This is a bardic martial adept build capable of, at 20th level, dealing an extra 12d6 energy damage on all of his attacks - before he adds on martial maneuvers or stances. Better yet, he's a BARD.
I was recently prowling through my ToB when I came across a feat I'd seen, but never really paid any attention to. The feat? Song of the White Raven.
This feat's primary ability is pathetic: it grants you the ability to start bardic music as swift action when in a white raven stance. So what? But that's there primarily to fool you into missing the second part of the feat, where the real juice is: that it lets your Crusader AND Warblade levels stack with bard levels for the purposes of the bonus from Inspire Courage!
So what, I hear you ask. After all, the bonus from Inspire Courage is only +4 by level 20. Bah humbug!
But wait! Due to a lovely little set of feats you can get that bonus up to +12 by 20th. Behold!
Classes:
Bard 3, Crusader OR Warblade 17. Either Crusader or Warblade will do just fine, but each will have its own advantages and disadvatages. Crusaders will have healing abilities, but Warblades can take advantage of the high Int necessary for Words of Creation and get bonus feats to boot. More on the pros and cons of each later.
Attributes:
Int and Cha at least 15. After that, combat stats should have prevalence: Str, Con, and Dex are all important.
Feats:
Dragontouched (1st), Dragonfire Inspiration (human), Song of the Heart (3rd), Song of the White Raven (6th), Words of Creation (9th), Two-Weapon Fighting (12th), Improved Two-Weapon Fighting (15th), Greater Two-Weapon Fighting (18th).
Race:
You have two good options here. The first is obvious - human. The second, of course, is Dragonborn, which removes the need for Dragontouched and gives you a number of supplemental abilities. Now the problem with this is that Dragontouched gives you access to sorcerer-based draconic feats, including Draconic Heritage. Draconic Heritage - Battle or Emerald Dragon can convert your Dragonfire Inspiration damage to sonic, which will go a long way towards making it more effective against higher-level enemies. The basic question is whether you'd rather have fire damage on a Dragonborn with Greater Two-Weapon Fighting (with martial maneuvers to cover fire immune and fire resistant enemies) or sonic damage (effecting a whole lot more enemies) on a human with Improved Two-Weapon Fighting (in effect, sacrificing an attack for a better energy type).
How it Works:
This build is predicated on a couple of feats. The first, of course, is Song of the White Raven, which allows you to, as a Bard 3/Crusader or Warblade 17, count as a Bard 20 for the purposes of Inspire Courage. The bast bonus of +4 to attack and damage from Inspire Courage is then synergized and amplified with a series of feats. First there's Song of the Heart, which adds +1 to the bonus from Inspire Courage. Next there's the swift action 1st level spell Inspirational Boost, which adds yet another +1 (bringing the 20th level total to +6). Finally, there's the very sexy Words of Creation from the Book of Exalted Deeds, which allows you to, for the low, low price of only 3d4 non-lethal damage, DOUBLE the bonus from Inspire Courage. This brings our total to a whopping +12. True, adding a horn from Complete Adventurer could add another +2, but that would require an extra hand - and this is a two-weapon fighting build.
Dragonfire Inspiration is the reason that the build aims for dual-wielding. With Dragonfire Inspiration you can transform the bonus from Inspire Courage from a morale bonus to attack and damage into an equal number of fire damage dice added to attacks. In other words, +12d6 at 20th level. If you have the ability, the Draconic Heritage feat can allow you to transform this damage into a different energy type (acid and sonic being notably nice choices). This can be kind of dicey to get, however, and may cost you Greater Two-Weapon Fighting.
Ultimately, you end up with 9th level maneuvers, a +19 BaB, and the ability to gain either +12d6 energy damage to you and your allies' attacks or +12 to hit and damage three times per day. You also gain a +12 to saves vs. charms and fear when using bardic music.
Crusader vs. Warblade:
Both of these classes can be quite impressive at 17th level. Crusader packs some early punch, allowing you access to healing maneuvers and stances that will not only make you the party buffer but the party healer as well. Moreover, your 15 Cha will go to work shoring up your Will save, and furious counterstrike and steely resolve will make you an impressive tank. At higher levels, Aura of Triumph will make a two-weapon fighter capable of huge amounts of healing each round - up to 4x7 = 28 HP while damaging the enemy! For straight-up damage, Aura of Chaos allows each of your damage dice to "explode," re-rolling on a max result. With 12d6 added to each attack, a run of 6's can add up to an impressive amount of whomp.
Warblade, however, wins the straight damage competition. With gems like Raging Mongoose and Pouncing Charge from the Tiger Claw discipline, a two-weapon fighter can attain even more attacks per round and even make full attacks on a charge. Diamond Mind's Time Stands Still even allows two full attacks in a single round, making your damage output truly unbelievable. Moreover, Iron Heart and Diamond Mind maneuvers like Moment of Perfect Mind, Iron Heart Surge, and Iron Heart Endurance can allow you to withstand almost any assault, making you not only strong but tough. 4 extra bonus feats allow you to shore up your weak points (Blind Fight, Iron Will, Improved Initiative, and Quick Draw can all be very handy additions to yoru repetoire), and the Warblade's ability to add Int mod to various checks can be very handy (after all, Words of Creation requires at least a 15 Int!).
Both are excellent choices. Both have pros and cons. The Crusader will be a better party player and tougher (healing counts for a lot!). The Warblade will be a more versatile fighter and a more effective damage dealer. The choice is yours, and should be based on personal preferences and character style. Go for what your gut tells you would be more fun!
Damage Output:
This is dependent on your build, so I'll address each separately. Both builds assume the following starting stats (based on a 28-point buy):
Str 14
Con 10
Dex 15
Int 14
Wis 8
Cha 14
One level-up point into Int, one into Cha, two into Dex, and one into Str. With a +6 enhancement item and +5 from a Tome, the character's final Strength score should be 26. An enhancement item for Dex will get you to where you need to be for the various TWF feats.
CRUSADER:
7 attacks wielding two whips while in the Aura of Chaos stance.
To Hit: +17/+17/+12/+12/+7/+7/+2 from BaB and TWF, +8 from Strength, +5 enhancement. Total is +30/+30/+25/+25/+20/+20/+15, with the potential for another +5 from furious counterstrike.
Damage: 1d3+13+12d6 four times, 1d3+9+12d6 three times. Total will be 7d3+79+84d6 on a full attack, or 7d3+114+84d6 with a fully charged furious counterstrike.
Assuming Aura of Chaos, the d3s will blow up 33% of the time and the d6s around 16% of the time. This raises the total to 9d3+79+99d6, or . . .
(9-27) + (99-510) + 79 = 187 - 616 damage
This rises to 222 - 651 if furious counterstrike has been fully charged.
WARBLADE:
7 attacks wielding a longsword and shortsword while in Punishing Stance.
To Hit: +17/+17/+12/+12/+7/+7/+2 from BaB and TWF, +8 from Strength, +5 enhancement. Total is +30/+30/+25/+25/+20/+20/+15. Double this when using Time Stands Still, add 4 attacks when attacking with Raging Mongoose, or use all these attacks at the end of a charge when employing Pouncing Charge.
Time Stands Still Damage: 1d8+13+12d6 eight times, 1d6+9+12d6 six times. Total will be 8d8+158+168d6 on a full attack.
(8-64) + (168-1008) + 158 = 334 - 1230 damage
The clear winner for damage is the Warblade, but the Crusader's style, steely resolve (able to delay 25 points of damage per round!), and healing abilities should not be discounted. Either build is viable and fun!
Tactics:
You only have three uses of your bardic music per day, so save them for big fights. The rest of the time your martial maneuvers should be more than enough to take care of any and all enemies. Decide on whether to apply your energy dice to damage or the morale bonus to hit and damage based on your opponent's strengths and weaknesses. If you have fire dice and are fighting a red dragon, use your music to gain a morale bonus to hit and damage - you'll need it just to land your martial strikes! If fighting something with a lower AC that's vulnerable to your fire (but is dangerous), pull out your Dragonfire Inspiration and go to town.
Choose maneuvers that help your teammates. Your Dragonfire Inspiration will make other melee characters, summoners, clerics with undead minions, and even mounts and cohorts FAR more dangerous, so try to work tactically and keep them within the range of your music's effect. White Raven strikes and boosts can further aid teammates in closing with enemies, taking multiple actions, and even gaining extra hits, so don't hesitate to coordinate your crew's tactics. The other PCs will come to love you for this, and the synergistic effect of party-boosting maneuvers paired with your bardic music abilities will prove a daunting and effective combo.
If you're a Crusader, make sure to buy a composite longbow (which you'll be able to wield). Use it to land hits against targets you can't approach in melee. Sure, you'll only get 4 attacks per round, but your bardic music will make those hits hurt far more than any other melee-oriented martial adept could. If you're a Warblade you'll have to settle for the shortbow that your Bard levels give you proficiency with, but the loss of range and damage will be, at worst, marginal.
As a Crusader, use your healing aura to keep your teammates healthy and White Raven to keep them tactically efficient. Your strength in battle is based on your ability to take huge hits and keep ticking, bolstering your foes and decimating your enemies.
As a Warblade, look to close the combat quickly. With Tiger Claw maneuvers you'll be able to charge in and make a full attack against the most powerful foes within the first round of combat, leaving your allies to mop up the support forces. Consider Moment of Alacrity to ensure gaining initiative, and use the edge provided to annihilate any truly dangerous enemies right off the bat.
Low Levels:
This character does surprisingly well at low levels, managing a quite decent damage output even before accquiring Two-Weapon Fighting and Words of Creation. At level 1 you can add 2d6 with Inspirational Boost and Dragonfire Inspiration. By 3rd this becomes an extra 3d6 damage. At 4th level Warblades pick up Punishing Stance, for an impressive +4d6 damage when using bardic music. Wield a greatsword and you're swinging a 6d6 pound hammer at 4th level! With Crusaders, the benefit comes from Martial Spirit, which lets you heal 2 HP with every swing. By 8th level your extra fire damage is up to 4d6, which is doubled at 9th by Words of Creation. Meanwhile, you're constantly gaining maneuvers and stances and just generally getting buffer.
Well, I hope you all enjoyed reading this as much as I've dug writing it! Stay cool, and remember - just 'cause you like singing don't mean you're a pansy!