Vassal of Bahamut is Book of Exalted Deeds; Sacred Warder of Bahamut is Draconomicon.
Favorite classes (and I note, these aren't listed in any significant order other than basic rundown...
Arcane Spellcasters
Beguiler -- (PHB II): Gee... illusion/enchantment focus, with rogue sneakiness and the like added in for good measure. I have a changeling Swashbuckler 3/Beguiler 10, and he's quickly become one of my all-time favorite character concepts. Spell Focus and Greater Spell Focus in illusion, with shadow conjuration/shadow evocation still to come... and I need to get Quicken Spell at some point to make it even better. Also need Practiced Spellcaster, but that will come with time.
Wizard -- Core: Sure, they don't get as many spells per day to start as their innate sorcerer kin (and no knocking the sorcerer, either -- it also seems to be a fun class all its own), but the versatility of a wizard is astounding. Specialist or generalist, it doesn't matter: and despite that low 2 + Int modifier in skills, they'll only grow with the INT synergy governing their spellcasting.
Warlock -- Complete Arcane: I love this class. Utility in it's own way with eldritch blast, a diverse and interesting array of invocations between
Complete Arcane and
Complete Mage, and all sorts of interesting possibilities, depending on the focus. Coupled with sorcerer (to keep with the CHA focus), a warlock/sorcerer/eldritch theurge has some seriously interesting possibilities.
Divine Spellcasters
Cleric -- Core: First off, I admit that when I originally saw the cleric class, I believed it was potentially overpowering compared to the other core classes (and certainly, before the release of 3.5, I really hated Death domain clerics in particular because of how much better a necromancer type they made than necromancer-specialist wizards). Having recently begun playing a cleric, however, I find that they're just as versatile as wizards, although having a focus on them can make for a memorable character.
Favored Soul -- Complete Divine: I know, I didn't put in sorcerer as one of my favorites (mostly because I've never played one). I have played a favored soul, however, and I'm highly impressed. I'm playing a CG szarkai (albino drow) rogue/paladin/favored soul/shadowbane stalker (trust me, I know the concept sounds wild, but she's a lot of fun to play, actually, and I was allowed to take shadowbane stalker despite the alignment restriction because of her rule zero'ed interpretation of paladins, as shown below), focusing on spells to both protect against undead and fight them. I'm just waiting for that Sun Blade to use with Weapon Finesse (since it is wielded with the ease of use of a short sword... hehe).
Martial Classes
Fighter -- Core: Depending on the focus (have you noticed I'm all about focus yet -- I thought I noticed you noticing), a fighter can be a
very dangerous force to be reckoned with. I'm more for two-weapon fighting, myself, and with those fighter bonus feats, I can have such a blast making a solid TWF/TWD build.
Paladin -- Core: You heard my mention earlier of my albino drow character, and it's the closest to trying to make a serious play for paladin (my DM, by the way, rule zero'ed that paladins had to be the same alignment as their deity, so being always lawful good wasn't an issue for my group). All the same, the paladin has some possibilities. Martial fighting ability, minor divine spellcasting, divine grace (pump that CHA), and they can be a solid class.
Ranger -- Core: My second favorite martial class behind the swashbuckler. TWF or archery can be a tough choice, admittedly. Minor divine spellcasting is just a perk, though there are some very interesting spell choices, particularly in
Complete Adventurer. And if you multi-class with the scout and take Swift Hunter from
Complete Scoundrel... need I say more?
Swashbuckler -- Complete Warrior: Easily my favorite martial class of the bunch (at least the first three levels). Three levels of swashbuckler, with Practiced Spellcaster/Practiced Manifester and an otherwise solid INT-based caster/manifester class (beguiler is excellent, as is wizard, psion or erudite), and you can have three attacks per round by 20th level, maintain your predominant INT-based casting/manifesting, and insightful strike adding your INT bonus to weapon damage.
So much fun...
Utility Classes
Rogue -- Core: The quintessential utility character, the rogue has all sorts of fun stuff to play with. With 8 + Int skill points per level, they certainly can afford to be more diverse, yet still maintain a solid focus. Haven't really played a rogue seriously yet, but whenever my roomies and I get into Eberron, I fully intend to play a changeling rogue with the racial substitution levels from
Races of Eberron, and perhaps even take a few levels of swashbuckler and the Daring Outlaw feat from
Complete Scoundrel.
Scout -- Complete Adventurer: What the rogue is to the city, the scout is to the wilderness. Skirmish is so much FUN (especially if you like ranged combat, though with Spring Attack/Bounding Assault/Rapid Blitz, skirmish can be great at higher levels). 6 + Int skill points per level helps a bunch, and with the inclusion of Disable Device as a class skill from the errata, trapfinding makes much more sense. And did I mention how much fun a multi-class ranger/scout can be with the Swift Hunter feat?
The only reason I don't have more classes listed is because I haven't played them all. Warmage, hexblade, and druid are serious possibilities for the not-too-distant future... and I may even take a look at the barbarian at some point. And I won't even go into prestige classes, because there are far too many possibilities to list without potentially breaking the board.
