true_shinken
2010-12-04, 03:47 PM
This is a repost/update of an old guide I had back in 339. Feedback is always welcome.
Fighting defensively is an option in combat that gives you better AC in return for a penalty to attack. There is also the Combat Expertise feat, which basically does the same and also stacks with fighting defensively.
Usually, having higher Armor Class may not seem that important. At high levels, attack bonus progresses a lot faster, so most people think investing in AC has little return. However, fighting defensively is a very low-cost investment. It's a good way to increase your AC, specially at lower levels when it is indeed important. Since you get a dodge bonus, it's even better for touch AC. And dodge bonuses stack.
It's important to know, though, that not Combat Expertise nor fighting defensively can be your only means of defense or your only trick. This guide here works as a way to supplement your character's defenses, but don't go out of your way for this options. Performing your standard melee tricks (and you can find info on them on Person Man's excelent guide (http://www.giantitp.com/forums/showthread.php?t=127026)) is a lot more important. Also remember to boost your AC in other ways - good armor and bonuses from magical items (such as an amulet of natural armor and ring of deflection) are always, always important.
Now, if you are really into the defensive fighting thing, there are basically two ways of optimizing it:
Reduce your penalty to attack rolls/bonus to AC ratio
use the Dancing with Shadows feat from Races of Eberron to get a high AC on one round and then make a powerful counterattack the following round.
From the SRD: fighting defensively as a full-round action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#fightingDefensivelyasaFullRoun dAction), Combat Expertise (http://www.d20srd.org/srd/feats.htm#combatExpertise), Tumble skill (http://www.d20srd.org/srd/skills/tumble.htm).
Races
Azurin (Magic of Incarnum): Grants you 1 point of Essentia and Cobalt Expertise as a bonus feat; 2 essentia is all you need to optimize Cobalt Expertise.
Human (http://www.d20srd.org/srd/races.htm#humans): Can't go wrong with an extra skill point and feat; azurin is outright better if available, though (saves you a feat to get that extra 1 essentia).
Base Classes
Swashbuckler (Complete Warrior, page 11): Full BAB, d10 Hit Dice, Tumble as a class skill, Weapon Finesse as a bonus feat, Int (required for Combat Expertise) to damage at level 3. Also see Shield of Blades under Alternate Class Features.
Monk (http://www.d20srd.org/srd/classes/monk.htm): With Carmendine Monk/Kung-fu Genius, it's Int to AC. Those bonus feats could be useful - check the variant fighting styles under Alternate Class Features. Also gains evasion at 2, allowing you to qualify for Thief-Acrobat.
Warblade (Tome of Battle, page 20): Full BAB, d12 Hit Dice, Tumble as a class skill, adds Int to many things, gains standard-action strikes that goes well with Einhander.
Rogue (http://www.d20srd.org/srd/classes/rogue.htm): Rogues have low hit points and no AC-boosting abilities of their own, so they could use a few love in this regard. They get evasion at 2, allowing you to qualify for Thief-Acrobat.
Spellthief (Complete Arcane): Like Rogues, Spellthieves have low hit points and no AC-boosting abilities of their own. They are probably the class that could get the most benefit out of daggerspell stance due to the Master Spellthief feat that boosts caster level considerably.
Alternate Class Features:
Shield of Blades (Player's Handbook II, page 63): You lose the Swashbuckler's Dodge bonus and gains a +2 shield bonus to AC when fighting (defensively) with two light weapons. It also increases with levels, if you have room for more than Swashbuckler 5.
Fighting Styles: The Passive Way (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#passiveWay) variant grants you Combat Expertise as a bonus feat at level 1. The Sleeping Tiger variant (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sleepingTiger) grants you Weapon Finesse at level 1. Either is good, you'd probably want both feats anyway. Denying Stance (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#denyingStance) grants a bonus on grapple checks and disarm attempts (kinda meh). The Invisible Eye (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#invisibleEye) variant can get you an extra +1 to AC while using CE, fighting defensively or using total defense, but you need to take Agile as a feat and the bonus feats it grants are pretty worthless in this kind of build (Combat Reflexes, Lightning Reflexes, Blind-Fight). Undying Way (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#undyingWay) gets you DR2/- while fighting defensively, but those feats suck so hard I can't even explain it.
Traits
From Unearthed Arcana, traits are a very interesting option that adds flavour and cool stuff to a character. It's rarely used, it seems, but I think it's way better balanced than flaws.
Cautious (http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm#cautious): +1 bonus to AC while fighting defensively. You can't be immune to fear and you suffer -2 on saves vs fear. It's worth it, I guess.
Feats
Allied Defense (Shining South): Why not share your AC bonus with your team mates, uh? This actually makes your high AC matter a lot more, since not only are you protecting yourself, you are buffing an ally.
Combat Expertise (http://www.d20srd.org/srd/feats.htm%23combatExpertise): Already mentioned, but I think the link is handy. Combat Expertise is not required to use most of the abilities listed here; some don't even work with it (Einhander, for example). It can increase your AC even more if you combine it with fighting defensively and it has a better cost/benefit ratio when used alone.
Deadly Defense (Complete Scoundrel, page 76): No requirements, +1d6 damage when fighting defensively (or using Combat Expertise with at least -2 penalty) with finesseable weapons. If you have room and you are fighting defensively (and if you are reading this, I think you are), I'd take it.
Einhander (Player's Handbook II, page 95): Easy requirements (BAB+6 and Tumble 6), +2 dodge bonus to AC while fighting defensively or using total defense with nothing in the off-hand and other minor bonuses. Nice and flavorful.
Quickstaff (Complete Warrior): +2 to AC while fighting defensively with quarterstaff. I still like Broadblade Shortsword better for some reason, though. Maybe because swords are cool (http://tvtropes.org/pmwiki/pmwiki.php/Main/CoolSword)?
War Devotion (Complete Champion, page 63): Increases your bonuses for fighting defensively while it reduces penalties, gets better as you level up. It does not require a swift action to activate (it requires no action at all other than fighting defensively, actually), so it stacks with Defensive Surge/Vest of Defense. Unfortunatelly, it's just 1/day unless you grab a level of Cleric, 4 levels of Paladin or 2 levels of Dread Necromancer for burning turn attemps to fuel it.
Craven (Champions of Ruin): If you have sneak attack (probably from Rogue levels), this feat alone might make Two-weapon Fighting worth it. I dislike the flavour but if you don't mind being a coward, take it.
Two-weapon Fighting series: An alternative for more attacks and extra damage. It's very feat intensive, but it looks really cool. Specially useful if you are using Swashbuckler for Shield of Blades.
Superior Unarmed Strike & Snap Kick (Tome of Battle): If you took Monk levels, you really should take these feats as well. They will improve your damage output considerably.
Prestige Classes
Exotic Weapon Master (Complete Warrior, page 30): If you are using broadblade shortsword (or any pair of exotic weapons), a single level dip (requiring a few skill ranks and Weapon Focus) reduces your penalties for TWF to -1. A d10 Hit Dice completes the deal. It's not awesome by all means.
Bladesinger (Complete Warrior, page 17 or Races of Faerun page 179): While not amazingly powerful as gishes, Bladesingers really add something to Einhander-users. You are restricted to a one-handed weapon anyway, adds Int or class level to AC and eventually gains a flurry-like ability. Races of Faerun version is arguably better - it has harder requirements, but has it's own spellcasting (allowing you to qualify with Duskblade and actually gaining spells on a useful pace) and you gain 3 bonus feats. You have to be an elf of half-elf in both cases, so think carefuly. Very flavorful, too.
Dervish (Complete Warrior): +4 to AC when fighting defensively. Feat intensive, but a very good PrC that everyone has heard about already.
Thief-Acrobat (Complete Adventurer, page 83): 3/4 BAB and low Hit Dice, but increases bonuses for fighting defensively by +2 with 4 levels (you only lose 1 BAB). Requires evasion, though, so you'll probably need levels in Monk or Rogue.
Duelist (http://www.d20srd.org/srd/prestigeClasses/duelist.htm): Adds level as a bonus to AC while fighting defensively. Requires Dodge and Mobility, though, and is a late bloomer gaining this ability only at level 7. I'd avoid this.
Incandescent Champion (Magic of Incarnum, page 116): This is not an overpowered class by any means and it does not directly increase your defensive fighting potential. Requirements are rather easy is you are an azurin though (an azurin Warblade qualifies without even trying; you could even give it a try as a Soulborn, but do that at your own peril). It has damage dealing abilties that mix well with Two Weapon Fighting and limited fast healing. For the tactical minded, this could be a rather fun PrC, so I think it deserves a shout out.
Daggerspell Mage (Complete Adventurer): This is here as a warning - even if you take the daggerspell stance feat, I don't think this is class is worth it. No abilities that synergize with defensive fighting and nothing too spectatular. It's only somehow useful if you use a Duskblade chassis, because it gives expanded channeling options and alternate ways to use spell slots.
Equipment:
Bradblade Shortsword (Complete Adventurer, page 117): Adds +1 dodge bonus to AC while fighting defensively or using Combat Expertise with at least -2. It was +2 on release, but it was nerfed in the errata.
Vest of Defense (Magic Item Compendium, page 146): As a swift action, 3/day, +2 on AC while fighting defensively or using Combat Expertise.
Defensive Surge (Magic Item Compendium, page 32): As a swift action, gain a +2 bonus to armor class while fighting defensively or using Combat Expertise for 1 round. Usable 1 + Int modifier times per day. Sadly, it can't be combined with Vest of Defense, since both use your swift action. You should probably have both, for more uses per day. If you ever run out of uses per day, just get a second defensive surge weapon.
Bracers of Blocking (Dragon Magazine 322, page 55): At 7000gp, these work like bracers of armor +2 and add an extra +2 dodge bonus when you fight defensively or use total defense.
Spells:
Daggerspell Stance (Spell Compendium): When fighting defensively and using two daggers, you gain spell resistance 5 + caster level. This adds another layer of defense; if you have a Master Spellthief build, just a bit of defensive optimization to go with your high caster level will make you a lot more resilient.
Builds:
Daring Defender
Azurin Swashbuckler 11/Rogue 4/Thief-Acrobat 4/Exotic Weapon Master 1 Feats: Combat Expertise (1), Cobalt Expertise (Azurin bonus), Weapon Finesse (Swashbuckler bonus), Exotic Weapon Proficiency: broadblade shortsword (3), Weapon Focus: broadblade shortsword (6), Two-Weapon Fighting (9), Deadly Defense (12), Daring Outlaw (15), Extra Essentia (18) Take Shield of Blades with Swashbuckler and Twin Exotic Weapon Fighting with Exotic Weapon Master.
Equipment Needed: +1 defensive surge broadblade shortsword, other broadblade short sword Base Attack Bonus 18, 12d10+8d6 HD. You gain +8 dodge bonus to AC for using Combat Expertise (with Cobalt Expertise, Agile Fighting and Defensive Surge) at -2 and +4 shield bonus to AC from Shield of Blades, for a total of +12 AC for -2 to attacks. You are dual wielding, but you gain no penalties to your attack roll because of twin exotic weapon fighting and Weapon Focus. This build is really feat-starved and a late bloomer. Also, per RAW Daring Outlaw does not advance Shield of Blades (only Dodge, that you swaped for Shield of Blades), but I think allowing it is not a stretch and is probably intended. Check with your DM. To speed things up, use Azurin Swashbuckler 3/Fighter 2/Rogue 3 into the PrCs and ignore Shield of Blades; a Wand of Shield gives you the same effect with minimum buff time. Flaws could also help you.
Ruby Knight Defender
Human Rogue 3/Swashbuckler 4/Cleric 1/Crusader 1/Ruby Knight Vindicator 7/Thief-Acrobat 4 Feats: Combat Expertise (1), Cobalt Expertise (Human bonus), Weapon Finesse (Swashbuckler bonus), Exotic Weapon Proficiency: broadblade shortsword (3), Weapon Focus: broadblade shortsword (6), Two-Weapon Fighting (9), Deadly Defense (12), Daring Outlaw (15), Extra Essentia (18)
Equipment Needed: Vest of defense, +1 defensive surge broadbade shortsword, broadblade shortsword
The feat setup is practically the same of the last build; does not use Azurin for favored class issues. A lot of MAD here. Needs Dex and Int for feats and Wis for Cleric casting. Uses Divine Impetus to activate both Vest of Defense and Defensive Surge at the same turn (actually, since you get more than 1 swift action, you could activate either multiple times for some nova and more AC than you'll ever need, I guess). Using both, you get +10 to AC from fighting defensively and +2 shield bonus from Shield of Blades (but check the last build) for a total of +12 for -2 to attacks.
The Bladesinger
This uses the Races of Faerun version: Half-Elf Duskblade 2/Passive Way Monk 1/Fighter 2/Swashbuckler 3/Bladesinger 10
Feats: Einhander, Carmendine Monk Some Int synergy - Carmendine Monk for Int to AC x2, Insightful Strike for Int to damage with rapier. You get a few bonus feats, cast one Bladesinger spell per round as a swift action and you gain a flurry ability. You fight defensively for -4 and gets +6 to AC (+5 if your DM is a jerk and can't accept Oriental Adventures on Tumble even if it follows the progression of ELH).
Fighting defensively is an option in combat that gives you better AC in return for a penalty to attack. There is also the Combat Expertise feat, which basically does the same and also stacks with fighting defensively.
Usually, having higher Armor Class may not seem that important. At high levels, attack bonus progresses a lot faster, so most people think investing in AC has little return. However, fighting defensively is a very low-cost investment. It's a good way to increase your AC, specially at lower levels when it is indeed important. Since you get a dodge bonus, it's even better for touch AC. And dodge bonuses stack.
It's important to know, though, that not Combat Expertise nor fighting defensively can be your only means of defense or your only trick. This guide here works as a way to supplement your character's defenses, but don't go out of your way for this options. Performing your standard melee tricks (and you can find info on them on Person Man's excelent guide (http://www.giantitp.com/forums/showthread.php?t=127026)) is a lot more important. Also remember to boost your AC in other ways - good armor and bonuses from magical items (such as an amulet of natural armor and ring of deflection) are always, always important.
Now, if you are really into the defensive fighting thing, there are basically two ways of optimizing it:
Reduce your penalty to attack rolls/bonus to AC ratio
use the Dancing with Shadows feat from Races of Eberron to get a high AC on one round and then make a powerful counterattack the following round.
From the SRD: fighting defensively as a full-round action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#fightingDefensivelyasaFullRoun dAction), Combat Expertise (http://www.d20srd.org/srd/feats.htm#combatExpertise), Tumble skill (http://www.d20srd.org/srd/skills/tumble.htm).
Races
Azurin (Magic of Incarnum): Grants you 1 point of Essentia and Cobalt Expertise as a bonus feat; 2 essentia is all you need to optimize Cobalt Expertise.
Human (http://www.d20srd.org/srd/races.htm#humans): Can't go wrong with an extra skill point and feat; azurin is outright better if available, though (saves you a feat to get that extra 1 essentia).
Base Classes
Swashbuckler (Complete Warrior, page 11): Full BAB, d10 Hit Dice, Tumble as a class skill, Weapon Finesse as a bonus feat, Int (required for Combat Expertise) to damage at level 3. Also see Shield of Blades under Alternate Class Features.
Monk (http://www.d20srd.org/srd/classes/monk.htm): With Carmendine Monk/Kung-fu Genius, it's Int to AC. Those bonus feats could be useful - check the variant fighting styles under Alternate Class Features. Also gains evasion at 2, allowing you to qualify for Thief-Acrobat.
Warblade (Tome of Battle, page 20): Full BAB, d12 Hit Dice, Tumble as a class skill, adds Int to many things, gains standard-action strikes that goes well with Einhander.
Rogue (http://www.d20srd.org/srd/classes/rogue.htm): Rogues have low hit points and no AC-boosting abilities of their own, so they could use a few love in this regard. They get evasion at 2, allowing you to qualify for Thief-Acrobat.
Spellthief (Complete Arcane): Like Rogues, Spellthieves have low hit points and no AC-boosting abilities of their own. They are probably the class that could get the most benefit out of daggerspell stance due to the Master Spellthief feat that boosts caster level considerably.
Alternate Class Features:
Shield of Blades (Player's Handbook II, page 63): You lose the Swashbuckler's Dodge bonus and gains a +2 shield bonus to AC when fighting (defensively) with two light weapons. It also increases with levels, if you have room for more than Swashbuckler 5.
Fighting Styles: The Passive Way (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#passiveWay) variant grants you Combat Expertise as a bonus feat at level 1. The Sleeping Tiger variant (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sleepingTiger) grants you Weapon Finesse at level 1. Either is good, you'd probably want both feats anyway. Denying Stance (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#denyingStance) grants a bonus on grapple checks and disarm attempts (kinda meh). The Invisible Eye (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#invisibleEye) variant can get you an extra +1 to AC while using CE, fighting defensively or using total defense, but you need to take Agile as a feat and the bonus feats it grants are pretty worthless in this kind of build (Combat Reflexes, Lightning Reflexes, Blind-Fight). Undying Way (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#undyingWay) gets you DR2/- while fighting defensively, but those feats suck so hard I can't even explain it.
Traits
From Unearthed Arcana, traits are a very interesting option that adds flavour and cool stuff to a character. It's rarely used, it seems, but I think it's way better balanced than flaws.
Cautious (http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm#cautious): +1 bonus to AC while fighting defensively. You can't be immune to fear and you suffer -2 on saves vs fear. It's worth it, I guess.
Feats
Allied Defense (Shining South): Why not share your AC bonus with your team mates, uh? This actually makes your high AC matter a lot more, since not only are you protecting yourself, you are buffing an ally.
Combat Expertise (http://www.d20srd.org/srd/feats.htm%23combatExpertise): Already mentioned, but I think the link is handy. Combat Expertise is not required to use most of the abilities listed here; some don't even work with it (Einhander, for example). It can increase your AC even more if you combine it with fighting defensively and it has a better cost/benefit ratio when used alone.
Deadly Defense (Complete Scoundrel, page 76): No requirements, +1d6 damage when fighting defensively (or using Combat Expertise with at least -2 penalty) with finesseable weapons. If you have room and you are fighting defensively (and if you are reading this, I think you are), I'd take it.
Einhander (Player's Handbook II, page 95): Easy requirements (BAB+6 and Tumble 6), +2 dodge bonus to AC while fighting defensively or using total defense with nothing in the off-hand and other minor bonuses. Nice and flavorful.
Quickstaff (Complete Warrior): +2 to AC while fighting defensively with quarterstaff. I still like Broadblade Shortsword better for some reason, though. Maybe because swords are cool (http://tvtropes.org/pmwiki/pmwiki.php/Main/CoolSword)?
War Devotion (Complete Champion, page 63): Increases your bonuses for fighting defensively while it reduces penalties, gets better as you level up. It does not require a swift action to activate (it requires no action at all other than fighting defensively, actually), so it stacks with Defensive Surge/Vest of Defense. Unfortunatelly, it's just 1/day unless you grab a level of Cleric, 4 levels of Paladin or 2 levels of Dread Necromancer for burning turn attemps to fuel it.
Craven (Champions of Ruin): If you have sneak attack (probably from Rogue levels), this feat alone might make Two-weapon Fighting worth it. I dislike the flavour but if you don't mind being a coward, take it.
Two-weapon Fighting series: An alternative for more attacks and extra damage. It's very feat intensive, but it looks really cool. Specially useful if you are using Swashbuckler for Shield of Blades.
Superior Unarmed Strike & Snap Kick (Tome of Battle): If you took Monk levels, you really should take these feats as well. They will improve your damage output considerably.
Prestige Classes
Exotic Weapon Master (Complete Warrior, page 30): If you are using broadblade shortsword (or any pair of exotic weapons), a single level dip (requiring a few skill ranks and Weapon Focus) reduces your penalties for TWF to -1. A d10 Hit Dice completes the deal. It's not awesome by all means.
Bladesinger (Complete Warrior, page 17 or Races of Faerun page 179): While not amazingly powerful as gishes, Bladesingers really add something to Einhander-users. You are restricted to a one-handed weapon anyway, adds Int or class level to AC and eventually gains a flurry-like ability. Races of Faerun version is arguably better - it has harder requirements, but has it's own spellcasting (allowing you to qualify with Duskblade and actually gaining spells on a useful pace) and you gain 3 bonus feats. You have to be an elf of half-elf in both cases, so think carefuly. Very flavorful, too.
Dervish (Complete Warrior): +4 to AC when fighting defensively. Feat intensive, but a very good PrC that everyone has heard about already.
Thief-Acrobat (Complete Adventurer, page 83): 3/4 BAB and low Hit Dice, but increases bonuses for fighting defensively by +2 with 4 levels (you only lose 1 BAB). Requires evasion, though, so you'll probably need levels in Monk or Rogue.
Duelist (http://www.d20srd.org/srd/prestigeClasses/duelist.htm): Adds level as a bonus to AC while fighting defensively. Requires Dodge and Mobility, though, and is a late bloomer gaining this ability only at level 7. I'd avoid this.
Incandescent Champion (Magic of Incarnum, page 116): This is not an overpowered class by any means and it does not directly increase your defensive fighting potential. Requirements are rather easy is you are an azurin though (an azurin Warblade qualifies without even trying; you could even give it a try as a Soulborn, but do that at your own peril). It has damage dealing abilties that mix well with Two Weapon Fighting and limited fast healing. For the tactical minded, this could be a rather fun PrC, so I think it deserves a shout out.
Daggerspell Mage (Complete Adventurer): This is here as a warning - even if you take the daggerspell stance feat, I don't think this is class is worth it. No abilities that synergize with defensive fighting and nothing too spectatular. It's only somehow useful if you use a Duskblade chassis, because it gives expanded channeling options and alternate ways to use spell slots.
Equipment:
Bradblade Shortsword (Complete Adventurer, page 117): Adds +1 dodge bonus to AC while fighting defensively or using Combat Expertise with at least -2. It was +2 on release, but it was nerfed in the errata.
Vest of Defense (Magic Item Compendium, page 146): As a swift action, 3/day, +2 on AC while fighting defensively or using Combat Expertise.
Defensive Surge (Magic Item Compendium, page 32): As a swift action, gain a +2 bonus to armor class while fighting defensively or using Combat Expertise for 1 round. Usable 1 + Int modifier times per day. Sadly, it can't be combined with Vest of Defense, since both use your swift action. You should probably have both, for more uses per day. If you ever run out of uses per day, just get a second defensive surge weapon.
Bracers of Blocking (Dragon Magazine 322, page 55): At 7000gp, these work like bracers of armor +2 and add an extra +2 dodge bonus when you fight defensively or use total defense.
Spells:
Daggerspell Stance (Spell Compendium): When fighting defensively and using two daggers, you gain spell resistance 5 + caster level. This adds another layer of defense; if you have a Master Spellthief build, just a bit of defensive optimization to go with your high caster level will make you a lot more resilient.
Builds:
Daring Defender
Azurin Swashbuckler 11/Rogue 4/Thief-Acrobat 4/Exotic Weapon Master 1 Feats: Combat Expertise (1), Cobalt Expertise (Azurin bonus), Weapon Finesse (Swashbuckler bonus), Exotic Weapon Proficiency: broadblade shortsword (3), Weapon Focus: broadblade shortsword (6), Two-Weapon Fighting (9), Deadly Defense (12), Daring Outlaw (15), Extra Essentia (18) Take Shield of Blades with Swashbuckler and Twin Exotic Weapon Fighting with Exotic Weapon Master.
Equipment Needed: +1 defensive surge broadblade shortsword, other broadblade short sword Base Attack Bonus 18, 12d10+8d6 HD. You gain +8 dodge bonus to AC for using Combat Expertise (with Cobalt Expertise, Agile Fighting and Defensive Surge) at -2 and +4 shield bonus to AC from Shield of Blades, for a total of +12 AC for -2 to attacks. You are dual wielding, but you gain no penalties to your attack roll because of twin exotic weapon fighting and Weapon Focus. This build is really feat-starved and a late bloomer. Also, per RAW Daring Outlaw does not advance Shield of Blades (only Dodge, that you swaped for Shield of Blades), but I think allowing it is not a stretch and is probably intended. Check with your DM. To speed things up, use Azurin Swashbuckler 3/Fighter 2/Rogue 3 into the PrCs and ignore Shield of Blades; a Wand of Shield gives you the same effect with minimum buff time. Flaws could also help you.
Ruby Knight Defender
Human Rogue 3/Swashbuckler 4/Cleric 1/Crusader 1/Ruby Knight Vindicator 7/Thief-Acrobat 4 Feats: Combat Expertise (1), Cobalt Expertise (Human bonus), Weapon Finesse (Swashbuckler bonus), Exotic Weapon Proficiency: broadblade shortsword (3), Weapon Focus: broadblade shortsword (6), Two-Weapon Fighting (9), Deadly Defense (12), Daring Outlaw (15), Extra Essentia (18)
Equipment Needed: Vest of defense, +1 defensive surge broadbade shortsword, broadblade shortsword
The feat setup is practically the same of the last build; does not use Azurin for favored class issues. A lot of MAD here. Needs Dex and Int for feats and Wis for Cleric casting. Uses Divine Impetus to activate both Vest of Defense and Defensive Surge at the same turn (actually, since you get more than 1 swift action, you could activate either multiple times for some nova and more AC than you'll ever need, I guess). Using both, you get +10 to AC from fighting defensively and +2 shield bonus from Shield of Blades (but check the last build) for a total of +12 for -2 to attacks.
The Bladesinger
This uses the Races of Faerun version: Half-Elf Duskblade 2/Passive Way Monk 1/Fighter 2/Swashbuckler 3/Bladesinger 10
Feats: Einhander, Carmendine Monk Some Int synergy - Carmendine Monk for Int to AC x2, Insightful Strike for Int to damage with rapier. You get a few bonus feats, cast one Bladesinger spell per round as a swift action and you gain a flurry ability. You fight defensively for -4 and gets +6 to AC (+5 if your DM is a jerk and can't accept Oriental Adventures on Tumble even if it follows the progression of ELH).