stone of Good luck, +5 adamantine (or cold iron) Holy Evil outsider bane Longsword, +1 cold iron armor spikes, locking gauntlet, Ioun stone that grants a +1 insight bonus to AC, +5 ring of protection, +6 amulet of health. That gives you an AC of 38 before barkskin or any similar buffs or using combat expertise. (It's 39+ with dodge). If you want more, you could go for +5 defending Armor Spikes and pick up the TWF feat at some point (and take -2 to hit for TWF while plunking all of your armor spike bonus to AC--heck, you could even use that attack for a trip to get some benefit out of your off-hand attack) but I think that's rather cheesy. Feats: (I'm assuming non-core books are available here). 1. WF Longsword, Dodge, Imp Init 2. Combat Reflexes 3. Mobility 4. WS: Longsword 6. Spring Attack, Elusive Target (Complete Warrior) 8: Gr WF: Longsword 9: Combat Expertise 10: Close Quarters Fighting (Complete Warrior/Sword and Fist) 12: Iron Will, Gr WS: Longsword 14: Imp Disarm 15: Imp Trip 16: Power Attack Feats to potentially replace: 1. Iron Will (Will save is important, but with a good wisdom and a +5 resistance item, you might get by without it). 2. Close Quarters Fighting (Imp Grab is a way for baddies to shut your character down--you have a good defense against it with this feat but you could take your chances) 3. Spring Attack (It's good to be able to stick and move (especially against creatures with a devastating full attack 4. Imp Disarm (Only useful against foes who use weapons (and they're generally vulnerable to trips) Other feat possibilities: 1. Sunder+Combat Brute (Complete Warrior--this would let you sunder your foes' weapons and cleave through to strike them--removing the opportunity cost of a sunder attempt) 2. Blindfight (good in darkness (duh), against invisible foes, and when you close or avert your eyes to smack foes who have gaze attacks). 3. Whirlwind Attack (Useful if you find yourself at close quarters with a lot of weak foes on a semi-regular basis). 4. Cleave+Great Cleave (Generally a better way of taking out multiple weak foes than whirlwind attack but would require more feat expenditure for you (since you've got the spring attack and combat expertise feat chains for other reasons). 5. Imp Crit: Longsword. In 3.5, you could just get a keen longsword instead now that they don't stack but if you want a blessed sword (BoED) or use some other method of getting Bless Weapon, it's the best way to get lots of criticals. If you want to really focus on trips and disarms, you could switch from a longsword to a light flail. A few other things to observe: Imp Trip and spring attack work together rather nicely (although not as nicely as if you were using a reach weapon) since you can move, [trip] attack, take the free attack, and then keep moving. After taking an MeA to stand, your foe will be unable to get close enough to attack you. (If you had a reach weapon, you could do that and still take the AoO when he stands up--provided you were enlarged or otherwise had more than 10' reach). [/QUOTE]
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