House of Flying... Dragonborn?

Quote Originally Posted by Hadriath d'Phiarlan


Hadriath d'Phiarlan, Excoriate, Argonessen Avenger

"I you-shed to be a hero, y'know?" The wretch looked a sorry state in the bar. His clothes were dishevelled, his now featherless hat askew. His pointed ears stood out starkly, marking him as an elf, although the dirty straggly hair waved subtly despite the lack of wind.

The traveller sat back and regarded his evenings drinking companion.

"In the old playsh, the old daysh. I mean, not a true hero, that shtuff wash wayyyy to dangeroush, left that to the rest of my House."

"Why?" The traveller was new to the area and knew little about the "House" system in Khorvaire. It seems this one knew a bit about it, and would tell about it. It never helped to learn if he was going to be locating new recruits for the Monastery back on Argonessen.

"Why d'you mean, what? I mean, what do you mean, why, shorry?"

"I'm curious as to why you didn't help your family? Fellow House members?"

"Pleash, I wash an entertainer. A Dee-shent one too. Went through Phiarlan'sh Academy'sh. Shing, Dansh, you name, I can do it. I think sho anywaysh. Not done it for a long while."

Silence held the conversation for a few moments.

"Shure getsh thirshty, all thish talkin'."

The traveller got the hint, and beckoned to the serving girl at the bar. He tipped her well, her eyes widening as she placed the wine bottle down, clearing the four other empty ones from around the drunkard. The money went down her low cut bodice, and a naughty wink as a gift for the tipper. "Business AND pleasure was always sought, and rarely achieved" the old sensei back on Argonessen used to say, he'd've been proud. Provided he hadn't already...

"...daysh after I gotsh my Apprentish-ship at the Stage School, I wash set. Or sho I thought. Became an undershtudy of shum fool who thought they knew all there wash to know, you hate them people, don't you?" Before the traveller could answer, the drunk rambled on. "Anyway, went about my thing, learned a few tricks to impresh the ladiesh, but I always wash never very good around them. Shtill, I wash the hero once. Did I ever tell you that? Shtupid fool fell down some stairs..." At this, the drunk paused, and theatrically swivelled in his chair to ensure no-one was watching, and winked in the most conspicious manner possible, "and I gotsh his role."

"Wash brilliant, the crowdsh loved me. Until he died of his injuriesh, and then I wash apparently the obvioush target. It washn't me, though." Another wink, this time, closing both his eyes. "I guesh they Excoriated me. I threw my Shignet away. Coulda done with a Dragonmark to help me, I'm tellin' ya."

"Excoriated?" The term wasn't familiar to the traveller.

"Yeah, Excoriated, means I'm taboo in the House. Almost shoot to kill on sight. Nephew to Elvinor, that's the Matriarch, mind you, Outlander, of House Phiarlan, wouldn't shtand a chansh. Sho here you shee me now, wanderer. Whatsh you shtory?"

"Me? Just looking for some new recruits for our monastery back on Argonessen."

"Going to have trouble with that." Said the drunk. "Why leave Khorvaire where itsh safe? Well, if you watch out for shtairsh at leasht.", snorting into his now empty goblet, reaching for, and taking a huge swig from the bottle.

"Well, for one, there's no stairs in our monastery. And for two, the power of the Dragons will be yours to command."

"Sherioushly?"

"Yes."

"Shign me up."

Hadriath d'Phiarlan; Dragonborn Fire Elf
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Wizard 1|
+0
|
+0
|
+0
|
+2
|Balance [2], Bluff [2] Concentration [4], Knowledge Arcana [1], Perform (Sing) [2], Perform (Dance) [2], Tumble [1]|Combat Casting, Dodge, Weapon Focus (Longsword)|Conjuration Specialist (Ban Enchantment and Evocation), Rapid Summoning, Abrupt Jaunt, Flaw (Excoriate)

2nd|Swashbuckler 1|
+1
|
+2
|
+0
|
+0
|Balance [5] (+3), Bluff [5] (+3), Jump [2]|Weapon Finesse|Arcane Stunt (Blur)

3rd|Swashbuckler 2|
+2
|
+3
|
+0
|
+0
|Balance [6] (+1), Bluff [6] (+1), Jump [6] (+4), Tumble [3] (+2)|Kung Fu Genius|

4th|Swashbuckler 3|
+3
|
+3
|
+1
|
+3
|Balance [7] (+1), Bluff [7] (+1), Jump [7] (+1), Sense Motive [1], Tumble [7] (+4)||Insightful Strike

5th|Monk 1|
+3
|
+5
|
+3
|
+5
|Concentration [8] (+4), Hide [2], Jump [8] (+1), Tumble [8] (+1)|Combat Expertise|Skill Bonus (Bluff) +2, Flurry of Blows, Unarmed Strike (1d6), AC Bonus

6th|Monk 2|
+4
|
+6
|
+4
|
+6
|Concentration [9] (+1), Hide [7] (+5), Jump [9] (+1), Tumble [9] (+1)|Improved Trip, Whirling Steel Strike|Invisible Fist, Dragonborn Template (Wings Aspect)

7th|Warblade 1|
+5
|
+8
|
+4
|
+6
|Balance [10] (+3), Concentration [10] (+1), Jump [10] (+1), Tumble [10] (+1)||Battle Clarity (Reflex Saves), Weapon Aptitude

8th|Warblade 2|
+6
|
+9
|
+4
|
+6
|Balance [11] (+1), Concentration [11] (+1), Jump [11] (+1), Tumble [11] (+1), Extreme Leap||Uncanny Dodge

9th|Warblade 3|
+7
|
+9
|
+5
|
+7
|Balance [12] (+1), Concentration [12] (+1), Jump [12] (+1), Tumble [12] (+1), Back On Your Feat|Power Attack|Battle Ardor (Critical Confirmation)

10th|Bladesinger 1|
+8
|
+9
|
+7
|
+9
|Balance [13] (+1), Concentration [13] (+1), Jump [13] (+1), Perform (Dance) [4] (+2), Tumble [13] (+1)||Bladesong Style

11th|Bladesinger 2|
+9
|
+9
|
+8
|
+10
|Balance [14] (+1), Concentration [14] (+1), Jump [14] (+1), Perform (Dance) [6] (+2), Tumble [14] (+1)||Lesser Spellsong

12th|Bladesinger 3|
+10
|
+10
|
+8
|
+10
|Balance [15] (+1), Concentration [15] (+1), Hide [8] (+2), Jump [15] (+1), Tumble [15] (+1)|Improved Bullrush|Fly Speed (30ft)

13th|Bladesinger 4|
+11
|
+10
|
+9
|
+11
|Balance [16] (+1), Concentration [16] (+1), Hide [9] (+2), Jump [16] (+1), Tumble [16] (+1)||Song of Celerity (2nd)

14th|Warblade 4|
+12
|
+11
|
+9
|
+11
|Balance [17] (+1), Concentration [17] (+1), Hide [10] (+2), Jump [17] (+1), Tumble [17] (+1)||

15th|Bladesinger 5|
+13
|
+11
|
+9
|
+11
|Balance [18] (+1), Concentration [18] (+1), Hide [11] (+2), Jump [18] (+1), Tumble [18] (+1)|Shock Trooper|

16th|Bladesinger 6|
+14
|
+12
|
+10
|
+12
|Balance [19] (+1), Concentration [19] (+1), Hide [12] (+2), Jump [19] (+1), Tumble [19] (+1)||Greater Spellsong

17th|Bladesinger 7|
+15
|
+12
|
+10
|
+12
|Balance [20] (+1), Concentration [20] (+1), Hide [13] (+2), Jump [20] (+1), Tumble [20] (+1)||

18th|Bladesinger 8|
+16
|
+12
|
+11
|
+13
|Balance [21] (+1), Concentration [21] (+1), Hide [14] (+2), Jump [21] (+1), Tumble [21] (+1)|Leap Attack|Song of Celerity (4th)

19th|Bladesinger 9|
+17
|
+13
|
+11
|
+13
|Balance [22] (+1), Concentration [22] (+1), Hide [14] (+2), Jump [22] (+1), Tumble [22] (+1)||

20th|Bladesinger 10|
+18
|
+13
|
+12
|
+14
|Concentration [23] (+1), Hide [15] (+2), Tumble [23] (+1), Shrouded Dance||Song of Fury[/table]
Spells Per Day;

Spells per day/Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|3+1|2+1|-|-|-|-|-|-|-|-

2nd|3+1|2+1|-|-|-|-|-|-|-|-

3rd|3+1|2+1|-|-|-|-|-|-|-|-

4th|3+1|2+1|-|-|-|-|-|-|-|-

5th|3+1|2+1|-|-|-|-|-|-|-|-

6th|3+1|2+1|-|-|-|-|-|-|-|-

7th|3+1|2+1|-|-|-|-|-|-|-|-

8th|3+1|2+1|-|-|-|-|-|-|-|-

9th|3+1|2+1|-|-|-|-|-|-|-|-

10th|4+1|3+1|-|-|-|-|-|-|-|-

11th|4+1|3+1|-|-|-|-|-|-|-|-

12th|4+1|3+1|2+1|-|-|-|-|-|-|-

13th|4+1|3+1|2+1|-|-|-|-|-|-|-

14th|4+1|3+1|2+1|-|-|-|-|-|-|-

15th|4+1|4+1|3+1|-|-|-|-|-|-|-

16th|4+1|4+1|3+1|-|-|-|-|-|-|-

17th|4+1|4+1|3+1|2+1|-|-|-|-|-|-

18th|4+1|4+1|3+1|2+1|-|-|-|-|-|-

19th|4+1|4+1|4+1|3+1|-|-|-|-|-|-

20th|4+1|4+1|4+1|3+1|-|-|-|-|-|-[/table]

Typical Spells Prepared (ECL20)
0-Level (4+1); Caltrops, Acid Splash, Pretigidation, Unnerving Gaze, Detect Magic
1st Level (4+1); Blood Wind, Enlarge, True Strike, Obscuring Mist, Fetid Breath
2nd Level (4+1); Belker Claws, Bladeweave, Glitterdust, Melf's Acid Arrow, Cloud of Knives
3rd Level (3+1); Arms of Plenty, Girallon's Blessing, Magic Weapon (Greater), Haste

Maneuvres and Stances
Warblade 1
3 Known | Wolf Fang Strike, Sudden Leap, Moment of Perfect Mind
1 Stance | Blood in the Water
Warblade 2
4 Known | Wolf Fang Strike, Sudden Leap, Moment of Perfect Mind, Mind Over Body
1 Stance | Blood in the Water
Warblade 3
5 Known | Wolf Fang Strike, Sudden Leap, Moment of Perfect Mind, Mind Over Body, Bounding Assault,
1 Stance | Blood in the Water
Warblade 4
5 Known | Sudden Leap, Moment of Perfect Mind, Mind Over Body, Bounding Assault, Pouncing Charge
2 Stance | Blood in the Water, Hearing the Air

Ability Scores;
Strength; 12 (+2) (Must be at least 13 before 9th, to qualify for power attack)
Dexterity; 14 (+2 from Racial for 16, before Dragonborn template application, bringing it back to 14)
Constitution; 14 (-2 from Racial for 12, before Dragonborn template application, bringing it back to 14)
Intelligence; 18 (+3) Intelligence, and Max Out Int to AC)
Wisdom; 8
Charisma; 8 (-2 from Racial for 6)

Snap-shots
Level 5;
At this moment, Hadriath has yet to become a Dragonborn; although he is now in the process of becoming as such.

His apprenticeship at the Entertainment Guilds that House Phiarlan are famous for taught him a few useful tricks to entertain the audience he was intended for; given by the Wizard Level, (and its subsequent ability to hop around through Immediate Magic) and the Spell-like Ability from Swashbuckler gives me some useful tricks in combat as well as being fairly showy and with utility useage as well. At this moment, he is essentially new to the "Order" which attains Dragonborn, and learning their teachings.

The Martial Wizard Variant from UA allows me to trade Scribe Scroll and Metamagic for a Fighter Bonus Feat; so Dodge was the first one. I see him as a bit of an action hero type character; sort of a Bruce Willis, or some other type of dull mono-faceted character who is obsessed with themselves. Having grown up in the Houses, he is unused to the ways of the world, and hence the low Wisdom, while the Low Charisma is caused by his Diva attitude; in the past his name and wealth would have made up for this, but no once he's gone to Argonessen.

I do have to note, that I took a flaw, to fit in with backstory, but also simply because I couldn't bear to lose out on not taking Kung Fu Genius. I also feel it's fairly elegant in that taking the flaw only penalises me until I am actually able to gain a level in Monk, at which point it begins to work. It suggests that as an actor he has come across many different styles of being an action hero, and that he is now able to apply that knowledge to being a Monk, with the proper training; similar to how Movie Stars these days are typically ultra-fit individuals, and are trained by the very best teachers of their style. Combined with his ranks in Perform, tumble and balance, as well as Bluff (off setting the Charisma Penalty, which explains how he gets into jobs, as well as allowing a small opportunity for Feinting)

Swashbuckler just furthers this ideal as well; further Bluff increases, and his acrobatic skills (he no longer really needs to Dance or Sing past basic training), the Arcane Stunt is an expression of him continuing some Magical Training (I'm sort of imagining a Bullet Time scene here), but his true abilities lie in being able to play the Hero in films. He can now to Intelligence to Damage as well; always going to be useful.

The problem is, by this stage, he is Excoriate. He has already killed his rival actor in House Phiarlan, who just so happens to be the Matriarch's Nephew. So, Hadriath goes on the run. Finding work is hard, but, he's an action hero, it won't take him long to get work. It is at this point he meets his Teacher, and while deep in his cups, he agrees to follow him to the Monastery on Argonessen.

This is where the levels in Monk come in. He learns the Passive Way; where avoiding the enemy is the most intelligent thing to do; once the enemy is exhausted and over-extended themselves, then is the time to strike. So, this gives me Bluff Bonus (for a grand total of +7 to Bluff Checks, without Charisma boosts, fairly decent considering the penalty to Charisma from Fire Elf), and Combat Expertise. At this point, I become an Unarmed Combatant, using my Dexterity to Finesse my Unarmed attacks, and with my Intelligence providing a damage boost. If Retraining is allowed, rather than Weapon Focus (Longsword), use unarmed strike, and retrain later.

So, to recap, I get Dex to Attack with Rapier/Unarmed, Unarmed dealing D6+Str+Int, or a Rapier adding Int to its damage, while having decent Bluff, and acrobatics. I also have (due to being unarmoured) Int to AC and Dex to AC. With Feinting, I can also hit enemies easier; denied Dex to AC which further allows me to guarantee I hit them.

Although I'm not a particularly good scout, it is at this point that I'm able to help the party with some skill challenges.

Level 10;
So, we have now taken our first level in Bladesinger, after having finished our Initiate Monkish training, and you have now become a Dragonborn. However, that is not the end of the training. Now that the "rehab" of the Elf is over, and he is one with the Dragonborn, he now focuses on his Martial abilities; advancing Warblade, and finally advancing into the Bladesinger class; which allows him to put his skills as an actor, and as a fighter and as a mage all in one, perfectly fitting for the Dragon form which the "Order" attempts to emulate.

So, to finish off monk, we've taken Invisible Fist; combining with Blur and Abrupt Jaunt for them wise, it also allows me to deny Dexterity to my opponents.

It is at this point that Dragonborn is applied; taking the Wing aspect gives me a Jump Check bonus of +20 at least, possibly +21, as well as a small amount of flight. I currently have a Flight time of 2 whole rounds without items or spells increasing my constitution, but it's enough. It opens up the ability for me to initiate a Dive Attack, which when used with a Piercing weapon, deals double damage; this is where a Rapier comes in useful.

However, sadly, there is no ability to gain a Rapier as a Monk Weapon; the feat in Dragon Compendium states Light Weapons only, however, there is the Whirling Steel Strike, which grants a Longsword that ability to be used a Monk Weapon. This allows me to use it in a Flurry of Blows. The way around that is a +1 Rapier with the Aptitude Enchantment; I can now use the Rapier as if it were a Longsword, and consequently, use it with Flurry as well. A typical tactic is to fly up the first turn, and then on the second turn, activate his Invisibility, and charge, and then full attack for flurry.

Warblade 1-3 gets me a few nice things; a good HD, Class level limited Int to Reflex (my poorest save by this point, although that's less relevant), and Aptitude (although Aptitude is useless, I cannot use it to apply Whirling Steel Strike to a Rapier, which is why i need the Weapon Enhancment). But most importantly, it allows me to select a few useful Maneuvres; namely Sudden Leap, and the Stance Blood in the Water. Wolf Fang Strike can be useful, but it's rarely going to be used.

With Sudden Leap, I can make a Full Round Action in addition to the Leap; normally, a second round of Flurry. This means that my typical tactic is to fly up on the first round above the head of my opponents. On the second round, dive attack for double damage (without triggering AoO), followed by a Sudden Leap (tumble to avoid AoO) with Flurry, then on the third turn, withdraw from the enemy, and prepare to begin the process once more when Invisible Fist has recharged.

Warblade 2 gives Uncanny Dodge, which is always useful, while Warblade 3 Improving Critical Confirmation is always a nice little aside for a Crit based build (undoutably what a Rapier with Blood in the Water is eventually used for).

Power Attack is always going to be useful. True Strike Power Attacking is a little bit late compared to how early some builds (Duskblades, say) bring it on. However, it doesn't stop it's power, considering that it's effectiveness is doubled with Diving and Sudden Leaping for 2 attacks with doubled Int and Strength to Damage.

Extreme Leap with Sudden Leap is going to be a bit of fun as well.

And now, we're hitting Bladesinger at ECL10; which gives us a fair old bit. I'm now casting as Wizard 2 (WOOHOO!), but I'm also gaining my Intelligence to AC. While my Intelligence Bonus currently is +4 without improvements, this means I am not getting full benefit from it due to the Class Level cap until 4th, at which point Intelligence increasing items are the order of the day; I need 30 by the time I reach Bladesinger 10, for the whole +10 bonus Int to AC.

Level 15;
So, now we're getting further into Bladesinger territory. Lesser Spellsong, and Song of Celerity are now online, as is Warblade 4; giving me two stances (if I want it, but Blood In The Water is my main one for the Crit Fishing), but importantly, it gives me the ability to swap Wolf Fang Strike for Pouncing Charge; which allows me to make my Dive Attack as a Full Attack. Thanks to the Warblade recovery mechanic, this typically allows me to have my Invisible Dive Full Attack/Sudden Leap tumble Flurry combination ready every 4th turn, in between which I can use my spells, reposition, etc.

At 12th level, I can fly permanently as well; always going to be useful, even if it does come online later than a Wizard with Fly (not that I can cast Fly myself).

Song of Celerity (2nd) is placed perfectly for the level after I get 2nd level spells, but also because some of my spells would be brilliant when cast as a swift action; such as Fetid Breath (Nauseates opponents), or Bladeweave (used with Pouncing Charge to gain up to 6-7 attacks inflicting Will Save or Daze (by ECL20, courtesy of Haste, Unarmed Strike, and Song of Fury.

Feat Choices are increasing my potential for Power Attacking. Improved Bullrush is a prerequisite for Shock Trooper, but combined with Enlarge, I can get a reasonable boost to it, if I really need to, although I fear by this stage, it has become too binary. Shock Trooper gives me some way to use that stupid high AC (Int to Intelligence to Twice, Unarmoured Dex to AC (boosted via Items), Dodge bonuses, etc), and just ensure that what wants to get hit does get hit.

Level 20;
So, here we are, finally. Hadrith has fully completed his training as one of the order, and now fully capable of following the roles of the Dragons in combat, as Spellcaster, and Fighter.

Sadly, Greater Spellsong is useless to me, as I need to stay Unarmoured for Int to AC. While making this build, there was absolutely no way I could think of using this ability; classes either already had it (Bard, Duskblade, Hexblade, Battle Sorcerer), or had no need of it (i.e, Monk/Swordsage for Synergy). I'll be highly impressed to see any method of using said ability.

Song of Celerity (4th) gives me the ability to cast my entire variety of spells as if quickened (only 1 spell per day though). Much of the choices as before still hold true in their utility,

Song of Fury is excellent though. It's a nice little ability that stacks with Haste for 6 Attacks per turn. With spells up like (Quickened) Bladeweave, that's awesome, combined with Pouncing Charge Dive Shock Trooper Attacks (doubly so with Leap Attack), it is hitting a huge amount of damage.

A Typical round by round at ECL20 therefore looks like;

1st Round; fly up above 10ft and 30 ft away from enemy. Cast Haste on Self and Quickened Girallon Arms. Leave one hand free, 2 Handed Power Attack the Rapier. You can even use the fourth remaining hand to use another Rapier (at -10, sadly).
2nd Round; Initiate Pouncing Charge (Dive Attack), Power Attack for +18 and Leap Attack while triggering Invisible Fist. This gives you 7 attacks at 2x(Rapier+Strength+Intelligence+(3*Power Attack)). Assuming that I have 30 Intelligence required to Max Out Bladesong Style, and 14 Strength, that's around 1120 Damage (if all hit) in a single turn. I'm attacking a Denied Dex opponent, with Full Attack Bonus, and a -18 to AC that's completely by Int to AC twice and Dex to AC.
3rd Round; Sudden Leap for Flurry Power Attack with 7 attacks, doing 1d6+Str+Int+(2*Power Attack) for around 350 damage.
Enemy Turn 3; during this turn, I take an Immediate action to Initiate Abrupt Jaunt, to place me at +10ft, and out of range of melee weapons, as well as provide line of sight for a Diving Leap Attack on Turn 3.
Turn 4; Charge, and refresh maneuvres. Although I cannot Pounce this charge for flurry or benefit from Invisibility for Denied Dex, I still get the 3*Power Attack return and double damage for a Dive. If Charging is not an option, use my Considerable Hide bonus (15 ranks, +2 Dex, +3 Dex Boosting Item), I'm looking at instantly gaining Concealment from Shrouded Dance (Move action), and then trigger another Abrupt Jaunt (Immediate) if it's possible to get full Concealment by that movement, without using up a Blur per day use.
Turn 5; Rinse and Repeat.

Shrouded Dance skill trick gets me the ability to get Concealment for one turn; reasonably useful if I get caught with my pants down after a Shock Troop assault.

Outside of Combat, I can fly, have a reasonable Intelligence bonus for Knowledge (Arcana), and a reasonable Hide Check for when I need to be sneaky.

Equipment;
- Items with Enhancement Bonuses to Strength, Dexterity, Intelligence, and Constitution are always going to be important. Intelligence requires a +3 Tome and a +6 Item to get 30 by level 20.
- +1 Aptitude Rapier; absolute minimum by the time I get Whirling Steel Strike. Ideal weapon would be a pair of +3 Rapiers with Dessicating Burst, Enfeebling, Keen, Aptitude, Valourous, and Weakening Enchantments. In that case, I'd have a +3 to hit and damage, with increased Critical Range. Each Critical Hit fatigues an opponent, and thanks to Valorous and Enfeebling, I do 2*(1d6+2) Temporary Strength Damage. Not only that, but it doubles my Charge Damage (so my 1120 Damage is looking more like 1680). Combined with a Blood In The Water Stance, it rapidly increases my threat. The thing is, there's nothing that stops the Fatigue from stacking with itself, so an opponent hit by two Criticals becomes Exhausted.
- Anything which grants me additional Swift Actions to allow me more Flurry.
- If custom items are available, then a Uses per day item of Lion's Charge and Girallon's Arm. Using RAW, the Psionic Lion's Charge is an Instantaneous Duration, and allows (if I have Pounce from elsewhere) me to Charge, Flurry, Flurry for 14 attacks on the charge, but that's unlikely to fly, so I'll stick with items that grant Pounce for when I cannot just refresh my Maneuvre's in time or I really am in need of the extra arms.

Spell Choices; 0 Level spells are mostly for flavour. Unnerving Gaze, combined with all my other defensive abilities.

Blood Wind is interesting for the ranged Flurry+Song of Celerity(+Haste), although it's not the most ideal, it's stylistically fun. Enlarge combines with Blood Wind and Monk, True Strike Power Attacking, Obscuring Mist for obvious usage, Fetid Breath for causing nausea.

Belker Claws do a small amount of Damage over Time, nothing spectacular, but is one of those spells (combined with Blood Wind) that I feel Bladesinger was designed for. Bladeweave too; as mentioned it's brilliant fun when combined with 7 attacks a round. The other spells are utility (Hearing the Air + Glitterdust, although late is useful for party aiding against Invisible enemies) and thematic spells (Cloud of Knives)

Level 3 is what allows me to "nova"; GMW, Haste, Girallon Arms or Arms of Plenty all combine to give me +5 Damage on each attack, an additional attack, and the ability to power attack while still benefiting from Bladesong and Song of Fury; +2 attacks, +3 total with flurry.

In short, by ECL20, it's a flying Ubercharger that breaks the opponents action economy by dazing, nauseating, and exhausting the opponents. Although it's not the fastest flyer without buffs that my spells per day don't typically allow room for outside of Haste, I'm still a decent skill monkey. If the party includes a small, lightweight scout as well, I can carry them as a Light load in the air, using their spot in the wilderness. In the event of a non-combat situation, I can hopefully use downtime over the course of the adventure to learn and prepare spells for such an eventuality.

ADAPTATIONS
- In the rush to get the build ready, I completely forgot about the Moment of Alacrity, and changed the position of the Warblade 4 from ECL 20, to ECL14 to get earlier access to Pouncing Charge. I do have the ability however to get the Moment of Alacrity for the +20 to Initiative, which is always going to be a massive help to get up in the air and set up the Dive Attack procedure. The ability swapped in place of that is probably going to be Mind Over Body out of the two Diamond Mind choices. Feel free to take this into account as well.

Non-Core Sources

UA; Wizard Fighter Feat List ACF, Passive Way Monk
PHB2; Wizard Abrupt Jaunt, Monk Decisive Strike
Complete Warrior; Swashbuckler, Bladesinger, Shock Trooper
Complete Mage; Arcane Stunt
Exemplars of Evil; Monk Invisible Fist
Tome of Battle; Warblade
Dragon Compendium; Kung Fu Genius
Eberron Campaign Setting; Whirling Steel Strikes
Complete Adventurer; Leap Attack, Bladeweave
Races of the Dragon; Dragonborn
Book of Vile Darkness; Unnerving Gaze
Spell Compendium; Blood Wind
Ghostwalk; Fetid Breath
Lords of Madness; Arms of Plenty