The build I ended up with is Crusader 1/Fighter 3/Crusader 1/Fighter 15. (was F3/C2, but I wanted C1 first for the extra skill points). Feat selection is...
1 Combat Reflexes, EWP (Chain)
2 Stand Still
3 Deft Opportunist, Weapon Focus
6 Precise Swing, Weapon Specialization
9 Occult Opportunist
9 Mage Slayer
10 Greater Weapon Focus
12 Pierce Magical Protection, Close Quarters Fighting
14 Greater Weapon Specialization
15 Abberation Blood
16 Robilar's Gambit
18 Overpowering Attack, Inhuman Reach
20 Defensive Sweep
I had to have some flavor somewhere, so I replaced Improved initiative and power attack with the Aberration feats, but I couldn't justify getting them earlier. I've made a deal with my DM that the physical characteristics are present currently (long boneless arms), but that I don't have the coordination to put them to use until the feats kick in.
When we got to the game, we first found out that the module he is running (something from Kingdoms of Kalamar, sea and land based) was meant for a lot more characters (I forget how many). So with only 3 players, he was planning on running 5 npc's. We convinced him to up our initial level to 7 instead and just run an NPC cleric. So I am 7th level. The real twist, though, is that he is using the vitality/wound system. He'll let us revamp the characters now that we know, so is there anything I can do with the chain lock build to really pound the critical hits? Or, with con being so important in this system, would the psychic warrior lock be better (I don't remember where I saw it, but I saw something about a psychic warrior being a good lock build, and I think I recall that some psychic warriors have the power based on con, but I don't know if the two options are mutually exclusive or not). Another option is to completely dump the character. The player that was going to play the druid ended up with a ranger and the other player, who was originally going to go rogue, is a swashbuckler (apparently everything, including damage, is dex based, so he's kicking my butt at number of aoo, and he's got a 15-20 crit range). So playing an optimized spell chucker is sounding more enticing now. I don't know how it will affect things, but our DM wants to use some sort of point system. I'm guessing a mana-based system probably modified from something in unearthed arcana. Since I thought I was going to be the sole tank, I didn't pay much attention, but I'll get y'all details as soon as I get them from him. I do know that the way he plans on using it, it made no sense to play a sorcerer at all. And just the fact that it is non-standard is what kept the druid from wanting to play a magic user.
And honestly, if I play a caster, I really don't know what I want to play. With two other fighters, I probably don't want to go with a war mage type character. Some battlefield control will probably still be a good idea, if nothing else to funnel bodies to the fighters. That's pretty much what my chain fighter did this last session, was just use the lock to hold people at bay while the swashbuckler stepped up with a full-attack and killed them. But I don't want to be completely focused on that. A beguiler might be nice, but I don't want to break the game either. As I said, I really don't know where to go down the caster path. All I've ever played are straight mages and that one necromancer.