I'm playing in a 6th level 3.5 D&D campaign and need help identifying optimal buildouts using the following restrictions.
Allowed sourcebooks: Player's Handbook, Dungeon Master's Guide, Stormwrack, Arms and Equipment Guide (except for Mercurial Greatswords). If it's not in one of those books, then it's not permitted. Animal companions are limited to PH/DMG/SW.
Additionally, the following classes and prestige classes are allowed from these books:
Samurai, Swashbuckler (Complete Warrior)
Ninja, Dread Pirate (Complete Adventurer)
Favored Soul, Shugenja (Complete Divine)
Wu Jen, Blood Magus (Complete Arcane)
Note: Feats in the Complete books are not permitted unless they are part of the progression from one of the permitted classes (so no cherry picking).
House rules:
Profession Sailor and Use Rope are considered class skills for every character.
Characters can and probably should be an evil alignment, or at least neutral. Good characters are likely to be killed off.
Clerics retain access to all three domains (instead of just two). There's a huge number of gods and domain combinations to choose from (too long to list here).
Because it's a pirate/seafaring themed campaign, Knowledge (geography), Profession Sailor and Survival will absolutely be useful but not required.
What would you play? Bonus points for pirate/seafaring theme flavor.
Allowed sourcebooks: Player's Handbook, Dungeon Master's Guide, Stormwrack, Arms and Equipment Guide (except for Mercurial Greatswords). If it's not in one of those books, then it's not permitted. Animal companions are limited to PH/DMG/SW.
Additionally, the following classes and prestige classes are allowed from these books:
Samurai, Swashbuckler (Complete Warrior)
Ninja, Dread Pirate (Complete Adventurer)
Favored Soul, Shugenja (Complete Divine)
Wu Jen, Blood Magus (Complete Arcane)
Note: Feats in the Complete books are not permitted unless they are part of the progression from one of the permitted classes (so no cherry picking).
House rules:
Profession Sailor and Use Rope are considered class skills for every character.
Characters can and probably should be an evil alignment, or at least neutral. Good characters are likely to be killed off.

Clerics retain access to all three domains (instead of just two). There's a huge number of gods and domain combinations to choose from (too long to list here).
Because it's a pirate/seafaring themed campaign, Knowledge (geography), Profession Sailor and Survival will absolutely be useful but not required.
What would you play? Bonus points for pirate/seafaring theme flavor.