I hit a creative brick wall with my character in a new Pathfinder game. I think it needs a fresh pair of eyes. It will be an Evil 14th level game. So far the party make-up consists of:
1.)An Anti-Paladin with Improved Crit Falchion, that is channeling stunning touches of corruption through it. Plus a Charm Monster battery in the form of a Succubus.
2.)A weapon finessing, two-weapon fighting rogue with Agile (must have since 7 Str) shortswords, and the rest of his money and feats sunk into skill enhancement. So all the pertinent ones (Stealth, Perception, Disable, Diplomacy) are in the the 30-40's. Plus his Wizard cohort that regularly buffs him every combat (greater invisibility, summon monster flankers, haste, etc).
3.)A drow cleric that didn't really show off that much because he kept getting jumped the entire session and was forced to spend most rounds healing himself. Does have an impressive confusion aura ability though.
So their DPR is really good enough against most of the stuff we fight. So I've decided on a battlefield control Fighter/tank. Inspired as I was by some recent Fighter threads on the board, I would like to make this with a pure fighter build. I like playing the game on Ironman difficulty.
Archetypes (Armor Master, Dawnflower Dervish): I am really considering Lore Warden instead, but these two together give a versatile mix of offensive and defensive powers.
25-point buy: I plan on maxing out strength because I won't have Weapon Training, and I am focusing on combat manuevers to an extent. So 30 (18 +2 racial +3 level +1 inherent +6 item). The rest are up in the air, but I know I'll need a decent dex.
Feats:
1 Blind-Fight
H Iron Will
F Combat Reflexes
F Improved Unarmed Strike
3 Dodge
F Mobility
5 Combat Patrol
F Disruptive
7 Combat Expertise
F Improved Trip
9 Fury's Fall
F Spellbreaker
11 Pin Down
F Power Attack
13 Ki Throw
F Dazing Assault
The general tactic revolves around Combat Patrol and the movement that provides after I trip incoming enemies and then place them where ever I want within my 15 ft reach with Ki Throw setting them up for the Anti-Paladin and Rogue, and then hopefully moving to get my reach over a spellcaster, and then Disruption-Spellbreaker trip them into a square next to me. Dazing Assault fun on it afterwards. Also, stopping enemies in that range from 5 ft stepping, and hopefully preventing full-round attacks on any of the rest of the party.
Dawnflower Dervish just gives me a host of movement-offensive capabilities in case I can't use my signature style described above (like fighting one big monster).
Where I need advice is:
1.)What weapon should I start with? I'm specifically not focusing on any so I can just pick up the best one that drops first, and don't plan to sink that much character creation gold into it, using the cleric or cohort wizard to GMW whatever I start with, probably +1.
2.)What's the best stat array for this build? I'm toying with spending 10,000 gp on an implanted Nacreous Gray Sphere Ioun Stone so that I could be a venerable fighter desperately seeking immortality. That, and the +3 to all my mental stats.
3.)Am I missing better feats to compliment or round out this build?
4.)Are there any crucial pieces of gear I should be focusing on? Right now with my sketched out starting items, I am looking at a 35 AC without any shield bonus (+14 +4 Mithral Full Plate w/Armored Kilt +3 Dex +2 Ring of Protection +2 Amulet of NA +1 Trait +1 Dodge +1 Insight (dusty rose ioun stone) +1 Luck (jingasa of the fortunate warrior). Do I need this much AC? Should that money go elsewhere?
5.) My saves are going to be a point of concern, but I'm going to browbeat the cleric into having Hero's Feast to negate fear and poison, and the first item I bought was a Wayfinder w/ Clear Spindle Ioun Stone for immunity to charm and compulsion effects. If I give up on the inherent bonus manual for strength and the natural armor amulet, I should be able to afford a Scarab of Protection for death attacks and stuff, but my Fort will probably be in the high teens, so I'm not sure.
6.)Are my numbers going to be good enough to do what I want to do? I know against the foes that are too big, I am just going to have to suck it up and swing away at their AC like a normal fighter (why I am still considering Lore Warden for their huge bonus to all CMB checks to put the Large and some of the Huge monsters into the realm of possibility). I know my AC is higher than the rest of the party (minus whomever the rogue is currently sneak attacking), and my attack bonus is still better, as the fighter's should be (until the Anti-Paladin smites). I'm concerned about not having Weapon Training + Gloves of Dueling, but I really don't want to pigeon hole myself on weapons like the rest of the party did.
So, if you managed to read all that (thanks), ideas?