Well, lets try this. We'll focus on defense first. Now remember, these are just options, and not in anyway a strict rule set. these are only in my opinion.
Sword and Sheild: Defense
Heavy sheild(either steel or wood)
And the heaviest armor you can afford. Movement isnt as important as not getting hit!
Feats: (*= players hand book 2, **= Races of Stone)
Combat Expertise-Trade Base attack for Armour bonus.
Dodge -+1 dodge bonus against 1 enemy
*Sheild Specialization- Increase sheild bonus +1
*Active Sheild Defense- Make Attacks of op without penalty when fighting defensivly
*Sheild Ward- gain sheild bonus on touch attacks and against bull rush, trip, grapple, overrun, and disarm.
*Melee Evasion- While fighting defensivly, negate a foe's attack.
*Armor Specialization- Gain DR 2/- with chosen armor.
**Heavy armor Optimization- +1 to AC with heavy armor, -1 to ACP.
**Greater Armor Op- +1 to Heavy armor AC, -2 to ACP. stacks with Heavy Op.
This would be something that I would take inorder to keep myself alive and make sure to irritate the enemy into focusing on you.
Now, you can go with either two light weapons, or take the road less traveled:mischief:. Now remember, with this build you are a nimble fighter. You dont have the Armour like a sword and board fighter, but you do a whole lot more damage then said fighter.
Now, you can either go with twin shortswords, but for this build, were gonna go with something alil scarier!
Two-weapon fighting and any feat that goes with it. Improved and Greater two-weapon fighting are found in the Complete Warrior. While Oversized Two-weapon fighting is found in the Complete Adventurer. So we should either focus on using longswords, or the ever better Bastardsword.
Exotic weapon Prof(Bastardsword)-now you can use a Bastardsword in one hand.
Two-weapon Pounce- Attack with both weapons during a charge, lose the +2while charging.
Two-weapon Rend- deal an extra 1d6+1-1/2str bonus.
Combat Reflexes- Gain extra AoO equal to Dex mod.
Vexing Flanker- +4 to attacks against a flanked target.
Dodge- +1 to AC against one foe.
Mobility- +4 AC against AoO's toward you.
Spring Attack- move before and after an attack.
Now, heres the killer section! You do the most damage out of the other two types, and you have moderate defenses. Get the best heavy armor, its going to be the only thing to protect your hide when fighting. Take a good two-handed weapon, like a Greatsword or even the Scythe makes this build deadler. Try to focus on one person at a time unless the situation dictate otherwise. You need to take on the heavy hitters first.
Weapon focus(weapon of choice)- +1 to attack.
Weapon Specialization(same)- +2 to damage.
Greater focus(same)- +1 to attack stacks with Focus.
Greater Spec(same) -+2damage, stacks with Weapon Spec.
kinda see where Im going with this?
Melee Weapon Mastery- Gain focus and Spec with multiple weapons.
Weapon Supremacy- +4 to resist disarm, Weild weapon while grappled, +5 to one attack when using full-attack option, +1 to AC, Once a round- treat a D20 roll as a 10.
Power Attack- trade BA for extra damage.
Cleave- make an extra attack after droping a foe once a round.
Great Cleave- no limit to extra attacks.
Any of the Combat Form feats from the Players handbook2 is a good choice.
Improved Sunder- No AoO for attacking an item, +4 to attack roll.
Combat Brute(Complete Warrior)- Its a tactical feat that grants several useful abilities.
But, like I said, this is just my opinion on these, these are by no means what you should take. Try to find something that fits you. I just wanted to give you some options here. Im not the best one to ask about other classes that help with these, buy Siberys can find the flaws in these styles and power them up just nicely.
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