10. FB, Heal 6
11. FB, Heal 1, Spot 2
12. Fighter, *Strength 1*, Spot 3, Feat Blind Fight.
13. Fighter, Heal 1, Spot 2, Feat Improved Critical Scythe
14. NeverWinter Nine, Heal 2, Spot 3.
15. Fighter, Heal 1, Spot 2, Feat Improved Power Attack
16. Fighter, *Strength 1*, Heal 1, Spot 2, Feat Weapon Focus Scythe.
17. Fighter, Heal 1, Spot 2.
18. Fighter, Heal 1, Spot 2, Feats: Greater Weapon Focus Scythe, Weapon Specialization Scythe.
19. Fighter, Heal 1, Spot 2.
20. Fighter, *Strength 1*, Heal 3, Feat Greater Weapon Specilization.
MOTB
21. FB, Spot 3, Feat Great Strength 1.
22. FB, Heal 1, Spot 2.
23. FB, Heal 2, Spot 1, Feat Great Strength 2.
24. FB, *Strength 1*, Heal 2, Spot 1.
25. FB, Heal 2, Spot 1, Feat Epic Weapon Focus Scythe
26. Divine Champion, Heal 2, Spot 1.
27. DC, Heal 2, Spot 1, Feats: Epic Prowess, Extended Rage.
28. DC, *Strength 1*, Heal 2, Spot 1.
29. DC, Heal 1, Spot 1, Taunt 1, Feats: Overwhelming Critical Scythe, Power Critical Scythe.
30. DC, Heal 1, Spot 1, Taunt 1.
Notes:
*DO NOT DEVIATE FROM THIS BUILD*.. there are lots of "tricky" reasons for the class selection at each level and the feat selection at each level.
Basic thoughts on the build:
This gets back to the original intent of the build you had chosen. The opportunities for criticals won't be as good as the original, nor will the critical damage, BUT your non-critical damage will be higher and your attack numbers will be higher (which will allow you to critical more often).
The Scythe is chosen as your weapon - 2-handed needed for Power Attack/Improved Power Attack. Its also a weapon where the critical damage *feels* like a critical, especially with Improved Power Attack on. Use the Scythe once you hit 12th level and start using Power Attack at that point for every battle. You really shouldn't rely on your longsword/shield combination, instead use healing kits during battles to heal those wounds that your lower AC may subject you to.
The FB levels early-on get you up to the Enhanced Power Attack feat. Note that I have NOT chosen to get the Improved Power Attack feat until a few levels latter. 2 Reasons: 1.You should have Blind Fight as early as you can get it, 2. the -6 to your attack is to much at level 12. You do have the full Improved Power Attack though when you can better use it, AND before the 2 most difficult fights in-game for the OC (..assuming you do just about everything quest-wise).
For MOTB I chose to continue with the FB for both the enhancement to your Frenzy and the +4 additional damage via the 10th level FB's "Supreme Power Attack". The Divine Champion filled in the remaining 5 levels without sacrificing feats (..i.e. with this build it offers just as many as a Fighter). Additionally it gives you bonuses to your saves.
Finally we get to skill selections:
You need the feat Able Learner to reduce skill point "expenses". MOST builds need this feat, and a good build usually has this feat at the very beginning to maximize your skill points.
Then we needed to "unlock" the skills Heal and Spot. I also wanted to do it without compromising your attack number and without other "costs" (like feats). 2 Class did this: Ranger and Neverwinter Nine. Of the 2 Neverwinter Nine fits with the build theme, fits with the game, and also adds the perk from the "aura" - so it was chosen at a time when you should be able to select the class.
We've already gone over why heal is so important, but Spot is also *extremely* important. It, along with Blind Fight, allow you to better hit certain "concealed" or even stealth/invisible opponents - without both some opponents will be nearly impossible to hit.
Anyway, on to the next build.