I'm about to hit lvl 12 and am at a crossroads as to what two feats I should take and what sorts of weapons I should be going after.
I am currently Pal 9/Ftr 3, and will be taking my 4th lvl of fighter at 12 for the additional feat. I roll as a dwarven intimitank, with: 24, 18, 22, 13, 8(12), 20 for my stats, and Combat Expertise, Dodge, Improved Trip, Toughness, Weapon Focus and Improved Crit: slashing.
My options, as I see them are:
-Extend Spell to get some mileage out of my Divine Favors and maybe Angelskins
-Power Attack to be able to put up a little DPS when the situations calls for it
----Cleave, for additional crowd control, aggro magneting and spreading of special attacks (see further down)
-Force of Personality to give my Will save a big boost and further solidify my ability to be the last one standing in almost any situation (with a Raise ring standing by)
Part of the difficulty, is that I feel like the best period to be using PA has passed, and no I'm in the stage where having CE up as much as possible is the difference between invulnerability and death. Without PA, I have very little DPS, which brings me to my second puzzle:
Should I be going with DPS weapons primarily (X burst of pure good for example, perhaps in different flavors), or should I be going with more special qualities (banishing, vorpal, paralyzing, wounding, weakening, enfeebling, smiting, vertigo, etc...)? I lean more toward the DPS-style weapons, mostly because they are consistent, and I can often use them against many different enemies and against bosses, but then it takes me a long time to get through enemies where either the pace slows down when I am main tank and DPS, or my actually hitting stuff doesn't matter much in the cases where we have a barbarian or TWF ranger or rogue laying down the DPS. I've been trying a paralyzer but find that it doesn't activate nearly as much as I would like.
I want to be the guy that can stand in the middle of a group of enemies, hit intimidate, and pull aggro and hold it as much as possible so my party can wail away without fear of being harmed themselves. I wanna be the guy who survives the party wipes and picks up the pieces, I wanna be the guy who stands toe-to-toe with the bosses of quests and holds him on me so others can take care of something else (like clearing all the weaker enemies). And I would like to also control combat a bit (trip has been serving this purpose so far), and I feel that this is my strongest offensive feature--tripping oncoming brutes and letting the party work on the prone target while I move on to something else, or jumping past the front-lines to knock down a caster before he can do any/much damage. Because of this, a weapon with vertigo on it seems enticing, and paralyzers seem to do the same. Part of the problem I have is that I can't seem to get anything better than a +1 para, and that drops my attack bonus a bit.
This ties in with the feats, because if I go with a DPS weapon, perhaps I should take PA to get some unity there. If I go with special effects, maybe Cleave would be good. On the other hand, the added bonus of DF being up more of the time will mean my attacks land more often for chances to trip, paralyze or whatever. Paralysis seems like it could really help with survival, but as I said, it doesn't seem to stick much (might be because my first attempt at using it was in Tempest Spine on hard, and everything is a blackguard).
Should I bother with a wounding weapon? At what point do they become more worthwhile than simply dealing damage? What about a weakening weapon? It seems like hitting with one would help the whole party, since it reduced the likelihood of the enemy hitting anyone, and makes my own AC count for even more than it already did (low 50s when self-buffed right now, going up a bit when I hit 12 and get some items waiting for me).