A friend in the same campaign as my "Is a Draconic Primordial Half-Ogre overpowered?" Thread is planning out his back up character.
He's currently playing a Wizard/Beguiler, and so next time wants a combat focus. (He really isn't planning on dying, but with a few close calls it's time to plan out a back up).
He'll probably end up with a Goliath Frenzied Berzerker Dungeoncrasher with Full Barbarian Progression, but we were discussing the following as an interesting alternative.
Here's the concept;
Dex and Int or multiple Int rather than Strength for the purposes of Tripping, Power Attacking, Hitting and dealing Damage, with special focus on the Tripping and Power Attacking part.
Here are the game rules;
Racial Hit Dice and Level Adjustments all go in the same track, with Level Adjustments first, Racial Hit Dice Second, then Classes.
Only Classes fill the other track.
BAB & Saves are fractional.
No Dragon Magazine, but all Campaign Settings are available.
Eberron Action Points are in effect.
Flaws are available, but only those in the Unearthed Arcana.
No XP is awarded, so anything costing 1XP instead costs 5GP.
Before Racial Adjustments, there are 74 points to put into attributes
(not point buy, so MAD characters are a lot harder to use than Min-Maxed ones)
No humans (including Illumians et al), but half humans are allowed, with Half-Orcs being assumed to be Half-Orc Half-Half Elf, and Half-Elves refluffed as a seperate base species, and so on.
Most other Races are allowed, so long as their subtype isn't Human and they didn't come from Dragon Magazine.
No human paragons.
All characters get a free Able Learner feat in spite of not being human.
Any form of Level Drain or Level Damage are punishable by instant death by an all seeing deity.
Any form of Resurrection or Reincarnation are punishable by instant death by an all seeing deity.
All other magic is allowed, including Necromancy.
Good and Neutral Clerics of said all seeing deity have access to ALL domains.
Lesser Air Genasi
Str 10
Dex 20
Con 12
Int 20
Wis 6
Cha 6
Feats at level 15:
Aberration Blood (Flexible Limbs)
Battle Jump
Blind Fight
Carmendine Monk
Combat Reflexes
Exotic Weapon Proficiency (Spiked Chain)
Favored Power Attack
Great Fortitude
Improved Trip (Ignore Prerequisite)
Improved Unarmed Strike
Inhuman Reach
Insightful Strike
Leap Attack
Mage Slayer
Pierce Magical COncealment
Power Attack (Ignore Prerequisite)
Shadow Blade
Weapon Finesse
Weapon Focus (Shadow Hand)
Wolf Berserker
Knowledge Devotion
Air Devotion
Travel Domain
2 Flaws
1 Warblade 1 / Overwhelming Strike Monk 1
2 Warblade 2 / Cloistered Cleric 1
3 Warblade 3 / Swordsage 1
4 Warblade 4 / Swashbuckler 1
5 Wolf Totem Barbarian 1 / Swashbuckler 2
6 Wolf Totem Barbarian 2 / Swashbuckler 3
7 Warblade 5 / Arcane Hunter Ranger 1
8 Warblade 6 / Factotum 1
9 Warblade 7 / Factotum 2
10 Warblade 8 / Factotum 3
11 Warblade 9 / Fist of the Forest 1
12 Warblade 10 / Fist of the Forest 2
13 Warblade 11 / Fist of the Forest 3
14 Hit and Run Fighter 1 / Feat Rogue 1
15 Hit and Run Fighter 2 / Feat Rogue 2
Key Equipment;
Boots of Agile Leaping
Spiked Chain
2 Big Questions
1. If he got to this point, where would he go for the last 5x2 levels?
2. As it'll take us some time to level, what is the best order to take these levels and feats in?1 Small Question
Might he find this underwhelming after playing a dual caster?