You are welcome!
As Claudius has suggested, you can remove the *automated* special ability use (Fenzy, etc.). That then leaves you to "manually" select Frenzy as I specified.
Alternatively, you can remove all of your character's actions and exert complete control over that character by going to the "action" tab of the character sheet and selecting "Puppet Mode: On". Doing this then requires *you* to perform all actions for that character (..including Frenzy).
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Like Claudius, I have some problems with that build..
The biggest problem is the Weapon Master portion of it.. Great Cleave in effect operates similarly to Whirlwind Attack, and doubling-up on this doesn't make much sense, particularly because *so many* feats are used for each "class" of attack.
To get Whirlwind requires:
Dex. 13 (when the character only needs at most 12),
Int. 13 (when the character only needs at most 12).
(moreover *13* doesn't provide you any increase in attribute bonus over 12, so in effect you are wasting *at least* 2 attribute points. Additionally such a broad range of required attributes probably means that you'll need a race that does NOT have an attribute bonus to Strength.)
Feats:
Dodge
Mobility
Combat Expertise
Spring Attack
NONE of these feats are particularly good for typical "fighter" combat.
Combat Expertise is the best of the group for a basic fighter, BUT you can't use Combat Expertise at the same time as Power Attack (or Improved Power Attack). Moreover +3 just isn't enough AC, BUT +6 AC via "Improved Combat Expertise", can be effective for those occasions where you need a distracting "meat shield" and don't really care if the character lands any "hits" or not.
Spring Attack is a great feat, FOR A ROGUE who needs to get away and hide after a sneak attack. It doesn't have much use for a fighter type because a fighter usually isn't "moving around" in combat. (.."moving around" means *stopping your attack* action and moving to another location..)
Dodge and Mobility increase AC against attacks of opportunity, again though, a fighter is NOT likely to provoke attacks of opportunity in the first place. Actions that provoke attacks of opportunity are:
1. Stop fighting and moving to another location (i.e. moving around in combat).
2. Drinking potions (..healing or otherwise)
3. Casting a spell
4. Using Disarm
5. Firing a ranged weapon
1. You shouldn't be doing.
2. You should be using healing *kits*, NOT healing *potions* (at least not while in combat). A healing kit not only does NOT provoke attacks of opportunity, BUT usually (with a good net heal number) can heal more hitpoints than most potions (excepting a white "Heal" potion).
3. Fighters shouldn't be doing this, especially not in combat.
4. You should only use Disarm, (actually Improved Disarm), against very touch opponents that can be disarmed. IF you make the disarm then you generally don't have to worry about the attack of opportunity. (..they may score an attack of opportunity via unarmed attack and/or with a henchmen, but usually both are not a significant enough problem in these situations.)
5. If you are using a Ranged attack weapon that close then you are either an idiot (or newb), OR you have chosen the feat Point Blank Shot which negates attacks of opportunity in this instance.
What all of this amounts to is that all *4* feats have little if any use to your character. All this to get Whirlwind.
THEN Whirlwind itself isn't that great:
1. it takes a full round to make the attack (..i.e. just *one* attack per round).
2. its area of effect isn't particularly large, and often misses a lot of opponents. To help compensate you almost *need* a large two-handed weapon, (..and unfortunately Improved Whirlwind is ONLY an Epic feat).
3. it effectively exposes you to more attacks (vs. the cleaves). (..the problem here is that you aren't reducing the number of opponents as the fight progresses, instead you kill most all at the same time - but latter after several Whirlwinds. The greater number of opponents able to attack you for longer periods, the faster you die.) The exception here is killing more with a critical hit, BUT criticals can be unpredictable (as I'll go into later).
Finally all this is for the Weapon Master class, and the Weapon Master class isn't that great either.
The Weapon Master class is primarily about improving your critical "threat range" which occurs at level 7 (WM) via feat "Ki Critical". (..the increase in critical damage is also important, but the threat range is more important.)
So not only does it require ALL that we have just discussed, but it ALSO requires 7 class levels just to get its most important feature. THE FEATURE YOU WON'T GET UNTIL THE END OF THE BUILD!:speech:
Furthermore, *MANY* opponents are often immune to criticals (and sneak attacks), so just on the basis of opponents alone it is "hit and miss".
THEN look at the improvement Ki critical offers you - about as much as 10%. IS as much as a 10% improvement actually worth all the hassle of the build? IMO.. *maybe* (depending on the module and how many opponents are critical immune), BUT more importantly - IS it worth it in conjunction with a FB build? NO. ABSOLUTELY NO!
