help with a fighter

Post/Author/DateTimePost
#1

hungryhungryhippo987

Nov 20, 2008 22:57:42
Hey guys. Im an newb (both to the game and to the Forum) and Im currently playing a level 12 dwarven fighter I currently have 3 slots open for feats and im looking to pick up some cool ones. Unfortunately I dont have very extensive knowledge of my options.

the feats I already have are
-power attack
-cleave
-great cleave
-supreme cleave (or something like that its the one that lets you move 10 feat afterwards)
-dodge arrows
and a random assortment of other ones that I dont quite recall. I have a really liberal DM so there is a lot of room for outrageousness and obscureness.
Im planning to go into the berserker class next and currently meet all the prerequisites (the one from Deities and Demigods) any help would be appreciated. But please type slowely because im both a newb and an idiot.
#2

Maat_Mons

Nov 20, 2008 23:30:44
The first thing you should probably do is skim the [thread=863508]Fighter’s Handbook[/thread] and some of the builds it links to. The next would be to choose a primary combat tactic and figure out how to be really good at it.

If you have a good dexterity Robilar’s Gambit and Combat Reflexes would allow you to attack an enemy every time he attacks you. If you charge, Leap Attack gives you a 3 to 1 return on Power Attack, Shock Trooper allows you to assign the penalty from Power Attack to your AC instead of your attack roll, and one level in the Lion Totem variant Barbarian allows you to make a full attack at the end of the charge. These are two common tactics.
#3

eardatch

Nov 21, 2008 15:49:36
I'm not sure what you want to do with this guy but unless you are habitually fighting masses of one-hit mooks and don't have a caster to fireball them you shouldn't take great cleave or supreme cleave. Regular cleave is ok, but I might drop it. Weather you want to charge or do battle field control you should have a two-handed weapon, preferably with reach (but don't waste a feat on the spiked chain, just use armor spikes for anything that gets too close).

Charger: As Maat said, dip into barb for pounce (complete champion), pick up leap attack, improved bull-rush, and shock trooper. If you have 13 dex, I'd drop cleave and take dodge and mobility so you can get elusive target next level and negate any extra damage from power attack used against you from your dodge target. (shocktrooper lets you drive your AC DOWN leaving you vulnerable to power attack.) For a weapon, anything with reach should do, glaive, guisarme etc. Reach is not as essential with this build as it is with controlers, but it is still useful for avoiding attacks of oppertunity while charging.

Controler: You are going to wan't a good dex score to get extra Attacks of opportunity from Combat reflexes. Like Maat said, Robilar's is a good choice. Karmic Strike works very similar to Robilar's but requires dodge and combat expertise (needs 13 int and dex for both feats). I think you can stack the two so you get two AoOs each time something hits you, provided you have the Attacks left. These feats are not really for control though. If your str is high and you can rely on a spell caster to enlarge you, you can make great use of tripping. Use a Guisarme, get combat expertise, improved trip, combat reflexes, deft opportunist (need 15 dex) and perhaps Robilar's Gambit. Another option, and my personal favorite, is a stand still lock-down fighter.
http://forums.gleemax.com/showthread.php?t=883706
The key feats are Combat Reflexes, Stand Still (really?), and either a 2 level dip into crusader after level 6 or Martial Study(any Devoted Spitit) and Martia Stance (thicket of blades). Deft Opportunist helps alot as well. The end result is, anyone who comes within your reach will be unable to move, even 5' step unless you miss them or they make a reflex save (DC 10+damage you deal on an attack). If you can't use Tome of Battle a 3 level dip into Knight will get you bulwark of defense witch can suffice.