In an upcoming game, set in Iron Kingdoms, I'm going for this build. Everything is allowed, except for Flaws. Third Party material is no problem (have to run it past the DM, though), and refluffing existing campaign-specifics is no problem at all.
We will start at lvl 3, fractional saves & BAB.
My stats are: 18, 18, 15, 15, 15, 15. Not bad, eh?
Notable houserules: TWF = Counts as Epic TWF; ITWF allows you to attack once with each weapon during AoO's, Standard Actions and charges; if you have a racial bonus to a skill, this increases with HD; Skillgrouping with Perception (Search, Spot, Listen), Stealth, Acrobatics, Athletics; martial classes (all ful BAB, PsyWar, Swordsage) get free Improved Unarmed Strike; Diplomacy has to be RP'd and not solely rolled.
Marius O'Tooly
Wiz5/Ftr1/SB1/WCst6/SB2-8
Lvl Class BAB Casterlvl Fort Ref Will Feats Skills Ranks
1 Wizard 1 0,5 1 0 0 2 Dodge, Combat Casting, Knowledge Devotion Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 4
2 Wizard 2 1,0 1 0 0 3 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 5
3 Wizard 3 1,5 1 1 1 3 Iron Will Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 6
4 Wizard 4 2,0 1 1 1 4 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 7
5 Wizard 5 2,5 1 1 1 4 Mobility Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 8
6 Fighter 1 3,5 0 3 1 4 Power Attack, Skill Focus (Concentration) Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 9
7 Swiftblade 1 4,5 0 3 3 6 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 10
8 Swiftblade 2 5,5 1 3 4 7 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 11
9 Swiftblade 3 6,5 1 4 5 7 Leadership Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 12
10 Warcaster 1 7,2 1 4 5 9 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 13
11 Warcaster 2 7,8 1 4 5 10 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 14
12 Warcaster 3 8,5 1 5 6 10 Arcane Strike Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 15
13 Warcaster 4 9,2 1 5 6 11 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 16
14 Warcaster 5 9,8 1 5 6 11 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 17
15 Warcaster 6 10,5 1 6 7 12 Practised Spellcaster Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 18
16 Swiftblade 4 11,5 0 6 8 13 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 19
17 Swiftblade 5 12,5 1 6 8 13 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 20
18 Swiftblade 6 13,5 1 7 9 14 Improved Initiative Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 21
19 Swiftblade 7 14,5 0 7 9 14 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 22
20 Swiftblade 8 15,5 1 7 10 15 Spellcraft, Concentration, Kn (Arcane, Religion, Nature, Dungeoneering), 'Jack Handling 23
16
STR 18
DEX 15
CON 15
INT 18
WIS 15
CHA 15
He is a Human, either Midlunder (basic human with +1 Fort) or Thurian (basic human with +2 INT and -2 WIS and Bluff as permanent class skill).
Iron Will, Combat Casting, Skill Focus (Concentration) and Leadership are prereqs for Warcaster; while Armour Proficiency isn't required, de facto a Warcaster needs them all.
P.S.: Round BAB down, it's just the way I put it in Exel.
P.P.S.: If anyone could help me with tables, I'd welcome the help...
What would you do to improve him? Thanks in advance!