Playing in a Gestalt Campaign (Lvl 10) set mostly in the Underdark and dealing mainly with Drow, Lolth, and the various monsters that populate the realm. DM will be throwing in additional challenging fights including at least 1 master thrower with palm toss, double throw and returning, splitting, seeking daggers.
The Rules as they are now:
4d6 - Best 3
No LA buyoff
No Skill Tricks (CS)
No Homebrew
Books the DM isn't familiar with are subject to approval.
No Regens or Rerolls; you die and you are out.
55k gp to start with, might have access to some party funds
Party members will most likely include:
Divine Warrior - Optimized Divine Warrior with Spells, 2x +5 Longswords, permanent daylight on command, etc
Druid / Shadowdancer - Skillmonkey with focus on strong melee from wildshaping combined with the stealth and feats of shadowdancers
Arcane Master: Arcane caster PrCs and Base unknown but he has a thing for wizards
Bard -> PrC / Warlock: Party Face with slight skill monkey and some useful tricks.
But this isn't about them, just a reference for my position in the party
Warblade 10 / Cloistered Cleric 10
Str - 18 Wis - 18 Con - 16 Int - 15 Cha - 14 Dex - 13
Full BaB - D12 HD - 6 + Int Skill Points - Lore Class Feature - Free Knowledge Domain - Additional Spells
For Warblade focusing on Diamond Mind specs to abuse Concentration checks. Third Eye Concentrate for +10 competence bonus on conc checks and Steady Concentration so I can take 10 even if not normally allowed to. Which puts my Concentration at 26 and by taking a 10 I can without fail have a 36 as my Will, Reflex, Fort saves and for various strikes.
Cleric focuses on buff spells because I can't get my charisma any higher without going a little mad. I get
Freedom of Movement
as a supernatural ability 10 rounds a day at my discretion. I won't go through the lower level spells (most people just use the same ones) but I will address high levels and domain granted spells. Travel grants the best spells giving me Teleport 5th / Fly 3rd / Dimension Door 4th. Buff Spells are Righteous Might, Divine Power, and Divine Favor for a Size, Enhancement, and Luck bonus respectively.
Feats taken are:
Adaptive Style: I haven't totally figured out how this works but essentially when combined with Diamond Mind I have all maneuvers readied at the start of my turn.
Steady Concentration: Take 10 on Conc checks where it would normally not be possible.
Power Attack: I can use Emerald Razor to melee attack using touch AC. Power Attack rocks for that. And for the x4 damage attack.
Imp. Init: Warblade Bonus feats kinda suck but extra initiative is always welcome
Weapon Focus (adaptive): 1 hour a day to change to any weapon
Weapon Spec (adaptive): same as above.
Blade Mediation: +2 Conc Checks, +1 Diamond Mind Maneuver DC, some other bonus when using weapon appropriate for maneuver.
Knowledge Devotion: I have 13 ranks in Knowledge (Arcane, Religion, Dungeoneering, Planes)
So I must confess my utter ignorance of appropriate weapons, armor, items. I basically started really playing D&D 2 1/2 weeks ago so my actual knowledge of gameplay effectiveness and magic items (which I have been loathe to read through) is spotty at best. Any advice pertaining to making my character "be all it can be" is awesome though.