Combat patrol+a reach weapon can be good but definitely takes some feat investment. But the increased threatened area makes you a big area to avoid.
Archon style can be especially good. Give an adjacent ally a bonus to defense, if you have a hand free you can redirect the attack to yourself and grant the allies a AoO. If it hits you then you get one as well.
Trip/Reposition/Bull rush. These alone are great control abilities.
Trip = knock them down so they aren't messing with your allies.
Bull Rush = knock them back a distance making them have a harder time reaching your allies.
Both eventually let you make the opponent provoke AoO when you do them as well. Trip needs combat expertise while bull just needs power attack.
Trip can let you get felling smash to swift action trip even when making a single attack without giving up damage.
Bull rush lets you use armor spikes for damage on a bull rush and leads to feats that let you auto-bull rush on a crit.
If you don't care alot about optimized damage a whip can be good as you can get feats to let you entangle enemies with it. Its pretty useful at 15ft reach, provokes AoO if you attack with it without a feat. Eventually lets you threaten 10ft of area around you. Its alot of feats but can be nicer than a polearm type weapon.
Overall i'd say pick fighter, wear heavy armor, and use all those extra feats to be master control melee. Because obviously if you make their life hell trying to go past you then you're going to be a big target.
That said if you have any casters they should probably do some level of AoE control as well.
Thanks for the suggestions. I'm liking the options of tripping them since I have a strong tail I can start using at 5th level. Felling smash sounds like the thing i'll want to go for. Keep them on the floor and just beat them whenever they try to stand up.
Tripping can be fun. I suggest a trip weapon with some weapon cords. That way you can drop your weapon if you fail your trip attempt instead of being tripped yourself, and then easily retrieve it.
I believe it from what I've read felling smash also works with vital strike for more fun. As both trigger off of the attack action.
I had a build around this once as a fighter using Two handed fighter, took a scythe. Two handed fighter has felling smash built in as well but as a free action and no AoO for not having feats. also works with bull rushes. Problem is its level 11 so felling smash is better, and it basically becomes a way to do bull rushes as an option though.
Then you proceed to pray someone in your party takes butterfly sting or you have lucky dice for that x4 crit. Two handed fighter just makes the single attacks even nastier as it adds x2 str instead of x1.5 str.
I imagine you'd be using your move actions a bit more especially if there's multiple foes, and prone enemies can't AoO you if i remember right.
Spinning throw/Riptide attack can be fun as well but require alot more feats.
Spinning throw basically lets you trip a foe, then use a bull rush to move him away from you in a direction you chose while staying where you are and then having them land prone at the end. Spinning throw is more monkish as it requires unarmed trips.
Riptide attack is trip + drag but the drag is a swift action after the trip so won't stack with felling smash obviously.
Whip, Improved Whip Mastery, Improved Trip, Combat Patrol, Combat Reflexes.
Toss on enlarge person to help expand your reach and patrol and a wide area.
As they try to move through your no fly zone, trip them. They have just spent their move action that turn. If they spend another move to stand up, you can use your other AoOs to disarm them. Most people trying to move into melee have a large chunk of metal or wood to hit people with. When deprived of it, well, they might as well retreat as their shiny weapon is no longer in hand.
Soilent wrote:If Combat Patrol works with Kineticist blasts, then that.Blasts don't threaten, however Kinetic Whip has reach and sticks around til the beginning of one's next turn, so AoO builds, such as with Combat Patrol, would be useful with them.
I don't think you can use Kinetic Whip with Combat Patrol. Kinetic Whip functions as Kinetic Blade, which forces you to use the Attack or Full Attack action.
Protoman wrote:I don't think you can use Kinetic Whip with Combat Patrol. Kinetic Whip functions as Kinetic Blade, which forces you to use the Attack or Full Attack action.Soilent wrote:If Combat Patrol works with Kineticist blasts, then that.Blasts don't threaten, however Kinetic Whip has reach and sticks around til the beginning of one's next turn, so AoO builds, such as with Combat Patrol, would be useful with them.
Oh right. Forgot about Combat Patrol requiring a full-round action to activate. Oh well, Kinetic Whip is still useful for other AoO builds at least.