Maneuvers & stances are all in ToB. The ones Tempest chose are Devoted Spirit & White Raven disciplines. I'm guessing the reason you take UT 1 is that there are fewer prereqs and/or that UT has class skills or something similar that helps with Legacy Champion prereqs.
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Maneuvers & stances are all in ToB. The ones Tempest chose are Devoted Spirit & White Raven disciplines.
"ToB" is the Tome of Battle, Shinigami, if you're not up on our abbreviations.
I picked White Raven's Douse the Flames there not because the maneuver's useful at all (well, it is, just not for you) but rather because it gave Diplomacy as a class skill from level 1. You can use that with a binder's pact with Naberius (which you'll be taking to protect yourself as a hellfire warlock later anyway) and the warlock's Beguiling Influence invocation to become a pretty powerful public speaker and negotiator at a low level. You don't need to invest anything extra besides that in order to remain your party's spokesman even as you focus on your hellfire. And besides, the charismatic fiend is a staple of fiction (ever read Faust?)
The Devoted Spirit maneuvers are there for Thicket of Blades, a lynchpin of the "AoO Tank" style of play, which that particular glaivelock build uses in an unusual manner (normally, AoO tanks focus on getting AoOs in response to everything their opponents do, and spend those attacks to prevent their opponents from doing it. You just use those attacks as extra chances to smack with a nearly 30d6 glaive.) For more information on this style of play, I wrote an introduction to it here (click the spoiler block at the bottom). A good AoO tank is a fun and very useful way to play a melee warrior in 3.5, and it isn't entirely obvious to new players that such a character is even possible.
I'm guessing the reason you take UT 1 is that there are fewer prereqs and/or that UT has class skills or something similar that helps with Legacy Champion prereqs.
There's many reasons for this. It's not harder to qualify for, but it works best if you take UT first. Uncanny Trickster has all skills as class skills, and Legacy Champion's class skills consist of a small list of skills, plus any class skills from all of your other classes. Put 'em together and you get Factotum-grade skill lists, albeit with less Int synergy and fewer base skill points.
Also, taking Uncanny Trickster 1 and Legacy Champion 1 before you can qualify for your PrC (here, Hellfire, which requires 12 ranks in a specific skill - and Legacy Champion requires Character Level 10, so I think I botched the timing a bit here) allows you to enter your PrC right on schedule, and then continue to advance it afterwards without any delays (since you crossed those non-advancing levels on your way to the PrC). You finish Hellfire as early as possible, and then take UT 2, which advances Hellfire right away instead of having to wait a level while you take UT 1.
I openly admit that the build suggested there is subpar; it's just there as an example.
Finally, HappyShinigami, I would strongly suggest avoiding things like bloodlines or even hellfire warlock if you're this new to the game. Certain things require a degree of familiarity with the rules in order to work, or work well, and those are among them.
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.
[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling) [TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme) [AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class) [RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme) [AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility) [TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC) [TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods) [TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability) [AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme) [AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage) [TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme) [AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme). [TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme) [RT] Face First: We should talk. (Psionic, social, mind-control, info-management) [SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum) [RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt) [AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder) [RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard) [RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster) [RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout) [AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum) [AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme) [DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x) [AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB)) [RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive) [AR] Uberflank: I got your back. (Melee, support, stunt, teamwork) [TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support) [DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility) [AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt) [RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical) [RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical) [TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist) [RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme) [AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity) [TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)
There's many reasons for this. It's not harder to qualify for, but it works best if you take UT first. Uncanny Trickster has all skills as class skills, and Legacy Champion's class skills consist of a small list of skills, plus any class skills from all of your other classes. Put 'em together and you get Factotum-grade skill lists, albeit with less Int synergy and fewer base skill points.
It doesn't quite have all skills as class skills; it lacks Concentration, Diplomacy, Handle Animal, Heal, Knowledge, Ride, Speak Language, Spellcraft, and Survival, in addition to any of the skills that aren't on the general list (like Autohypnosis). The Uncanny Trickster has a good list, but not a complete one.
It's not really a case of needing the specific skills; the base warlock class gives you the class skills you need for the Hellfire Warlock, and the level in binder gives you some Knowledge (history) for the Legacy Champion. It's certainly nice to have some extra skills available, but it's not an absolute requirement.
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Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. • When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. • When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. • When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. • When button 4 is pressed, the rod becomes a sturdy iron spade. • When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Ty for all the advice. I understood nost of what you saod before you saidbit temp but thank you for breaking it down :-) just wanted to make sure these were the best choices and why people thought they were so I can back them up if i ever had to explain why I did this. Isntead of saying I got it from a article I now know :-) I assumed ut was just for skills. And I do like diplomacy it fits with yk chars attitude
As a warlock you have one of the most valuable skills in the game, Use Magic Device, you can get your hands on, and readily use all sorts of magical wands, scrolls and staves, and be the healer when not busy stabbing people to death with eldritch power.