First Power Attack, now its compliment, Expertise.
The Expertise/Dodge path
The Expertise/Dodge path starts with getting Expertise, and then grows into a number of feats that require this. Expertise allows you to divert points from your base attack bonus into your Armor Class (up to +5).
Once you have Expertise, you have access to Improved Disarm, Improved Trip, and Whirlwind Attack, though this last one requires others as well. You can gain all the benefits of this path by 6th level, though the most dramatic is Whirlwind Attack, attainable at 4th lvl.
- Expertise, Dodge
- Mobility
- Improved Disarm
- Spring Attack
- –
- Whirlwind Attack, Improved Trip
Dodge lets you pick a single opponent and gain a +1 bonus to your Armor Class against all attacks from that single opponent. Not much of an edge, but it opens the door for other more impressive skills.
Mobility adds +4 to your AC on attacks of opportunity provoked by entering or leaving a threatened area. A nimble fighter may not be able to take as much punishment as a big hulking one, but with Mobility the little fella can avoid getting hit quite so often.
Spring Attack allows a character to divide his movement action before an after another action (eg. fighter moves 15 feet to an opponent, strikes, then backpeddles 15 feet away). It requires the Mobility feat, so the attack of opportunity provokes by such a maneuver has a +4 AC associated with it. Excellent for swashbuckling purposes.
Whirlwind Attack is possibly the most impressive fighter feat at low levels. This feat allows a fighter with all of its prerequisites (Int 13, Dex 13, Expertise, Dodge, Mobility, Spring Attack) to make a single attack against all opponents within reach, all at the character’s best attack bonus. This lets a 4th level fighter with a short sword strike 8 (eight) opponents in a single round, making a separate attack roll against each at his full attack bonus. It can take some fancy footwork to get the best advantage from this feat, but it can certainly clear a room in a hurry, and get your opponents’ attention away from the spellcaster of the party.
Improved Disarm allows a disarm attack action without provoking an attack of opportunity. As with Sunder, this allows you to remove your opponent’s weapon from immediate use. Disarm attacks involve opposed attack rolls, not massive damage, so a nimble fighter with a light weapon is better off with this than sunder, generally speaking.
Improved Trip is a great way to embarass the snot out of your foes. Not so tough when you’re face down in the guano, are you, Mr. Pit Fiend? Imrove Trip allows, on a successful trip attack, an immediate extra normal attack against the now-downed foe. Trips use opposed strength checks, so are best attempted either by strong fighters or against weak opponents.
The Expertise/Dodge path includes three feats that improve Armor Class, one feat that can increase number of attacks per round, and two feats that prevent attacks of opportunity. This is a path for somebody playing a smart, nimble fighter that doesn’t want to get hit a lot.