Intro
The campaign starts at ECL1. Assume all 3.5 material is allowed with "Dragon" and custom stuff allowed pending DM approval.
This character is meant to be a 'tank.' Though tanking in 3.5 doesn't work that much, I want him to be a serious threat with bull rushes and thrown weapons. Thus; Warblade into Bloodstorm Blade is the thing. Add the Shock Trooper feat (Complete Warrior 112) and Pounce and I can full atttack at the end of a charge and treat my thrown attacks as melee attacks.
How can I get a longer than 10' range on thrown weapons?
Rules and Notes
-Maneuvers and stances assume prereqs are waived.
-Power Attack and Combat Reflexes are no longer prerequisites for most feats.
-Quick Draw and Spell Mastery are given to everyone for free.
-Pounce and Powerful Build are each a feat and each has no prereqs.
-Level-Headed Berserker is a new feat. When berserking (raging, frenzying, etc.), you may treat yourself as either berserking or not berserking as it benefits you.
-Practiced Initiator it a new feat. Your IL equals your HD in all cases.
-Basic Marksmanship is a new feat which combines Point Blank Shot and Precise Shot, among some other minor benefits.
-Especially Swift is a new feat which grants one extra swift or immediate action each turn.
-Dispelling Strike is a new feat which allows your physical attacks to activate greater dispel magic with a CL equal to your BAB.
-Warblades get a new stance at 1, 5, 10, and 15.
-Crusaders get a new stance at 1, 2, 5, 11, and 15.
-We use a houseruled Bloodstorm Blade which gets new maneuvers and stances from the Iron Heart discipline at the same rate as a Ruby Knight Vindicator. Also, this BB can use any Iron Heart maneuver with Martial Throw.
Stats (32 Point Buy)
16 STR (16 base) [10 Points]
14 DEX (14 base) [6 Points]
14 CON (14 base) [6 Points]
12 INT (12 base) [4 Points]
14 WIS (14 base) [6 Points]
08 CHA (8 base)
Build
Human Warblade1/Cloistered Cleric1 (Elf Domain, Knowledge Devotion, Time Domain)/Whirl Barbarian1/Swordsage1/Crusader1/Bloodstorm Blade4/Psychic Warrior+1/Warblade+9/Crusader1
1: {Aggressive}, {Murky-Eyed], {Shaky}
1: Damaging Knockback: +d6 damage for every 10' of forced movement, +d6 if target knocked prone, Improved Bull Rush, Pounce, Sliding Rush: You may bull rush targets up to 45 degrees away from straight and you need not move with them
2: [Elf Domain: Basic Marksmanship], [Knowledge Devotion], [Time Domain: Improved Initiative]
3: [Fast Movement], Practiced Initiator, [Whirling Frenzy]
4: [+1 Init], [Weapon Focus]
5: [Delay 5 Damage]
6: Power Attack, [Returning Attacks: Spend a readied Iron Heart maneuver to turn a thrown attack into a returning attack], [Throw Anything]
7: [Martial Throw: Initiate an Iron Heart maneuver with a thrown weapon], [Thunderous Throw: Use swift action to treat all thrown attacks as melee attacks this turn]
8: [Shock Trooper: Charge, bull rush, throw weapon while power attacking, trip, catch weapon, laugh]
9: Especially Swift, [Lightning Ricochet: Full attack with thrown weapons]
10: [Mage Slayer OR Powerful Build]
11: [Uncanny Dodge]
12: [Battle Ardor: Add INT bonus to confirm crits], Powerful Build OR Mage Slayer
13:
14: [#WARBLADE BONUS FEAT#]
15: [Improved Uncanny Dodge], $FIGHTER BONUS FEAT$
16:
17: [Battle Cunning: +INT bonus to damage vs. sneak attackable (flanked or flat-foot) foes]
18:
19: [#WARBLADE BONUS FEAT#]
20: [Battle Skill: +INT bonus vs. combat maneuvers (bull rush, trip, etc.)]
$FIGHTER BONUS FEAT POOL$
-Damaging Knockback: +d6 damage for every 10' of forced movement, +d6 if target knocked prone
-Dispelling Strike (Requires Mage Slayer): As a swift action, you may activate this ability. When active, you may attempt to dispel AC boosting magic from the target as per greater dispel magic. Your CL = your BAB.
-Knockback: Add Power Attack damage bonus to bull rush attempts
-Mage Slayer: HP damage you deal until the start of your next turn is considered ongoing damage for purpose of Concentration checks
-Martial Stance
-Martial Study: Probably Shadow Blink
-Weapon Focus
Psychic Warrior Powers
Level 4/PsyWar 1/Manifester Level 1: Vigor
Level 10/PsyWar 2/Manifester Level 2: Expansion
Stances & Maneuvers[spoiler]
Stances
W01/L01 Punishing Stance (IH)
S01/L04 Island of Blades (SH)
C01/L05 Thicket of Blades (DS)
B01/L06 Absolute Steel Stance (IH)
W05/L13 Hearing the Air (DM)
W10/L18 Stance of Alacrity (DM)
Maneuvers
W01/L01 Charging Minotaur (SD)
Moment of Perfect Mind (DM)
Steel Wind (IH)
S01/L04 Action Before Thought (DM)
Burning Brand (DW)
Distracting Ember (DW)
Emerald Razor (DM)
Flashing Sun (DW)
Shadow Jaunt (SH)
C01/L05 Crusader's Strike (DS)
Foehammer (DS)
Revitalizing Strike (DS)
Vanguard Strike (DS)
White Raven Tactics (WR)
B02/L07 !MANEUVER! (IH)
B04/L09 !MANEUVER! (IH)
W03/L11 !MANEUVER!
W05/L13 !MANEUVER!
W07/L15 Raging Mongoose (TC)
W09/L17 Time Stands Still (DM)
W11/L19 !MANEUVER!
!MANEUVER! Pool
LEVEL 4
Lightning Recovery (IH)
Mithral Tornado (IH)
LEVEL 5
Dazing Strike (IH)
Iron Heart Focus (IH)
LEVEL 6
Moment of Alacrity (DM)
Rallying Strike (DS)
LEVEL 7
Clarion Call (WR)
Scything Blade (IH)
Shadow Blink (SH)
LEVEL 8
Adamantine Hurricane (IH)
White Raven Hammer (WR)
LEVEL 9
Obdurium Vise (SD Homebrew)
Skills to Max
-Acrobatics (Balance & Tumble)
-Concentration[/spoiler]
Misc. Stats[spoiler]
Alignment
LN, assuming we're using alignment
Favored Class
Doesn't Matter - We aren't using it.
Languages Known @1
Common
Orc[/spoiler]