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Deathedge's page
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Lame. They need to come out with an Improved Mount feat.
I would REALLY like my Cavalier to have a griffon as his mount... (who wouldn't?) I also do not care if it took him a while to acquire it, as long as he gets it eventually.
I see no reference to gaining an alternative mount/companion in the description of the druid's animal companion, however.
Ideas? Comments? Or did I just miss something?
I'm not saying our group gets on PERFECTLY well....we just know there are certain lines that must not be crossed. I mean honestly how easy can it be keeping peace between an elven assassin and a drow cleric of Lolth? They are almost REQUIRED to hate each other.
However each knows that if they were to strike down the other, they would have to contend with an irate crusader and a less than pleased dread necromancer. The assassin proved his worth to the party when he one-shotted an ogre at 2nd level, and what party would willingly part with a cleric?
The crusader is imperious and arrogant, and the dread necromancer is.....creepy, preferring the company of his undead minions to that of the living. No one in the party actually LIKES anyone else, but each realizes how the whole is more potent with each of its parts intact.
Dang, now I wanna play this party. Its been a few months!
1: Play a wizard.
2: Do everything in your power to take both the Initiate of the Sevenfold Veil and Abjurant Champion prestige classes.
3: Make the race of your wizard Warforged (from the Eberron campaign setting) so you can heal yourself with the "Repair Construct" spells.
4: Profit!!!
Well the kicker is that we have a houserule that each player gets ONE re-roll per night...and he chose not to use it. He was disarming the trap, then rolled a 1 (auto-failure) and then rolled again to confirm a critical failure. 3. The trap went off, turning him to stone.
He was the only other person in the room at the time, so our hexblade went in next followed by my sorcerer. The room was filled with four mirrors, and here was our rogue turned to stone.
My sorcerer, having NO knowledge of traps, figures that perhaps our rogue looked into the mirror and this was what turned him to stone...so he shoots the mirror with a crossbow, hoping to break the mirror and thereby the spell. Not only did it NOT break the mirror, but caused the WHOLE ROOM to be subjected to the prismatic spray-like effect.
Not our best night as a group.
That sucks for me, but that's what I originally thought. The passage in the DMG is not worded very well IMO.
Now the party is in dire straights, because the trap that killed me, turned our rogue/cleric into a statue and teleported our hexblade.....somewhere..... was in a red dragon's lair. We were helping a gold dragon kill a red (HE was killing the red, we were killing the red's minions), with a promise from the gold that we could help ourselves to anything from the red's hoard except for any artifacts. The whole reason we were after the red's hoard in the FIRST place was to hopefully get enough diamonds to resurrect our fighter, who was killed by a black dragon (in spectacularly gruesome fashion) a few sessions ago. So now no fighter, no sorcerer, no hexblade....man, our poor ranger and de-stoned rogue/cleric are gonna have a HELL of a time!

We're playing a 12th level 3.5 party, and last session something happened that caused discussion and disagreement among the players.
I am playing a sorcerer/abjurant champion with a 16 con and 95 hit points, and I was hit by a prismatic spray-type trap. I Failed two reflex saves and ended up taking 20 points of acid damage and 40 points of electric damage, bringing me down to 35 hp.
Then I failed the fortitude save against the poison (the saves were extremely hard) which caused me to lose 10 points of constitution.
Here's the problem. One player says that I am dead, because the con damage caused me to lose an additional 60 hp. The other player (who is also the DM but is trying to adhere to the rules as opposed to fudging it) found a passage in the DMG that says that even if you take enough con damage that the hit point loss would kill you, you still are alive with one hit point per hit die left (which in my case would be 12hp).
Obviously if your con was reduced to 0 you would die, but what happens here? Am I still alive but weakened, or is it time to roll up a new character?
Whoa...sneak attack does not apply to iterative attacks? Really? So.....my gaming group has been doing it wrong for years?
Do I understand this correctly in that a rogue/wizard/arcane trickster with a caster level of 11 will be able to apply sneak attack damage to ALL THREE scorching rays under the correct circumstances?
I'm currently playing a swordsage in Shackled City. We're up to fourth level (although I AM a Thri-kreen, so technically I'm a second level swordsage) but I've encountered no problems so far, so I would agree with the previous poster in that it needs no changes to be compatible with Pathfinder.
Honestly I think all of the Tome of Battle classes are powerful enough on their own to hang with the Pathfinder classes. I've played a swordsage and a warblade while my roommate played a crusader, and they have always been among the hardest-hitting members of the party.
hogarth wrote: Armor of etherealness and the obsidian steed figuring of wondrous power are two methods. Where can I find these magic items? Not near my books right now.

Turin the Mad wrote: Deathedge wrote: Ok, so I have a rogue/swashbuckler/shadowdancer who is part of an 18th level party. This party will soon be going up against their evil counterparts (also played by us).
The player of the evil fey'ri sorcerer has stated that he doesn't fear my Hide in Plain Sight or my ring of invisibility because he has glitterdust...so now pretty much all my stealth is gone with a *censored* 2nd level spell. True, I could go toe-to-toe with him using my improved feint, surprising riposte and such, but why should I do that when I don't have to?
SO. I would like some help from all you wonderful people here at paizo. The way I figure it if I can become ethereal before I strike then it will still negate my invisibility, but at least the dust won't adhere to my person and make me take a -freakin' 40(!) to my hide check.
How to go ethereal though? Any magic items, feats or class abilities that can help me? Oh, also this is NOT Pathfinder, simply 3.5-3.0. (I'm trying to get the DM to convert, but he does not have the book yet), so no Pathfinder-only feats, spells or abilities will be any help.
Can anyone be of assistance?
Said 3.5 sorcerer still has to SEE you first to tag you with the glitterdust - especially if you are not snogging on invisibility for your stealth.
Also, do you have access to spell turning? If he targets you directly with it ... oops. spell immunity may or may not work against glitterdust in 3.5 though.
ring of greater counterspelling is also the countermeasure of choice for non spell casters... from Magic Item Compendium. It will not be terribly difficult for the sorcerer to see me while I have a negative !!!FORTY!!! to my hide check, when I only had a plus 37 to begin with.
The spell is a ten foot radius burst, does not target me specifically....and spell resistance does not apply. It also does not allow a save vs. the negative to hide. This spell is a *%$#ing nightmare. WAAAAAY overpowered if you ask me, at least for a second level spell.
Not familiar with ring of greater counterspelling.

Ok, so I have a rogue/swashbuckler/shadowdancer who is part of an 18th level party. This party will soon be going up against their evil counterparts (also played by us).
The player of the evil fey'ri sorcerer has stated that he doesn't fear my Hide in Plain Sight or my ring of invisibility because he has glitterdust...so now pretty much all my stealth is gone with a *censored* 2nd level spell. True, I could go toe-to-toe with him using my improved feint, surprising riposte and such, but why should I do that when I don't have to?
SO. I would like some help from all you wonderful people here at paizo. The way I figure it if I can become ethereal before I strike then it will still negate my invisibility, but at least the dust won't adhere to my person and make me take a -freakin' 40(!) to my hide check.
How to go ethereal though? Any magic items, feats or class abilities that can help me? Oh, also this is NOT Pathfinder, simply 3.5-3.0. (I'm trying to get the DM to convert, but he does not have the book yet), so no Pathfinder-only feats, spells or abilities will be any help.
Can anyone be of assistance?
kyrt-ryder wrote: Deathedge wrote: Hide in Plain Sight is a great ability, but it won't guarantee you won't be seen after making an attack. I believe RaW says that if you try to hide after an attack then you do so at a -20 to your hide check. Hide in Plain Sight just means you get to make that attempt a lot easier, as opposed to jumping into a bush. Actually, that isn't true at all. The only place that rule comes into play is in sniping, where your struggling to maintain your hidden position, rather than attacking and revealing yourself, then hiding again while you move. Wow! If that's true, that's awesome! My 18th level rogue/shadowdancer just got a LOT more dangerous! Thanks, man!

kyrt-ryder wrote: Deathedge wrote: Shadowlord wrote: Feinting just denies your opponent their DEX bonus to AC for the next melee attack you make, not a whole round. He would have gotten sneak attack on his next attack, but not on a full attack. How did he get it on 6-8 attacks with only one feint roll?
I believe Invisible Blade makes Feinting a free action but he would still have to feint separately before each attack.
Wrill Marcalo is a high level rogue/invisible blade with dual-wielding feats, two daggers of speed, and the Surprising Riposte feat from Drow of the Underdark. If I hit you with one sneak attack after feinting, then you are rendered flat-footed. That means the rest are considered sneak attacks as well. :)
We also use the 3.0 version of Expert Tactician, which states that you can make an extra melee attack against one opponent who is within melee and who is currently denied Dex bonus...such as by being flatfooted. Still, even with that houseruled 3.0 feat, that only adds ONE to his many in-your-face sneak attacks. And he's actually going to get nine, when he's finished. Surprising Riposte is a rather good feat, but it does come with some issues.
1: it's non-core, as is invisible blade. There are many GM's that limit books available, IB is in a more popular book, and among those GM's that do allow non-core they often have issues with multiple splat stacking. Greater Feint is core, so its a combo that's available a fair percent more often.
2: It makes the target flatfooted, which has good and bad points. The good (nasty really) point is that flatfooted foes can't take immediate actions or make attacks of opportunity. The bad news, is that barbarians, fellow rogues, and anybody else with uncanny dodge is immune to the feat's sneak attack granting benefit. 1: No one said we were simply discussing core rules. And as you said, if we were playing Pathfinder instead of 3.5 (Wrill was around before we started playing Pathfinder), then he would simply have taken the Greater Feint feat. Since that didn't exist when I made him, he became an Invisible Blade.
2: That's the risk you take when you sign up to be the rogue. Just like choosing to become a great archer...watch out for those Wind Wall spells. Everyone has a weakness, everyone excels at something. That's why I love it! :D
Hide in Plain Sight is a great ability, but it won't guarantee you won't be seen after making an attack. I believe RaW says that if you try to hide after an attack then you do so at a -20 to your hide check. Hide in Plain Sight just means you get to make that attempt a lot easier, as opposed to jumping into a bush.

Shadowlord wrote: Feinting just denies your opponent their DEX bonus to AC for the next melee attack you make, not a whole round. He would have gotten sneak attack on his next attack, but not on a full attack. How did he get it on 6-8 attacks with only one feint roll?
I believe Invisible Blade makes Feinting a free action but he would still have to feint separately before each attack.
Wrill Marcalo is a high level rogue/invisible blade with dual-wielding feats, two daggers of speed, and the Surprising Riposte feat from Drow of the Underdark. If I hit you with one sneak attack after feinting, then you are rendered flat-footed. That means the rest are considered sneak attacks as well. :)
We also use the 3.0 version of Expert Tactician, which states that you can make an extra melee attack against one opponent who is within melee and who is currently denied Dex bonus...such as by being flatfooted. Still, even with that houseruled 3.0 feat, that only adds ONE to his many in-your-face sneak attacks. And he's actually going to get nine, when he's finished.

This issue came up last night in game play. The party (9th level) was ambushed by a bunch of redcaps (nasty little b*stards). They got a surprise round on us and whacked us pretty good, and THEN they proceeded to get initiative over us as well. Essentially they each got to attack us twice before we got to react at all, and we were all flatfooted the whole time. Lovely. Basically from that point on it became a game of survival and avoidance, with each character trying to stay alive and protect their precious few remaining HP's (aside from our fighter who is a BEAST) utilizing their own unique skill sets.
For my sorcerer it was easy: Flight of the Dragon, 100ft straight up, and then rain down sonic death via Sound Lance.
For the fighter, just start chopping with the greatsword and let the Combat Focus healing keep you in the fight.
The Hexblade failed at throwing out two curses and a Tasha's Hideous laughter, then got knocked down to -7HP.
Then we come to the rogue/cleric. There are two on her. She blinds one and puts it out of the fight. Next round she successfully bluffs the second redcap and dives into the bushes to hide from it.
There is no one else threatening the redcap, and he has the track feat. He follows the footprints the rogue/cleric leaves straight to the bush she's hiding in. We discussed this and agreed that perhaps the redcap should get up to a +4 bonus on his spot check to see her, since the footrpints lead right to where she's hiding .
Any rules that address this that I may not be aware of? Anyone else have a similar situation arise?
To play a badass cleric, one needs only to use the wealth of new cleric spells presented in the Spell Compendium. Healing, heavy armor, D8 hit die, rogue base attack bonus, more buff spells than anyone, and now blasting like a wizard? How can that not be badass? I actually think they're TOO powerful.
I had a dwarven fighter named Leonidas Warbeard (YES, named after Leonidas of Sparta, but YEARS before that story was a movie). The Warbeard clan was so named for their penchant for tying iron blades, spiked rods, hooks and all kind of pointy metal nasties from their facial hair. Ol' Leo had all that and more dangling from his face...the very bottom of his beard was a small spiked flail. Thus was born the "Exotic Weapon Profiency: Beard Flail" feat. 1d6 damage, critical range 20, critx2, add one half of your strength modifier. For reasons that should be obvious, the trip attack common to other flails was not possible with a beard flail. ;)
I hear ya, Larry. But imagine MY conflicted feelings...I play the rogue in the good party as well as the vampire AND the yuan-ti in the evil party! Talk about roleplaying! I want the good party to win! But I want the evil party to win! But I want the good party to win! But...I.....want......
*thud*
Oh yeah, and I seem to have forgotten about CJ's werebear barbarian/frenzied berserker. Unless he can fly, I'm not too worried about him though.
The fighter AND barbarian/frenzied berserker are going to have their hands full with the ogre fighter/war hulk, and POSSIBLY a certain dragonkin barbarian. The rogue/swashbuckler/shadowdancer is going to have his hands full with the psychic warrior/elocator alu-fiend . The paladin/devoted defender is going to have his hands full with the vampire fighter/wizard/spellsword (or whatever I choose to finally make him!). Sounds like your druid/heirophant is gonna take on the lich wizard/cleric/mystic theurge one-on-one. Notice anything?
That leaves our elven wizard/archmage, arguably the most powerful person in the whole party, with nothing to do! And personally I think you and she could possibly take out the entire evil party by yourselves, ESPECIALLY if we get the jump on them. I think the evil party might NEED to have my yuan-ti favored soul there, just to have a chance!
Man, that sounds like a really epic battle when it's all typed out like that! :D
Don't know if this will be of any help to you, but I play with several groups of people who like versatility in their characters. In most of the campaigns I've played (and all of the ones I've run) we house-rule the Jack of All Trades feat. It makes all skills class skills, so you can put your points wherever you want up to normal skill levels. It can only be taken as a first level character, though. I've had some people say that's pretty powerful, but I've never had it come even close to breaking the game. So I want a sorcerer who can move silently, so what? Every point I put into move silently is a point I'm NOT putting into spellcraft or concentration.
Lopke wrote: Chault the Bastard, Aasimar Paladin of Freedom.
He was so much fun to play because of my fake (and bad) British accent, his zeal for life and liberty, his stubbornness in never giving up (on anything, from teasing the fat cleric, to convincing others to join him at the brothel, to pursuing the villain over tower tops), and his special sword. Trading in his mount, turning undead, and spells, he got a divine sword that leveled with him. BIM (Beauty-in-Motion) was fun to play with, especially after it gained sentience at 10th level.
Whoa...trading in his mount, turning ability, AND spells? That better have been one HELL of a sword! (Or heaven, you know what I mean).
Do you remember any of the weapon's abilities?

Speaking of paladins....
Reynold Travaris is currently a blonde haired, blue-eyed "Golden Boy" 8th level paladin of Kord adventuring through Fortress of the Yuan-Ti (we've already completed Barrow of the Forgotten King and The Sinister Spire). He comes from an offshoot of the typical worshippers of Kord (God of Strength), a subset who emphasize mental and moral strength as well as physical power.
Once when the (true neutral) rogue of the party attempted to pick his pocket, Reynold caught her in the act. At this point in their relationship they had adventured together for a while already, and there should have been a bond of mutual trust between the party members. Reynold seized her hand and looked her in the eyes. His shoulders fell, and a look of great sadness overcame him.
"If it means so much to you, then have it." he said.
And proceeded to hand over to her every gold piece in his possession. It was WELL over a hundred gold pieces, and we were still very low level, like second or third. The other player's jaw dropped, and Reynold simply turned his back and walked away. That action made the rogue ashamed of herself for perhaps the first time ever, and earned a deep respect for the paladin.
He's always the first to defend and the last to doubt, and never hesitates to throw himself in harm's way if it will help someone. He weilds a flaming/shocking flail and a floating shield, and uses the Devoted Spirit variant class feature from Unearthed Arcana instead of a mount (horses aren't much use in a cramped dungeon!). He's also taking the Combat Focus feat chain from PHBII and the Battle Blessing feat from Complete Champion...he makes one heck of a healer, does nice damage, and is incredibly hard to put down!

Moorluck wrote: Deathedge wrote: Leonidas Warbeard (yes, named after King Leonidas of Sparta, but YEARS before 300 was a movie) is a dwarven fighter of 18th level. He wields a lucerne hammer and wears dark blue full-plate, with a hole in the helm for his beard to go through. The Warbeard clan earned their name from their reputation of tying hooks, barbs, spikes and whatnot from their beards during frenzied battle, a tradition that Leonidas proudly carries on. We even made a custom weapon for him, the "beard flail".
:D
He was known for being nigh-unstoppable (at least physically) due both to a very high constitution score and the fact that he took the Roll With It feat (from Savage Species) seven times, giving him damage reduction 14/-.
This was a coastal campaign with a pirate flavor, so naturally he had to acquire a ring of waterwalking as soon as possible...a magic item that proved its worth when he was bodily heaved over the side of a raider ship by an angry crew. I loved imagining the looks on their faces when he hit the water, stood up, dusted himself off, and then used the hook end of the lucerne hammer to heave himself back up onto their ship for some melee!
Incidentally, a few years later I ended up making a cousin of Leonidas', one Targgum Warbeard, a dwarven warmage specializing in acid via the energy substitution: acid feat and the acidic splatter reserve feat.
God, I love this dwarven clan! Would you mind if I were to borrow this clan for my campaign? Maybe include King Leonidas Warbeard Scorge of a Thousand Orcs? I am honored that someone wants to use the Warbeard clan! Have fun with 'em, I sure have (and will continue to!)
flash_cxxi wrote: I couldn't possibly choose between the myriad different characters I have had in the last 20 years of D&D. Every single one of my Characters (well OK there have been a couple who haven't, my current Pen & Paper Azerblood Fighter Jock McStrap being one that readily comes to mind) has been lovingly crafted with full backstories and personalities.
It would almost be like choosing between my children!
You don't have to choose BETWEEN your babies, just mention some of them! I love my "children" as well, and have enough "favorites" to keep this thread going for a LONG time, as long as people remain interested. I probably have 70ish characters made up, between the 30 or so I HAVE played, and the 40 or so I have completely made up and WANT TO play.

Leonidas Warbeard (yes, named after King Leonidas of Sparta, but YEARS before 300 was a movie) is a dwarven fighter of 18th level. He wields a lucerne hammer and wears dark blue full-plate, with a hole in the helm for his beard to go through. The Warbeard clan earned their name from their reputation of tying hooks, barbs, spikes and whatnot from their beards during frenzied battle, a tradition that Leonidas proudly carries on. We even made a custom weapon for him, the "beard flail".
:D
He was known for being nigh-unstoppable (at least physically) due both to a very high constitution score and the fact that he took the Roll With It feat (from Savage Species) seven times, giving him damage reduction 14/-.
This was a coastal campaign with a pirate flavor, so naturally he had to acquire a ring of waterwalking as soon as possible...a magic item that proved its worth when he was bodily heaved over the side of a raider ship by an angry crew. I loved imagining the looks on their faces when he hit the water, stood up, dusted himself off, and then used the hook end of the lucerne hammer to heave himself back up onto their ship for some melee!
Incidentally, a few years later I ended up making a cousin of Leonidas', one Targgum Warbeard, a dwarven warmage specializing in acid via the energy substitution: acid feat and the acidic splatter reserve feat.
God, I love this dwarven clan!
Here we go again.
Kr'chk'tk is a thri-kreen swordsage (yes, DELIBERATELY made to take advantage of the tiger claw maneuvers). He wanders through the desert with a halfling force missile mage who speaks thri-kreen. Kr'chk'tk understands common, but either cannot or refuses to speak it. The halfling has to translate his clicks and hisses for the rest of the party, which results in some humorous moments (think Han Solo/Chewbacca dynamic). He is a little bit of a savage, and will eat ANYTHING.
Heh heh..."splat" book.....
Sorry.
Ooooh! Speaking of knowledge, I really wanna play an Archivist, too.
As an aside, I played a Shadowcaster and used an update (that I think Ari suggested) along with a hybrid of a "spellpoints" variant much like psions, or the alternate magic system used in Unearthed Arcana. It was quite effective and flavorful!
This list is too long. Swordsage, Factotum (especially with the Font of Inspiration feat on the WTC website), Cleric (I've never played one!), Binder, Beguiler, Rokugan Ninja, Inkyo, Shugenja and Wu Jen, Crusader, Knight, Jester, Swashbuckler, Scout, Ardent (I love psionics)!, and believe it or not I've never played a Wizard. I have over 20 characters I've played, and a list of around 40 characters I've made up completely and are ready to go at a moment's notice.

The Black Bard wrote: Deathedge wrote: Like The Black Bard, I allow EVERYTHING 3.0-3.5 ever produced, whether it is from Wizards themselves or anyone else. Unlike The Black Bard, I have players who are simultaneously interested in making a cool story together AND creating very powerful combinations of classes/feats/spells/racial abilities, etc. A bit late and off topic, but you may want to read a bit closer before you include in responses. I never said my PCs were under-powered or afraid to make powerful or optimized characters. I merely said they didn't outright try to break the system or take away from the fun of others by exploiting loopholes.
My last game had an Admantine Plated Dwarf Knight (Nearly unkillable), a Draconic Human Bard (added incredible damage boosts and brutal enchantment effects), human monk/drunken master who did startling damage, a raptoran warlock/acolyte of the skin who was consistently breaking 3 digits on damage due to crits and boosts.
Sorry, I probably could have been more clear in my origional post, but I refuse to be misinterpeted if I can help it.
Slightly more on topic: Doesn't gate have a size limitation? Can you bring something that big through?
Perhaps I was not clear enough. By saying my players are "interested in...creating very powerful combinations of classes/feats/spells/racial abilities, etc." I was trying to say that they DO attempt to exploit loopholes, any way they can...it just never "breaks" my game. I've always managed to keep under control.
I never meant to imply that your players deliberately (or even accidentally) create weak characters. I have never actually heard of anyone doing that. Do not worry, you were not misinterpreted...I guess we BOTH could have been more clear with what we were saying.

Ah, Island of Blades....I THOUGHT that would come up. Still, to make the precision damage viable he had to take some serious rogue to get the sneak attack that high. That stance works best in concert with a pure rogue of some sort, to maximize the sneak attacks. So that's not just cheapness with the Tome of Battle, it actually REQUIRES core stuff to be taken advantage of.
And even then, there are WAY worse powergamer things than the B09S...even in the Dragon Compendium! I have a friend planning a halfling wizard/force missile mage/abjurant champion. He has (correctly) calculated that as an 8th level spell, he will be able to blast an empowered, maximized, quickened, etc. (I forget the exact combo of metamagic feats) magic missile with a combination of time stop or something like that to do OVER 124 points of damage with NO chance of missing, it punches through the shield spell, and damage reduction does not apply. And all THAT without rolling even a SINGLE DIE! That is going to be a treat to have to deal with...but I will.
In short, I defend the Bo9S as just another good supplement.

Fake Healer wrote: I had a 6th level gnome tunnel through a tunnel collapse (30ish feet) of petrified wood(stone) with punches. He was a combo of 2 or 3 classes from TOB and used the maneuver to overcome DR and a certain stance to accomplish this. Precision damage happens with every hit also if using TOB, because you don't really need to flank if someone in the group is using a certain stance. If you don't mind that a dual-wielding, precision damage based, medium BAB character can do more damage(and consistantly does) than a full BAB, power-attacking barbarian, then no TOB isn't bad.
However I found it to be too much of a powergaming, munchkiny dream that spits on a bunch of the core classes. Some will say that those classes should be spit on but I think trashing core and adding overpowered in it's place is Bad Thing.
Just my opinion.
I would really like to see the build of this gnome. The thing is, if it is a mix of 2 or 3 classes from ToB, then it would not have access to the higher-level maneuvers like a single-ToB-class 6th level character would. That, plus the maneuvers from one class should not stack with the maneuvers from another class, IIRC (meaning they should have to "refresh" each classes set of maneuvers a different way).
What is the combo exactly that allows this medium BAB dual-wielder to do more consistant damage than a power attacking barbarian? And I trust the barbarian is using a 2 handed weapon to get the most out of power attack, yes?
Any neat trick ANY Tome of Battle character may have can be done at MOST every other round...and only if you're a Swordsage or Warblade. The Swordsage must do nothing for a whole round to refresh even one maneuver (unless they have a feat which allows them to reset them all, but STILL by doing nothing for a round), and the Warblade refreshes its maneuvers by making a single, normal melee attack...NOT a maneuver.
Also, any maneuver or stance in the ToB can be taken by any character of any class, through a feat (or chain of feats).

Like The Black Bard, I allow EVERYTHING 3.0-3.5 ever produced, whether it is from Wizards themselves or anyone else. Unlike The Black Bard, I have players who are simultaneously interested in making a cool story together AND creating very powerful combinations of classes/feats/spells/racial abilities, etc.
Still, I have never had a character in any of my campaigns who could not be dealt with, or who sucked the fun out of it for any of the other players. It is generally accepted around my gaming table that the more powerful you make your character, the more powerful I'M going to make the bad guys I throw against you.
One party I'm currently running is an evil party with four party members. We have a human dread necromancer, a human crusader (from Bo9S), an elven assassin (core class, from Green Ronin's Assassin's Handbook), and a drow priestess of Lolth. So far the crusader is pumping out a LITTLE more damage than any other single member of the party, but we're not high level yet. 100 points of damage to a target at high level is cool and all (even though the MOST often a ToB character would be able to use that maneuver would be every other round), but I have yet to see the crusader come up with anything as sick as the Circle of Death/Plague of Undead combo that the dread necromancer will be pulling off in a few levels.
The parties I play in enforce no XP penalty when multiclassing anyway. I suppose we'd have to if we had munchkinesque cherrypicking, but my players and I have always have a good story reason behind the classes/PRC's we take.
Ahhh....then it looks like you might have to step into the DM shoes yourself. If there are other players who are dissatisfied as you are, they should jump at the chance.
I have a low tolerance for douchebag players who seek to purposefully disrupt the game, and ruin others' gaming experience.
I would step into the DM shoes if I were you, and I WOULD allow this player to participate...then I'd show him the harsh reality of a campaign world where he CAN die. I wouldn't spitefully murder his character, but I wouldn't let him get away with anything, either. There would be consequences to his actions, and if the other players wanted to kill him?
May the best man win.

At this point, I'd give it up for a loss. Get together (in private)with any other players that are similarly dissatisfied, and kill the cleric (or whoever else is being dumb). That sould solve both the problem of the stupid characters, and the problem of noone ever dying! Sometimes infighting happens in parties, and it may be good to know what side your bread is buttered on, meaning who you can trust to have your back.
Yeah, I know its possibly counter-productive advice, but things like this have happened in our group before. It's actually kind of fun to have the party split right down the middle and have one faction launch a preemptive strike on the other faction.
If you're afraid of losing friends by doing this, you don't HAVE to kill them...you can just teach them a lesson, maybe even a humorous one. For example, we were playing in a neutral-aligned party. My character (a half-orc monk) was friends with my roommate's character (an elven order of the bow initiate). We had a mutual friend make a crazy barbarian/rogue and join us. So the monk and the elf are skulking through the woods doing a training exercise when the barb/rog comes up and out of nowhere sneak attacks the crap out of the elf, for no reason. Pretty much drops him in one round. My monk attacks the barb/rog, and of course he rages and comes at me. I am very good at building monks.
Long story short, soon I am tying the unconscious barbarian upside down naked to a tree, and then I and the elf sell all his clothing, gear and magic items in a nearby town. He never attacked one of us again, in YEARS of gaming together. :D

I was running a small group (a Valenar Elf Ranger, Human Exotic Weapon Master, and myself as a Kalashtar Psion) through Whispers of the Vampire's Blade in Eberron.
***************************SPOILER ALERT*******************************
Anyone who has played that module before probably realizes how infuriating it can be chasing Lucan and Grilsha, because they ALWAYS seem to have a means of escape. They got away when the party caught up to their coach, disappeared in the confusion after the masked ball in Zilargo erupted into violence, slipped away on a stolen skiff while the party was fighting off sky raiders on an airship, and even ran off in the midst of a battle with warforged on the lightning rail. By the time the party got to the the final showdown in the hobgoblin ziggurat their nerves were shot and they were fed up. They were determined not to let Lucan get away again, at ANY cost.
So they fight their way up to the top room of the ziggurat, and there stands Lucan. A short monologue later, and Lucan attacks the party viciously. Grilsha, who has been up to this point invisible, blasts the party with her scroll of fireball...deadly in a small room like that. My Psion, on low hp, fries Grilsha with an Energy Ray, and the Exotic Weapon Master and Ranger smack Lucan down to negative hp. He immediately reverts to gaseous form and starts drifting towards the back of the throne he was previously seated on. Behind the throne is a large metal grate covering a hole in the floor...and Lucan drifts down the hole.
Screaming obscenities, the party attempts to tear the grate cover off of the floor...and with amazing rolls, succeed. They snag a grappling hook on the leg of the heavy throne, and the Ranger leaps down the hole. He gets to the end of the 50ft. rope, and in pitch blackness I tell him he feels no bottom.
Him: "O.K., I let go."
Me (eyes widening): "You let go?"
Him: "He's not getting away AGAIN!!!"
The hole was approximately a 400 or 500ft. drop (don't have it in front of me), all the way through the ziggurat to the bottom-most rooms.
I tell the player this, and his face falls. We have never had a PC actually DIE in a campaign before (at least not without being almost immediately resurrected), so we were kind of stunned. At fifth level, there was no way we were going to be able to get him brought back to life.
We prepare to get on with things and continue man-down, but then the player pipes up..."Hey, I have a potion of feather fall!".
Drinking a potion is a full round action, which means six seconds. Here we are moments later on the internet, trying to calculate the terminal velocity of a falling Valenar Elf, to see if he has time to drink the potion before he splats.
The verdict? He has JUST, and I mean JUST, UNDER six seconds. Like three hundredths of a second, or something else as ridiculously low. So I let him burn an action point, and he slows to a crawl JUST in time!
'Course when he landed he had to fight the otyugh all by himself, but that's another story!
More reminiscing? Ok...I'll see what else I can remember. I know they were escaped lab mice, who grew to beyond human level capabilities, and had human level intellect.
Their names were Jakey, Clint, Sparky, Damien and Ratso. The main bad guy was this huge tiger ninja who used these kinda deformed sai looking things, and was tough enough to fight all five at the same time! Of course, he had all manner of Foot Clan-esque ninja fodder for the mice to trounce...good times! You know, I may even revive it! We never "finished" it!
Thank you TC, I had forgotten all about this until you inadvertently brought these cool memories to the surface...
Hahahaha, just remembered they weren't rats, they were 5 mice. We called it "Mouse Trap". We kept the whole "each one has his own unique weapon" thing, and they had cool bandana-masks (though they weren't color coded, they all wore black). I think the weapons they used were hook swords, kris blades, tonfa, kama knives, and a 3-sectioned staff.
Sorry, reminiscing... :D
TMNT and Other Strangeness was awesome! We played not AS the turtles, but in the world of the turtles...we had a group of five militant ninja rats. Their base of operations was a farm house. I think we called it "Rat Race". Most of the time we made up our own mutants and characters in the world, but every once in a while we'd have a cameo from like Bebop, Rocksteady, Casey Jones, Scumbug, Panda Khan or somebody like that. We were like fourteen, it was great! Palladium games like this, Rifts, and Robotech got me started on roleplaying!
One character I'm DYING to play is a thri-kreen swordsage...he understands common but refuses to speak it. His partner is a halfling wizard/force missile mage who has to translate his speech for the rest of the party...
I had a badass harssaf monk once...I miss that character. I am also quite fond of centaurs, flinds (a nastier gnoll? Sold!), and elans (I love psionics...and redheaded chicks!).
With ONE SPELL (Divine Power), a cleric has the base attack bonus of a fighter, a +6 to strength, and +1 hp per level. And UNLIKE Tenser's Transformation, he CAN STILL CAST. In heavy armor. With two good saves, healing ability, D8 hit die, fantastic buffing, and the WEALTH of new attack spells presented in books like the Spell Compendium, the Cleric DEFINITELY has the potential to be overpowered. I'm not even taking into account divine metamagic.
This is the reason people say dumb things like "fighters suck". No, they don't. Some casters just have the potential to be VERY munchkin-friendly.

I'm not sure this "solution" would work for anybody else, but it works for myself and my gaming friends...
At any one time we are running numerous parties. I am currently playing (between two groups of gamers) a kalashtar psion in an Eberron campaign running through Whispers of the Vampire's Blade, a human rogue/swashbuckler/shadowdancer in a homebrew, a human paladin going through Fortress of the Yuan-ti, a warforged warblade in another Eberron party, an evil human dread necromancer adventuring through Shattered Gates of Slaughterguard, a human spiked chain fighter in Barrow of the Forgotten King, a human warlock in a homebrew, and a dwarven warmage in ANOTHER homebrew. There are more than half a dozen parties we've played previously that have been set on the back burner for the time being, and any of these could be started up again at a moment's notice. And it's not like these are shallow parties that we play for a little while and then discard. The aforementioned rogue/swashbuckler/shadowdancer was the first 3.0 character I ever played, and he's been in play for over 7 years!
I'm also preparing to run/play a Midnight campaign, a Shackled City campaign, and an Undermountain campaign. It seems that my friends and myself all have the TC's "problem"...we want to try out everything!

Play the Factotum class from Dungeonscape. They're quite potent now with the addition of the Font of Inspiration feat from the Wizards website. That way, your role can change whenever you want. Wanna be a frontliner? Put your inspiration points into attack and damage. Evoker? Done. Healer? Check. Sneaky-stabby type? You got it. Illusionist? Sure!
They can even turn undead...and if this is a campaign that takes your party into higher levels, the Factotum can copy ANY extraordinary ability from ANY class...and not just from one class at a time! :D
I thought it would be a neat idea to play a Factotum with multiple personality disorder, with each personality represented by certain manifested class abilities...feel free to run with it. That way you don't have to play with the same abilities every time, OR even as the same person!
Edit: Oooooh, I just thought of a perfect race for this character! Changeling! With the changeling's shapeshift ability, each personality could even be of a different race or gender!
How's THAT for variety?
The way I envisioned it was a bent metal prong (the trigger) curving down from the side of the crossbow which could then be pulled by the pinky and ring fingers simultaneously. That way you'd have at least some manual dexterity left with the thumb, middle and index finger so you could reload a depleted magazine. (As a move action.)
I'm putting skillpoints into Craft: Weaponsmith (or whatever is appropriate) to reflect the fact that this guy either invented or at least built the thing. Whattaya think?
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