He specializes in protection. Of himself.
Quote Originally Posted by Uruk
The Story of Uruk
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Far in the north, sleeping beneath the eternal ice, lies the father of giants. His dreams flare brightly as colors in the sky, and his descendents haunt the cold mountains. When children are born strange and deformed, the most backwater tribes leave the babes in the foothills of these mountains as sacrifice to Ulutiu. But sometimes, the dreaming forefather of the giants smiles down upon these forgotten scions, and the babes survive, far more powerful for the changes he has wrought upon them in his uneasy, eternal slumber.

Uruk was one such boy. He was too large at birth, and the trial of his coming slew his mother. The tribe did not know who his father was, though the high priest suspected that the cursed child was his own get. Despite his handsome features, the priest declared the overlarge boy to be spawn of Ulutiu and took the boy out to the mountains. But at the foothills of these mountains, he was beset by a lone frost giant, and killed. The frost giant had just lost her own son, and finding that the man thing had been carrying a newborn babe, took this as an omen from the Giant-father that she was to raise the man-cub.

And so Uruk grew, raised in the worship of the Ulutiu. And on his tenth birthday, when the Giant-kin who raised him declared him a man, he swore an oath of servitude and protection to Ulutiu, to protect and respect all Giant-kin. Thus, Uruk became the Guardian of Ulutiu, his favored champion, devoted to protection and warrior without equal.


Uruk, Guardian of Ulutiu
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{table=head]Level|Class|BAB|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1|Favoured Soul 1|0|2|2|2|Spellcraft 4, Jump 4, Know(Rel) 2, Concentration 2|Jotunbrud, Power Attack|
2|Favoured Soul 2|1|3|3|3|Spellcraft 5, Jump 5, Concentration 3||
3|Favoured Soul 3|2|3|3|3|Spellcraft 6, Concentration 5|Improved Bullrush, Weapon Focus (Longspear)|
4|Fighter 1|3|5|3|3|Spellcraft 7, Jump 6||+1 Cha
5|Dungeon Crasher Fighter 2|4|6|3|3|Spellcraft 8, Jump 7|Knockback|Dungeon Crasher +4d6
6|Fighter 3|5|6|4|4|Spellcraft 9, Jump 8|Leap Attack|
7|Fighter 4|6|7|4|4|Spellcraft 10, Jump 9||
8|Fighter 5|7|7|4|4|Spellcraft 11, Jump 10|Shock Trooper|+1 Cha
9|Divine Crusader 1|7|9|4|6|Spellcraft 12, Concentration 7|Practiced Spellcaster|Protection Domain, Aura
10|Divine Crusader 2|8|10|4|7|Spellcraft 13, Concentration 8||
11|Divine Crusader 3|9|10|5|7|Spellcraft 14, Concentration 9||Resistance to electricity 5
12|Divine Crusader 4|10|11|5|8|Spellcraft 15, Concentration 10|Extraordinary Spell Aim|+1 Cha
13|Divine Crusader 5|10|11|5|8|Spellcraft 16, Concentration 11|Weapon Spec(Longspear)|
14|Divine Crusader 6|11|12|6|9|Spellcraft 17, Concentration 12||Resistance to acid 5
15|Dungeon Crasher Fighter 6|12|7|10|Spellcraft 18, Jump 11|Piercing Weapon Mastery|Dungeon Crasher +8d6
16|Divine Crusader 7|13|13|7|10|Spellcraft 18, Concentration 13||Darkvision, +1 Cha
17|Divine Crusader 8|14|14|7|11|Spellcraft 19, Concentration 14||
18|Divine Crusader 9|14|14|8|11|Spellcraft 20, Concentration 15|Driving Attack|Resistance to acid and electricity 10
19|Divine Crusader 10|15|15|8|12|Spellcraft 21, Concentration 16||Perfect Self
[/table]


Spells:
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{table=head]Level|FS-0|FS-1|1|2|3|4|5|6|7|8|9
1|5|3|||||||||
2|6|4|||||||||
3|6|5|||||||||
4|6|5|||||||||
5|6|5|||||||||
6|6|5|||||||||
7|6|5|||||||||
8|6|5|||||||||
9|6|5|0||||||||
10|6|5|1|0|||||||
11|6|5|2|1|0||||||
12|6|5|2|2|1|0|||||
13|6|5|3|2|2|1|0||||
14|6|5|3|3|2|2|1|0|||
15|6|5|3|3|2|2|1|0|||
16|6|5|3|3|3|2|2|1|0||
17|6|5|3|3|3|3|2|2|1|0|
18|6|5|3|3|3|3|3|2|2|1|0
19|6|5|3|3|3|3|3|3|2|2|1
[/table]
Spells Known:
Favoured Soul:
0th level: Cure Minor Wounds, detect magic, light, mending, create water
1st level: Blade of Blood, Healthful Rest, Protection from Chaos, Weildskill
Divine Crusader: Protection domain (see below)


Use of Secret Ingredient:
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Requirements: Although the +7 BAB requirement somewhat limits the choices available for entry (you can just barely make it with 10 levels of 3/4 BAB), the only real requirements are the alignment and weapon focus feat. While taking cleric and choosing the War domain might have worked, I thought it eminently appropriate to enter via the weapon focus ability granted to favoured souls. This slowed down entry by a level, but the class also did something very important - it made spellcraft a class skill.
Spellcasting: This is the primary class feature of the class, despite its rather stringent limits. In a way, you can think of this class as getting 9 different spell-like-abilities 3-5 times per day each. That's how I'm going to look at them. Each spell in the domain will be considdered seperately.
Domain: The Protection Domain's power refers to 'cleric level' specifically. This is tough, because you don't have any cleric levels. Most reasonable GMs would let you interpret this as Divine Crusader level. While it's a very nice power, it's still only a 1/day boost to a saving throw, so whether you get it or not is not a big deal. It would be nice to have, though.
Energy Resistence: It's always nice to be resistent to different kinds of energies. And with the Shield Other spell, it becomes several times more useful, as you're providing that resistence by proxy to one or more party members.
Weapon Specialization: By itself it may be nothing special, but Weapon Specialization is a requirement to several other very nice feats. In this case, it's being used to get to the Driving Attack feat - which is awesome in combo with a dungeon-crashing charger.
Darkvision: Thanks to that 'add 30' to existing darkvision' clause, you'll be getting 150' darkvision - which is the largest darkvision range I've heard of.
Perfect Self: You gain the Native Outsider type, which is probably one of the nicest types available. This and a CL 5 eternal wand of Alter Self will let you pull off some really spiffy tricks.
1st level spell: Sanctuary is a decent short term self buff, in addition to being a combat utility spell. It may seem like a rather useless buff spell to some, but note that the person warded with sanctuary can still use 'non-attack spells'. Every one of the spells you can cast is a 'non-attack spell'.
2nd level spell: With your significant reserves of HP and your Fast Healing 5 from the Feral template, the Shield Other spell is something that you use on anyone you want to keep alive. A truly excellent buff spell for your companions.
3rd level spell: Protection from Energy can fill the gaps in your energy resistences, allowing you to choose which energy type you're going to defend against. Either applied to yourself while you've got shield other up on several allies, or else applied directly to allies to help their survivability.
4th level spell: Spell Immunity is the cunning parry of the high-end game. Properly used, a casting of spell immunity can be the gateway to some truly awesome 'just as planned' moments. While it only allows you immunity to 4th level and lower spells, this includes spells like Charm and Dispel Magic.
5th level spell: Spell Resistence is a very nice buff spell. Your CL isn't all that great, but it's a still a worthwhile protective buff if you know you're going to be getting into a magic duel sometime soon.
6th level spell: This is the real cornerstone spell of the build - Antimagic Field. By itself, this is a really awesome power that can virtually shut down about 80% of things that you'll encounter. And while many of your own special abilities rely on magic to work (spellcasting, resistences, etc.), the majority of them (pounce, darkvision, fast healing, dungeon crasher, power attack, etc) do not, leaving you in a vastly superior relative position. More importantly, if you can get your Extraordinary Spell Aim ability to work (which you should have a 50/50 shot at by the time you get this spell, and which will improve each level), then you'll be far and away the most deadly mage hunter around.
7th level spell: Repulsion is an odd duck, but a very handy tool to have in your toolbox regardless. With just a bit of tactical awareness, you can play battlefield controller while also dealing large amounts of pounce damage. If nothing else, you can stop a riot or a horde of goblins with it. If it turns out that the spell doesn't get used that often, you can always prepare more Antimagic Fields.
8th level spell: Mind blank is perhaps the quintessential high-level buff spell. It lasts 24 hours, and you can probably prepare it twice, possibly 3 times. Share it with the whole party!
9th level spell: This is perhaps the most horrendously evil thing you can do to your enemies. The trick with this spell is that you cast it on the second round of combat - right after charging into the middle of the nastiest nasties. Then, on the third round of combat, you move around behind one and use Knockback to whack one into the sphere. Then repeat the process on every other monster in sight. You can literally put a 'enemy dies here' spot on the playing board, and then use your bullrushes and Repulsion spell to herd your enemies to their eventual slaughter. And I'm not talking about using this to take out goblins - this trick works equally well against Beholders, Iron Golems and Gelatenous Cubes.


Tactics:
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Level 6: This is the point where your primary tactic comes on-line. Whether you're wielding a Longspear or tearing into the enemy with your bare claws, between power attack, pounce, knockback and dungeoncrasher you'll be dealing some serious hurt to the enemy. Add in the fact that you can use Blade of Blood quite often while fast-healing away the damage it deals to you and you're a serious threat to anything on the field. When you considder that you've also got 2 claw attacks, Improved Grab + Jotunbrud, you're nearly as much of a threat unarmed as you are armed with your favorite weapon, and in many circumstances you may choose to forego the longspear in favor of grappling and mauling a single target.
Level 10: You've gotten 2 levels of divine crusader and now your secondary function comes on-line. With 3+ castings of Shield Other at CL 6 or better, you're now the ultimate body guard. You can choose 1 ally, or spread your protection around the party, but either way you'll be soaking up and fast-healing damage like nothing else. And other than watching your distance from the other PCs, this does nothing to curtail your primary duty as charging-ginsu-machine. And if you ever get seriously hurt, Sanctuary acts as a time-out button in the middle of a fight so you can heal up and re-buff.
Level 14: Once again, you've got a new skill that's awesome. Cast an Antimagic Field that's targetted to miss you and you're still benefitting from all of your buffs (and your allies are still sharing damage with you) while you deny the same benefit to your enemies. Charge the caster and they cannot cast. Charge the monster and they lose all SU and SLA powers. This is a real game-changer.
Level 19: You've got all your dirty tricks. Prismatic sphere, driving attack, perfect self. You are a truly terrifying gish, with spells to deal with most situations and a 'you'll have to go through my dead body' attitude regarding harm to your allies.


Equipment suggestions:
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There's not a lot you need in equipment to really get going. Stat increasing items are nice, and especially a +6 charisma item will allow get you a bonus 9th level spell, but every attribute is useful to you (even Int, for spellcraft checks), so the best option would be a +6 belt of magnificence. On top of that, some magical armor (probably mithril full plate), a nice magical longspear, and something to give you flight capability. Beyond that, it's all small stuff - an eternal wand of Alter Self (CL 5) would be very nice as it would give you access to all of the Monstrous Humanoid (or Outsider at higher level) forms, up to 5 HD. Likewise, you can use all clerical wands and similar items, giving you a good bit of versatility in the utility spells you can cast. A couple of metamagic wands (for things like extend, or widen if you can find it), some prayer beads or similar and other utility items should fill out the inventory nicely.


Build at level 19:
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Uruk, Guardian of Ulutiu
Favored Soul 3/Fighter (DC) 6/Divine Crusader 10
LN Feral Human (Illuskan, Native Outsider)
HD: 8 + 12d8 + 6d10 + 57 (152 hp)
Initiative: +0
Speed: 40ft
AC: 16 (10, +6 Natural)
BAB/Grapple: +14/+18
Attack: +19 (+22 with a longspear, +21 with claws)
Full Attack: +19/+14/+9
Space/Reach: 5ft/5ft
Special Attacks: Improved Grab, Pounce, Rake, Rend, Dungeon Crasher +8d6, Knockback, Shock Trooper, Driving Attack, Spellcasting
Special Qualities: Outsider immunities, DR 10/magic, Resist 10 for Electricity and Acid, Aura of Law, Darkvision 150', Fast Healing 5
Saves: Fort +18, Ref +8, Will +12 (+4 vs Sleep & paralysis)
Abilities: Str 18, Dex 10, Con 16, Int 10, Wis 10, Cha 20
Skills: Spellcraft +21, Concentration +20, Jump +15, Know(religion) +2
Feats: Jotunbrud, Power Attack, Improved Bull Rush, Weapon Focus (Longspear), Knockback, Leap Attack, Shock Trooper, Practiced Spellcaster, Extraordinary Spell Aim, Piercing Weapon Mastery, Driving Attack


Additions, notes, and improvements:
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This character was conceived of first and foremost as a delivery platform for antimagic field. Being able to cast that spell on oneself (with or without the use of Extraordinary spell aim) while simultaneously remaining both a viable threat to the enemy and capable of buffing the other party members is perhaps the most extraordinary trick this class has to offer, in my opinion. Doing this by level 14 (one level after a determined battle-oriented wizard build could manage it) while also shoehorning in the entirety of a dungeoncrasher fighter build? It was too sweet of an opportunity to pass up. While I admit that the dungeoncrasher fighter build is both fairly standard and well-known as are all of its variations (piercing weapon specialist? check), dropping a powerful gish class into the middle of it granting access to 9th level spells has not, to my knowledge, been done before.

The reason for the Feral template is twofold. First, and most obviously, it gets you Pounce, which every charge-oriented build should have. But just as importantly, it gets you a really awesome fast-healing, which combos extremely well with all of your protection oriented spells (especially Shield Other) to make you a powerful party buffer in addition to being a serious damage engine and magic denial platform. And since all of the Feral templates abilities are EX, it combos extremely well with the Antimagic Field tactic.

Now, if LA Buyoff is available, then you're pretty much golden - 1 more level of Favoured Soul, which nets you 2nd level spells, +1 to all saves, as well as +16 BAB at level 20, for 4 iterative attacks on a pounce! You can put this level right after you get Fighter 6 so as not to dely getting antimagic field. Add on top of that the Draconic template for +2 to all of your favorite stats (str, con and cha) and an extra point of natural armor, which is a fair trade for an extra +1 LA if you can buy it off.
If you take a couple of flaws, there's any number of new tricks you can add - but most likely you should go with a couple of more dungeoncrasher/charging fighter feats like Powerful Charge.


Sources:
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Favored Soul, Divine Crusader - Complete Divine
Leap Attack, Extraordinary Spell Aim - Complete Adventurer
Shock Trooper - Complete War
Practiced Spellcaster - Complete Arcane
Piercing Weapon Mastery, Driving Attack - Players Handbook II
Feral template - Savage Species
Ulutiu - Forgotten Realms Campaign Setting, Frostburn
Jotunbrud - Races of Faerun
Knockback - Races of Stone
Dungeon Crasher Fighter - Dungeonscape