Totally my bad, man!
For the non-evil B-Blade, let's try this:
Wild (Dragon #306, but available online from Crystal Keep here: http://www.crystalkeep.com/d20/rules/DnD3.0Index-Templates.pdf) Proto-Creature (see Dragonlance - Bestiary of Krynn) Water Orc (http://www.d20srd.org, under the Unearthed Arcana racial variants): +10 Strength, +4 Con, -8 Int, -8 Cha. You're going to be a moron, but c'est la vive.
Lion Totem Barb 1/Fighter 1/Crusader 1/Fighter 1/Warblade 1/BB 4/Whatever 2: EWP - Boomerang (1st), Point Blank Shot (flaw), Rapid Shot (flaw), TWF (Fighter 1), Extra Rage (3rd), Headlong Rush (Fighter 2), Boomerang Daze (6th), ITWF (BB 3), Far Shot (9th).
Explanation: Take the Whirling Rage variant from Unearthed Arcana for the extra attack per round. With an 18 base Strength, you'll have a 30 (with the +2 from levels). Invest in a Valorous +1 Talenta Boomerang and a +4 Strength bonus item (Gauntlets of Ogre Power or the like). With a 34 Strength and triple damage on a charge, you'll be dealing (including your weapon's +1 enhancement bonus) 3d4+39 per hit on 6 attacks - three base, plus two from ITWF, plus one from Rapid Shot. The +2 bonus to attack from charging will help your bonus to hit. The save DC to avoid the nastiness of being dazed will be an unreasonable 49+3d4 - enough to daze even the most ridiculously high Fort-save critters. And that's WITHOUT using one of your FIVE rages per day, mind you!
You'll notice I left you two levels to play with. Wasn't really sure what to do with them, to be honest, so I left them up to you - another level each of Warblade and Crusader wouldn't hurt, I guess, and you could always have 2 levels of Orc Paragon - that'd leave you one level closer to another +2 to Strength. I'd say picking up Warblade would make good sense, though, as that'll let you grab Iron Heart Surge - which, as we all know, is MADE OF WIN.
You could also do this with a Thri-Kreen, which would make for some serious awesometacularity. Let's see how that would look, shall we?
Proto-Creature Thri-Kreen (2 HD, +2 LA): +6 Strength, +4 Dex, -6 Int, -8 Cha, +6 nat AC, +30 to jump (yay for leap attacks!). They also get some fun little psi-likes, but all that pales in comparison to their four arms and jump boost - w00t! With LA buyoff, you're only going to be one level behind, so no worries, and Thri get monstrous humanoid HD, which come with full BaB, so they won't slow you down. I left off the Wild template because Thri are already pretty nobbled in the Int/Cha department, and adding Wild wouldn't help that any (after a certain point, adding more Strength doesn't help, as you end up pouring tons into your dump stats to avoid having 1's!).
Lion Totem Barbarian 1/Fighter 1/Warblade 1/BB 4: Point Blank Shot (1st), Battle Jump (flaw), Leap of the Heavens (flaw), Power Attack (Fighter 1), Multiweapon Fighting (3rd), Improved Bull Rush (6th), Shock Trooper (BB 3), Improved Multiweapon Fighting (9th).
Explanation: Heh. This one's kind of nasty, actually. Your strength is only 26 (30 with your +4 item), so your base damage when performing your jumping charge is only going to be 3d4+30 - sounds like a step down, I know, but hear me out. You've got three base attacks, four extra from multiweapon fighting, and four more from improved multiweapon fighting - sounding better yet? Now let's add something, shall we? You can POWER ATTACK, sacrificing ALL YOUR BaB, and take the penalty to your AC INSTEAD of your bonus to hit! That adds a significant +9 x 3 (yay for charge multipliers!) = +27 damage per hit. Granted, your total bonus to hit when you go all out is going to be low, but you can rage to improve it. Plus, you can murder CROWDS of mooks with a single action, and when you're talking damage you're usually limited to a single target per round.
All in all, your call - two ideas for you to play with. Either a ferocious Orcy Barbarian (I've always envisioned Water Orcs as looking like . . . well, humanoid Orca whales!) or a leaping grasshopper. Either way, good times!
Hey Surreal - fancy meeting you here! I think Truenamer counts as caster, yes, since the abilities are so very spell-like . . . but they do suck, no doubt about it.
Some Issues With Allowed Sources:Just noticed the "no 3rd party" clause - I guess that means no Bestiary of Krynn, which means no Proto-Creature. Les' sigh. Ah well, no biggie. No Dragon Mag seems a little mean, though - it's got good stuff in there!
I believe "no Tome of Magic" was changed to "Tome of Magic on a case-by-case basis," wasn't it? The only thing from there I'd be using on my guy would be a Collar of Umbral Metamorphosis - an item I'd be getting simply for the Hide/Move Silently boost (I will already have HiPs from another source, and the other benefits of the Dark Creature template are extremely minimal). Still, no Proto-Creature or Unseelie Fey template is going to SEVERELY hurt my Will save, which is rather annoying . . . I'll have to pick something up to counteract the effect.
I think the agreement should be "NO SPELLS" - as in not even the 4th level casting variant stuff. Just plain flat out: no spells.
Not sure why the other bans are in place, though. No 3rd party I can understand, but not "no Dragon, no 3.0, no BoED, no Elder Evils, no BoVD." No Tome of Magic doesn't even make good sense; no Shadowcasters or Truenamers, sure, but Binders are hardly spellcasters - they're just utility characters with mildly magical flavor, like Incarnum. Dragon Mag is official WotC content, and the official WotC ruling on 3.0 is that it stands as written if not updated to 3.5 - which means that if it hasn't been re-written (like Feral, Mineral Warrior, feats from Races of Faerun, etc.), it stands as-is and counts as 3.5 material. Saying "only stuff released since 3.5" is something that SEVERELY nobbles non-casters, who are, as I've said, my specialty. It removes the Beguiler race, Races of Faerun, Magic of Faerun, Champions of Ruin . . . it really takes some very fun, excellent sources off the table, which will hurt the party badly.
For a WHOLE lot more on why limiting supplements BADLY injures non-casters (but has little to no effect on casters), see the Everything Goes Gospels:
http://forums.gleemax.com/showthread.php?t=972694BoED and BoVD aren't going to hurt much. Elder Evils hurts a LOT, as does forcing us to play good - those bonus feats are near-indispensable for a totally caster-free party. Dragon Mag hurts too, as it removes several REALLY important melee choices (Half-Minotaur, Rope Dart) from play, and doesn't really do anything to make the game more fun or interesting. No 3.0 is the biggest nerf, though, and really needs to be re-thought.
Once again, we're trying this as a challenge to make a NON-CASTING PARTY that is AS EFFECTIVE as a caster-aided party, right? THAT'S the limitation - why add on even MORE limitations? We're choosing to do something that's hard enough without giving up even more sources! Non-casters LIVE AND DIE by splat-books - without them, they're just the pathetic deadweight of the SRD. FEATS are what drive non-casters, FEATS and class ability combinations that only work when you start combining different elements from different books to make synergies that allow for better characters.
Take the Bloodstorm Blade + Boomerang Daze combo. One of the common bans I see DMs imposing on players is "no setting specific material." Is the feat "Booomerang Daze" somehow going to ruin game continuity if included in a different world? Of course not! It's just a weapon technique, and allowing it allows something that is fundamentally WEAK as a tactic - attacking with a thrown weapon - to have a secondary effect that makes it worthwhile. Same thing with Battle Jump, Headlong Rush, etc. (both technically 3.0, by the way) - attacking is ALWAYS inferior to spells - even when it deals monstrous damage, you still have to roll to hit! Spells CHANGE THE FABRIC OF REALITY - you simply will the world to change and it DOES - no roll required.
I would like to lobby for the inclusion of Dragon Mag and 3.0 materials. Both are official WotC content, and 3.0 stands as-written if not updated - something that is explicit in the WotC literature. Neither will hurt game balance (hah! Game balance! A comical concept if ever there was one in a game as fundamentally IMBALANCED as d20, and ESPECIALLY humorous in a game in which every PC has volunteered to go without casting!) - in fact, including them can do nothing but add to the amount of creativity players can invest in their characters AND supplement the effectiveness of said characters (something a non-casting party SORELY needs!).