Example builds
Warforged ranger 2 / SA-fighter 1 / totemist 2 / umbral disciple 10 / warblade 2 / incandescent champion 3
1 Ranger - Mithral body, track, Favored enemy +2, wild empathy
2 Ranger - combat style: 2WF
3 Fighter - Jaws of death, 1d6 SA
4 Totemist - wild empathy, (illiteracy)
5 Totemist - Totem chakra bind
6 Umbral disciple - Bonus essentia, Sept knowledge (meh), step of the bodyless (+2*E on skills)
7 UD - 2d6 SA
8 UD - Embrace the shadow
9 UD - craven
10 UD - 3d6SA
11 UD
12 UD - Staggering strike, Sight of the eyeless (blindsight)
13 UD - 4d6SA
14 UD - Soulchilling strike
15 UD - Second slam Kiss of the shadows
16 Incandescent champion - Incandescent strike (essentia to damage)
17 Warblade - IL 9, sudden leap, dancing mongoose, pouncing
Charge, leading the charge, +1 reflex
18 IC - Bonus essentia, Fast healing E (self) for IC level rounds/lvl
19 IC - Unbearable countenance (meh)
20 Warblade IL 11, white raven tactics, uncanny dodge
Items: gloves of the balanced hand (lvl 12)
This build ends with 16 BAB, 16 essentia, a warblade initiator level of 11 (for max. 6th level maneuvers / stances), 9 to 12 attacks (6 normal attacks, 3 natural attacks, 2 more with dancing mongoose maneuver, and maybe 1 more from the totem chakra bind) and 4d6+20 sneak attack damage.
Extra damage can be done by investing essentia in soulmelds like totem avatar, or incandescent strike. Staggering strike and soulchilling strike work as debuffs. Extra actions are gotten with sudden leap and white raven tactics, blink shirt grants short range dimension door. Pounce is gotten late level, and the build has a large amount of skill points. Defensive options are the high AC at early levels, high base saves, uncanny dodge, the immunities from being a living construct, light fortification, the miss chance from umbral disciple, and the ability to make a full attack from a safe distance.
This build is playable from level 1. At first level, with mithril body, a decent dex and a shield the character has a high ac and 2 attacks. At level 2 the AC drops, when the shield is traded for an extra attack. At level 4, there are already 4 attacks, with 1d6 extra sneak attack damage. At level 4, with for example blink shirt and wormtail belt the AC raises and the char gets unlimited short range dimension doors. At level 5, the build can get another attack through the totem chakra bind, or use any other totem bind option. During the levels, combat capacity continues to grow, with extra (sneak attack) damage, extra attacks, and a miss chance. At level 15, the build can have 9 melee attacks, which can be made at 20 ft distance, which all do 4d6 +15 bonus damage, and have the chance to stagger the enemy.
Human abyssal disciple
Level class - Feats / Special abilities
1 Fighter - (SA variant) Eyes of the abyss, Cloak of the Obyrith 1d6 SA
2 Fighter
3 Fighter - Demonic sneak attack, 2d6 SA
4 Rogue - 3d6 SA, trapfinding
5 Rogue - Evasion
6 Rogue - Primordial scion, 4d6 SA, trap sense +1
7 Swordsage - Weapon focus (school) +1 init, maneuvers, stances
8 Swordsage - 6d6 SA
9 Totemist - Demonic skin, Wild empathy, 2 soulmelds
10 Totemist - Totem chakra bind (+1 capacity), 3 soulmelds
11 Umbral disciplie - Sept knowledge (meh), step of the bodyless (+2*E on skills)
12 Umbral disciplie - heart of the nabassu, 7d6 SA
13 Umbral disciplie - Embrace the shadow
14 Umbral disciplie
15 Umbral disciplie - Staggering strike, 8d6SA
16 Umbral disciplie
17 Umbral disciplie - Sight of the eyeless (blindsight)
18 Umbral disciplie - Deadly precission, 9d6SA
19 Umbral disciplie - Soulchilling strike
20 Umbral disciplie - Kiss of the shadows
items preferred: rogues vest (+1d6 Sneak Attack, among others), tower shield, wands / wand grips with vine strike & golem strike, greater truedeath crystal, martial discipline weapon (shadow hand).
I designed this build as an a-typical sword & board fighter, partly out of annoyance about the ideas that 'every shield must be an animated shield' and 'sword & board is not viable'. I didn't want tot turn in into a gimmick build either (like a 2 handed shield basher). Of course the build can be made better, damage increased by multiple attacks, etc., but this should be viable against standard opponents from the monster manuals.
The build has:
- defenses: an AC that counts with +4 natural armor, tower shield, totemist soulmelds like wormtail belt (min. +2 natural armor enhancement) and lammasu mantle (+2 vs evil), either wis to AC and light armor or heavy armor. The build has evasion (when wearing light armor), 40% miss chance, teleport at will (vs grapple, force cage, entangle, etc. with blink shirt soulmeld); can make melee attacks at +20 ft distance; high base saves; has some maneuvers, for example to improve saving throws; is immune to level drain and has DR 6 / lawful.
- attack: martial weapons, 14 bab at lvl 20, 4 attacks with the totem chakra bound, with items 10d6 sneak attack, all results 1's being rerolled and added to the damage, and 6 dice can be rerolled anyway. The build does 2d6 extra damage against lawful creatures, every sneak attack means save vs staggered against a very high DC. Some extra options depending on maneuvers known.