Conclusion: how to save yourself from mundanityAs it is, D&D 3.5 mechanics highly favors casters. For a large number of reasons, people will want to play non-casters, and still contribute to their party. The higher the optimization level you play on, the harder this is. But three general conclusions:
1) 'Mundanity' can be avoided for non-casters. There are a great many options for martial or skillful characters to do out of the ordinary stuff. Almost all powerful, magical abilities that are a necessity from mid levels onwards, are available to 'mundanes' with the right feats, racial and class abilities. There is no reason whatsoever for a fighter 20 to be ' mundane', let alone for paladins, ToB-classes or ninja's.
2) At some points, especially the early levels, many abilities from feats, classes and race > spells. For example, a lesser aasimar aasimar half-fey warblade 1 with magic in the blood as feat choice has permanent fly 60 ft, charm at will, glitterdust 3/day, and some other stuff; hell, next to being an armored, martial weapon wielding melee character, it is a better wizard then most wizards are at lvl 3 - without any caster levels. A paladin 5 with the dragon steed acf has more hours of flying available then any caster has due to spells. A something 5 / jaunter 3 can teleport before the wizard has access to the spell. At higher levels though, most mundanes will only have a few special 'tricks', while a wizard at level 18 can do almost all the stuff mentioned above, and much more.
3) Some choices of feats and templates are better for 'mundanes' then for casters, since the latter e.g. prefer not to lose caster levels (which rules out most templates, creatures with racial hd and prestige classes that don't advance casting), or because a race like Dvati doesn't really work for casters. Further, for casters in general there are better ways to spend their feats. Since spells are the most powerful feature in the game, it's more logical they use feats to enhance their casting, with e.g. DMM and metamagic.
It's good to keep in mind though that
none of this will uplift a non-caster to the same power level as an optimized full caster.
So, when playing a so called mundane character that you don't want to be too mundane, keep the following list in mind:
• Templates like phrenic, saint and half-fey are your friend (and with that, level buy back)
• The dragonblood subtype opens up possibilities, like draconic aura or wings
• Less common races like hellbred, raptorian and dragonborn offer nice possibilities
• Races and templates with racial hit die and / or a level adjustment are often worth it; you don't have to worry about losing caster levels, since you don't have 'em, and they give powerful abilities. A good example is the pixie.
http://www.minmaxboards.com/index.php?topic=1570• Feats are important! Since you need to get your abilities from another source than spells, and feats are such a source. Because of this, the use of flaws is also highly convenient.
• Turn undead is very powerful, especially since it can fuel devotion feats, your easy ticket to fly, extra move actions, buffing, debuffing or healing (or at least to using this abilities several times/day).
• Tome of Battle is your friend as well, even if only used for martial study / martial stance.
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Adding interesting and powerful abilities doesn't make a viable character in itself! A sword & board fighter 20 that focuses on spring attack and the weapon specialization chain doesn't get good by the ability to fly and/or teleport 50 feat every now and then. A martial character still needs some main way to be useful, be it übercharging, lockdown, mounted charging, archery, or whatever. A fighter that can übercharge, and fly, and use a breath weapon that entangles foes, and teleport every now and them, might be good though, and quite a bit better/useful/fun then the same fighter that can only übercharge and does a little bit more damage.
For some inspiration, some builds are given below.