Be careful when you fight the monsters, lest you become one.
Quote Originally Posted by Braxton
Braxton the Destroyer, Sworn Enemy of Evil, Unstoppable Force of Destruction, The Rock Which Against all Evil is Crushed, Slayer of Those Who Deserve Slaying, Warrior of the Unyielding Sword.

Human Warblade 1/ Barbarian 2/ Warblade 3/Corrupt Avenger 10/Warblade 1/Rage Mage 3
Alignment: Chaotic Good
Stats:
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Strength 14 (+2)
Dexterity 12 (+1)
Con 16 (+3) Level Boosts 21 (+5)
Intelligence 8 (-1)
Wisdom 10 (0)
Cha 16 (+3)

“You Have Been Judged. And you have been found wanting. RAAAGH!”
Background –To crush your enemies, see them driven before you, and to hear the lamentation of their women.
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Origin- As a young boy in a nondescript village, there wasn’t much for him to do, except learn from his father about the ways of the world, how to fight, how to hunt. At this point, he had a name, but only for a fleeting while. His name, as well as his family, and everyone he ever knew, was stolen from him by brutal human bandits while he was out hunting for his father and family in the wilderness near the village. When he arrived back, he found everyone dead, even his father, hanging from the rafters of his smithy. He took the sword his father had made for him, a very large sword, the only item left undamaged in the smithy because it was hidden, and he pledged himself for vengeance, taking a new name until his vengeance was complete. It was after this, that he learned to harness and control his inner fury, and bring it out in battle, wherever he could, against the bandits of the world. He found protecting those that couldn’t or wouldn’t protect themselves made for a nice profit; however, he usually took out a village or two in his unstoppable rage. No one had been there to protect his village, so why should he protect without proper compensation? As he continued his line of work, he realized he was becoming more like the bandits who had attacked his village. He decided to find them, and seal once and for all his father’s memory on the sword which was made for him. As he walked this path, the fine line between good and evil, between murdering all of humanity, or just those who deserved it, became hazy. People who saw him gave him new names, and he gladly took these names upon himself. He developed a better sense of right and wrong, even as the taint twisted his morals, turned his mind against him. Long in his search, did he finally find the one who wronged him, who was now an old man, with no recollection what he did long ago. After much refection, he saw there would always be need of an avenger; someone who could and would protect those who needed it, as well as take care of those who would take advantage of others. He finally found his purpose, and then, with his purpose found, he was able to harness his inner fury to his maximum; to be able to use it to fuel his supernatural abilities, instead of losing himself in a mindless rage. While he was travelling, he made too few friends, and never took his name back up. The great maw that is time swallowed his past until no one knew of his village, not even the ones that destroyed it. When he travelled, he stayed alone, for many were intimidated by this man, who had no name except Braxton, Avenger of All, Sworn Destructor of Evil, and a man who would not allow others to look down on anyone.


Build Layout
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Braxton
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Warblade|
+1
|
+2
|
+0
|
+0
|Intimidate +4, Balance +4, Concentration +4, Jump +4 | Power Attack, Dreadful Wrath | Battle Clarity, Weapon Aptitude

2nd|Barbarian |
+2
|
+4
|
+0
|
+0
|Intimidate +5, Balance +4.5, Concentration +5| | Spiritual Totem: Lion Totem (Pounce) , Rage 1/day

3rd|Barbarian|
+3
|
+5
|
+0
|
+0
|Intimidate +6, Balance 5, Skill Trick: Nimble Charge | Intimidating Rage| Uncanny Dodge

4th|Warblade|
+4
|
+6
|
+0
|
+0
|Intimidate +7, Concentration 7, Jump 5|Depravity Feat: Improved Bull Rush|Improved Uncanny Dodge

5th|Warblade|
+5
|
+6
|
+1
|
+1
|Intimidate +8, Skill Trick: Never Outnumbered, Jump +6 | | Battle Ardor (Critical Confirmation)

6th|Warblade |
+6
|
+7
|
+1
|
+1
| Intimidate +9, Jump +8, Concentration +8 |Shock Trooper, Corruption Feat: Imperious Command|

7th|Corrupt Avenger |
+7
|
+9
|
+1
|
+1
|Intimidate +10, Jump +9||Detect Sworn Foe, Sworn Foe +2 (Humans), Taint Suppression, Armored Casting

8th|Corrupt Avenger |
+8
|
+10
|
+1
|
+1
|Intimidate +11, Jump +10| |Tainted Strike 1/Day

9th|Corrupt Avenger |
+9
|
+10
|
+2
|
+2
|Intimidate +12, Jump +11|Instantaneous Rage|Grim Resolve

10th|Corrupt Avenger |
+10
|
+11
|
+2
|
+2
|Intimidate +13, Jump +12| |Sworn Foe +4

11th| Corrupt Avenger |
+11
|
+11
|
+2
|
+2
|Intimidate +14, Jump +13| |Frightful Fury

12th| Corrupt Avenger |
+12
|
+12
|
+3
|
+3
|Skill Trick: Extreme Leap|Leap Attack|Tainted Strike 2/Day

13th| Corrupt Avenger |
+13
|
+12
|
+3
|
+3
|Intimidate +15, Jump +14| |Sworn Foe +6

14th| Corrupt Avenger |
+14
|
+13
|
+3
|
+3
|Intimidate +16, Jump +15|

15th| Corrupt Avenger |
+15
|
+13
|
+4
|
+4
|Intimidate +17, Jump +16|Combat Casting |Unnerving Fury

16th| Corrupt Avenger |
+16
|
+14
|
+4
|
+4
|Intimidate +18, Jump +17| |Sworn Foe +8, Tainted Strike 3/Day

17th|Warblade|
+17
|
+14
|
+4
|
+4
|Intimidate +20, Jump +19|Bonus Feat: Improved Initiative |
18th|Rage Mage|
+17
|
+16
|
+4
|
+4
|Intimidate +20.5, Concentration +9|Extra Rage| Spell Rage 1/Day

19th|Rage Mage|
+18
|
+17
|
+4
|
+4
|Intimidate +21, Concentration +10|| Overcome Spell Failure

20th|Rage Mage|
+19
|
+17
|
+5
|
+5
|Intimidate +22 | |Rage +1 Use/ Day [/table]


Corruption Score:
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Level 1: 1 (Mild): Skin Sloughs (-2 Diplomacy, Gather Information, Perform)
Level 6: 26 (Moderate): Bonus Feat, Skin Thickens (+1 Natural Armor, -2 Dexterity Based Ability Checks and Skill Checks)
Level 10: 26
Level 15: 26
Level 20: 32
Depravity Score:
Level 1: 1 (Mild): Aggressive (-1 AC)
Level 4: 6 (Moderate) Bonus Feat; Treacherous (Must Make AoO's whether or not Friend or Foe)
Level 10: 6
Level 15: 6
Level 20: 6

Maneuvers per Day
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1st Level - 3 1st
4th Level - 3 1st / 1 2nd
5th Level - 3 1st / 2 2nd
6th Level - 2 1st / 2 2nd / 1 3rd
17th level - 2 1st / 2 2nd / 1 3rd / 1 6th

Soells Per Day
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Spells per day
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-|-

4th|-|-|-|-|-|-|-|-|-|-

5th|-|-|-|-|-|-|-|-|-|-

6th|-|-|-|-|-|-|-|-|-|-

7th|-|4|-|-|-|-|-|-|-|-

8th|-|5|-|-|-|-|-|-|-|-

9th|-|5|3|-|-|-|-|-|-|-

10th|-|5|4|-|-|-|-|-|-|-

11th|-|5|4|3|-|-|-|-|-|-

12th|-|5|4|4|-|-|-|-|-|-

13th|-|6|4|4|3|-|-|-|-|-

14th|-|6|4|4|4|-|-|-|-|-

15th|-|6|5|4|4|-|-|-|-|-

16th|-|6|5|5|4|-|-|-|-|-

17th|-|6|5|5|4|-|-|-|-|-

18th|-|6|5|5|4|-|-|-|-|-

19th|-|6|5|5|4|-|-|-|-|-

20th|-|6|6|6|5|-|-|-|-|-[/table]

20th Level Writeup
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+19 BAB, +25 Fort Save, +9 Ref Save, +8 Will Save, Battle Clarity, Improved Uncanny Dodge, Battle Ardor (Critical Confirmation), Detect Sworn Foe, Tainted Suppression, Armored Casting, Grim Resolve, Frightful Fury, Unnerving Fury, Sworn Foe (Humans) +8, Tainted Strike 3/Day, Spell Rage 1/Day, Overcome Spell Failure, Rage 4/Day, 6 1st Level Spells, 6 2nd, 6 3rd, 5 4th, 2 1st level Maneuvers, 2 2nd, 1 3rd, 1 6th.
Attacks While Raging, Charging, Ragelike Fury, Leap Attacking, +26 to Hit, 2d6 + 7 (Strength) +76 (Leap Attack Power Attacking) +5 (Tainted Strike)= 2d6 +88.
Dreadful Wrath: Will DC 23 or Shaken within 20 feet for 1 minute
Intimidate: +25 on check against all within 10 feet, Cower First Round, Shaken until end of Rage
Unnerving Fury: Will DC 23 or Unnerved (Improved Shaken, still Shaken) with 30 feet until Cha Mod Rounds.
On AC: Yes, you will be bringing your AC down into terrifying levels with Shock Trooper, however as the first round you should have everyone cowering and the second round they should be panicked, and therefore not attacking you, you shouldn't have to worry about this. Even if you do, you do have Wall of Blades which is an attack roll (Which you're great at) To make one attack against you miss. As well as Manticore Parry, which is a higher level maneuver to do the same thing, but it can redirect attacks towards your foes. If I have to, I'll go ahead and point out Moment of Perfect Mind and Iron Heart Surge here as well. The goal is to not need all of these on the same turn or turn after.

Build Write Up:
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1st Level: Pretty standard, you have 3 Maneuvers; I would Recommend Moment of Perfect Mind for Will saves, an Iron Heart Maneuver for Iron Heart Surge Later, and whatever else you want. Note the Dreadful Wrath, which gives you right now a Shaken effect at a Will save DC of 13 to every enemy within 20 ft. Expect this kind of thing to get worse later on. The Stance I’d recommend is Punishing Stance
5th Level: Remember what I said about it getting worse? Now you have a Shaken effect at a Will DC of 15, not too shabby, but you also add in Intimidating Rage which allows you to intimidate while you are raging as a free action, and the Skill trick never outnumbered, which allows you to shaken everyone within 10 ft. of you instead of just one, add that on top of your first shaken effect and you’re looking at a pretty good chance of frightening everyone within 10 ft. You’ve also picked up another 2 maneuvers, I’d recommend Mountain Hammer
10th Level: Alright, now you have Imperious Command, which cowers anyone you have successfully demoralized for 1 round, leaves them shaken for the next round. Add in Dreadful wrath, and you’re looking at frightened. Add in Intimidating Rage, and now you’re looking at panicking anyone within 10 ft. Not to mention that you have Shock Trooper, and raging, you’re not too shabby at killing the people you have cowered/panicked/frightened/shaken either. Also, at 6th level you picked up Iron Heart Surge, so you can end the fatigued condition on you when you’ve finished raging. Not to mention your Grim Resolve, this is a nice bonus to all of your saves. You also have 1st and 2nd level spells, I would recommend taking False Life and Resist Energy first for 2nd level spells. Check later on for my full write up on what spells and what maneuvers in what order. Let’s not forget to mention here that the instantaneous rage means that I can rage even not on my turn. Which makes my intimidating rage far better.
Sweet Spot: 11th Level: Here it is. Frightful Fury, the reason you’ve been building your fear effect so hard. Will Save DC 18, or be shaken. So you have Frightful Fury, that’s a shaken effect. Then you have your Dreadful Wrath, and you’re looking at frightened. Then you Intimidating rage a group on top of imperious command, and you’re looking at, cower, panicked (Panicked can’t escalate to cowering, unfortunately, how ever, you do have more ways to get them panicked.). You shouldn’t need to do anything else, because two rounds and they should be dead with your massive damage from shock trooper. You add in the fact that you just got 3rd level spells, and there is a spell or two in your arsenal that can cause some extra fear effects.
15th Level: We’re coming up on the end of Corrupt Avenger, Which nets you Unnerving Fury. Which treats your shaken effect as a -4 instead of a -2. Good boosts. You’re looking pretty well at this level, a good amount of Spells, now some 4th level ones, as well as Leap Attack for some pretty good damage. All together, a well rounded character. Obviously, you’re using remove curse, and asking for some help on removing all that taint you’ve gained up, at least staying in the area of moderate taint.
20th Level: Here we go, the capstone of this build. Rage Mage. Yes, you heard me right. Rage Mage. Now, all those spells you couldn’t cast when raging? You can. And guess what? A good portion of them (abjuration, evocation, conjuration, necromancy, and transmutation) are all placed at 20th caster level, not 11 like they would be otherwise. Not to mention, you picked up a 6th level maneuver, and a bonus feat. So you finish out with 4 rages a day, 1 spell rage a day, your Tainted Strikes against humans at 5 damage extra for 3 times a day, and a few other nifty features. All together, pretty well rounded.

Spells Known/Maneuvers Known:
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Level 1: Moment of Perfect Mind, Steel Wind, Douse the Flames
Level 4: Wall of Blades
Level 5: Mountain Hammer
Level 6: Iron Heart Surge (Retrain Douse the Flames)
Level 7: Detect Taint, Detect Magic
Level 8: Cause Fear, Doom
Level 9: False Life, Resist Energy
Level 10: Scare, Vampiric Touch
Level 11: Haste, Dispel Magic
Level 12: Fear, Greater Magic Weapon
Level 13: Remove Curse, Death Ward
Level 14: Freedom of Movement, Pronouncement of Fate
Level 15: Evard’s Black Tentacles, Crushing Despair
Level 16: Enervation, Phantasmal Killer
Level 17: Manticore Parry

Stances Known:
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Level 1: Punishing Stance
Level 6: Absolute Steel

Maneuvers Readied, Spells Readied
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Level 1 Moment of Perfect Mind, Steel Wind, Douse the Flames
Level 2: Same
Level 3 Same
Level 4: Moment of Perfect Mind, Steel Wind, Wall of Blades
Level 5: Moment of Perfect Mind, Mountain Hammer, Wall of Blades
Level 6: Moment of Perfect Mind, Mountain Hammer, Wall of Blades, Iron Heart Surge
Level 7: Same Maneuvers, Detect Taint x2, Detect Magic x2
Level 8: Same Maneuvers, Detect Taint x2; Detect Magic, Cause Fear, and Doom
Level 9: Same Maneuvers, Same 1st Level Spells, False Life, Resist Energy x2
Level 10: Same Maneuvers, Same 1st Level Spells, False Life, Scare, Vampiric Touch, Resist Energy
Level 11: Same Maneuvers, Same 1st Level Spells, Same 2nd Level Spells, Haste, Dispel Magic x2
Level 12: Same Maneuvers, Same 1st Level Spells, Same 2nd Level Spells, Haste, Dispel Magic, Fear, Greater Magic Weapon
Level 13: Same Maneuvers , Detect Taint x2, Detect Magic x2, Cause Fear, Doom, Same 2nd level spells, Same 3rd Level Spells, Death Ward x3
Level 14: Same Maneuvers, Same 1st Level Spells, Same 2nd Level Spells, Same 3rd Level Spells, Death Ward, Freedom of Movement x2, Pronouncement of Fate
Level 15: Same Maneuvers, Same 1st Level Spells, False Life, Scare, Vampiric Touch, Resist Energy x2, same 3rd, Death Ward, Freedom of Movement, Pronouncement of Fate, and Evard’s Black Tentacles
Level 16: Same Maneuvers, Same 1st Level Spells, Same 2nd Level Spells, Haste, Dispel Magic, Fear, Greater Magic Weapon, Remove Curse, Same 4th Level Spells
Level 17: Moment of Perfect Mind, Wall of Blades, Manticore Parry, Iron Heart Surge, Same Spells
Level 18-19: Same Build
Level 20: Same Maneuvers, Same 1st Level Spells, False Life x2, Scare, Vampiric Touch, Resist Energy x2, Haste, Dispel Magic x2, Fear, Greater Magic Weapon, Remove Curse, Death Ward, Freedom of Movement, Pronouncement of Fate, Evard’s Black Tentacles, Enervation,

Good Items to have
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Obviously, you want stat boosting items to Strength, Concentration, and Charisma. A Fearsome Armor Property will do you well to get another fear effect, and the Mask of the Matriarch to get even another fear effect (Similar to Imperious Command, but not the same.) Other than these, you want to bring up your AC, and any bonuses to damage are good
things.

Sources:
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Players Handbook (Barbarian, Combat Casting, Improved Initiative, Power Attack, Improved Bullrush)
Tome of Battle (Warblade, all Maneuvers and Stances)
Heroes of Horror (Corrupt Avenger, Pronouncement of Fate, Detect Taint)
Drow of the Underdark P. 50 (Imperious Command)
Player’s Guide to Faerun P. 38 (Dreadful Wrath)
Complete Warrior P. 72 (Rage Mage) P. 98 (Extra Rage) P. 102 (Intimidating Rage), P. 102 (Instantaneous Rage) P. 112 (Shock Trooper)
Complete Adventurer P. 110 (Leap Attack)
Complete Champion P. 46 (Spiritual Totem: Lion
Totem)
Complete Scoundrel P. 83 (Skill Tricks: Never Outnumbered, Extreme Leap, Nimble Charge)