So are these still mutually exclusive options? It doesn't matter a lot, because the good ones tend to be exclusive anyway (grappling vs. archery)--but it's still good to know. Robilar's & Karmic are the kind of things you're going to want to grab from levels rather than bonus feats, because they work with pretty much everything but archery. Same deal with Two-weapon Fighting (which stays in style as long as you can use bullshit weapon spikes with your dwarven warpike).deanruel87 wrote:HOWEVER, upon further consideration I feel that you may have a very cool idea there. The idea being, for this Fighter, instead of saying "heres a bunch of feats, get the tricks you want" to instead offer .....like...... Ability bundles. To allow every Fighter to just pick a few tricks and then automatically get specialist-level capabilities in those areas. So options could be "Charger, Archer, Mounted Charger, Mounted Archer, Grappler, Tripper (or controller or whatever we called it), Two Weapon Fighter, Defender" and each of those would come with a list of abilities unlocked at certain levels. Meaning they would operate a lot like Tome Feats. Except it would just sort of be like getting all the abilities you would need to be good at the thing that you wanted to do.
And, yeah, I was forgetting a few viable options. Grappling is definitely worthwhile before everything gets too big or magical. "Defensive" is not, and I think the only way to make it worth thematically is to combine it with Locking Grapple, Great Throw, Karmic Strike, and the like.
Finally, don't forget the Complete Warrior tactical feats. Those things can be awesome if you can get them. I can't imagine a 'defensive' style that didn't include elusive target.