Jack stood watch for his resting companions after a long day of fighting orcs. When he noticed one coming back into the war camp carrying a big spear that had already noticed him. He decided to go for his bow to take down the melee orc when three blueish spears snapped from the orc and a strange fog started to surround him. One of the spears struck a glancing blow. Jack decided he wasn't going to let an orc get away with that and drew his sword and axe as he moved closer. The orc fired again seemingly from a tail, but missed completely. Jack went in to attack the orc easily ignoring the spear only to be knocked off his feat by a strong sweeping kick. Jack lashed back hitting the orc with both his weapons trying to bring it too, to the ground. The orc stayed up and snapped his foot down crushing jacks shoulder before moving back. Jack knew he needed to get up but knew he couldn't keep his guard and surrendered.
So this is partially a showcase of a ten level build and partially a question of where it should go next.
Race Orc, Half Giant, Goliath, Human/Azurin(Jotunbred feat) basically a strength increase or powerful build is needed. Powerful build would be prefered so tripping tactics can be used later into the game.
Passive Way Monk 2/fighter 2/Totemist 2/Incarnate 2/Crusader 2
Abilities and feats(kind of in order)
Monk 1 Decisive strike, Combat Expertise, Combat Reflexes
Monk 2 Improved Trip
Fighter 1 Dodge, Defensive Throw (could go Midnight dodge Karmic Strike, but then you'd want to grab a damage reduction soulmeld instead of fellmist robe)
Fighter 2 Power Attack
Totemist 1 soulmelds
Totemist 2 Manticore belt bound, Extra Essentia
Incarnate 1 Fellmist Robe
Incarnate 2 Bind Threefold Mask of the Chimera to Crown
Crusader 1 Some strikes and boosts, shape soulmeld mauling gauntlets
Crusader 2 Thicket of Blades
Feats that would be good: sidestep, Rolibars Gambit, mobility, elusive target (retraining rules and/or flaws would help immensely)
Soulmelds From Totemist: Blink Shirt, Manticore belt, Threefold Chimera
Effects: high spot check, Blink Shirt can get out of bad situations, Multishot Ranged attack, extra move when really needed.
Incarnate: Fellmist Robe, lucky dice, free
Effects: miss chance for oponents, one to hit and damage, something
This build is an effort to try and give a fighter type as many tactical choices and powers that a spellcaster can use . It also has a large group of defensive options to be able to go mellee with more powerful monsters.
Tactics: Fellmist Robe, and spot enhancers should have essentia during noncombat to help avoid surprises, and to have defenses on.
Against Ranged enemies and casters Manticore belt serves as a good ranged attack and an awesome attack to ready to disrupt a caster while fellmist robe again works to give yourself concealment against their attacks
Against smaller enemies Thicket of blades combined with mauling gauntlets should let you make trip attacks that they can't oppose
Reach opponents are presented with a challenge that normally PC's face against them. To get around the fellmist Robe They need to be Adjacent which would provoke attacks of oppurtunity.
Cons: 7/10 base attack with very few boosts, feat starved, hard to find the next ten levels
Pros: doesn't specialize to much(could probably pick up any reach weapon or a two hander), needing the high strength to hit means more damage, good defensive options.
Stats probably go Str>Dex=Con>Int>Wis>Cha but the last three are not used for anything except skills and will saves
I posted this on the wizards bords a week ago, and got no responses maybe everyone really did move here.