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Thread: [3.5] The TWF OffHandbook.

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    Default Re: [3.5] The TWF OffHandbook

    V. A Show of Hands: Sample Builds

    1. Hard-Core

    a. Fighter 20

    Race: Human
    Ability Scores: Dex > Str > Con > Int > Wis > Cha
    Weapons: Greatsword/Unarmed Strike
    1) Fighter 1. Feat: TWF, Bonus: WF Greatsword, Human: Improved Unarmed Strike.
    2) Fighter 2. Bonus: Power Attack.
    3) Fighter 3. Feat: WF Unarmed Strike.
    4) Fighter 4. Bonus: WS Greatsword
    5) Fighter 5.
    6) Fighter 6. Feat: Improved TWF, Bonus: WS Unarmed Strike
    7) Fighter 7.
    8) Fighter 8. Bonus: Greater WF Greatsword
    9) Fighter 9. Feat: Greater WF Unarmed Strike.
    10) Fighter 10. Bonus: Improved Critical: Greatsword
    11) Fighter 11.
    12) Fighter 12. Feat: Greater WS Greatsword, Bonus: Greater WS Unarmed Strike
    13) Fighter 13.
    14) Fighter 14. Bonus: Greater TWF.
    15) Fighter 15. Feat: Cleave.
    16) Fighter 16. Bonus: Combat Reflexes.
    17) Fighter 17.
    18) Fighter 18. Feat: Improved Initiative, Bonus: Improved Critical: Unarmed Strike.
    19) Fighter 19.
    20) Fighter 20. Bonus: Blind-Fight.

    b. Ranger 20

    Race: Orc
    Ability Scores: Str > Con > Dex > Int > Wis > Cha
    Weapons: Greatsword/Unarmed Strike
    1) Ranger 1. Feat: Improved Unarmed Strike, Bonus: Track
    2) Ranger 2. Bonus: TWF.
    3) Ranger 3. Feat: Power Attack, Bonus: Endurance.
    4) Ranger 4.
    5) Ranger 5.
    6) Ranger 6. Feat: Cleave, Bonus: Improved TWF
    7) Ranger 7.
    8) Ranger 8.
    9) Ranger 9. Feat: Improved Critical: Greatsword.
    10) Ranger 10.
    11) Ranger 11. Bonus: Greater TWF.
    12) Ranger 12. Feat: Improved Natural Attack: Unarmed Strike.
    13) Ranger 13.
    14) Ranger 14.
    15) Ranger 15. Feat: WF Greatsword.
    16) Ranger 16.
    17) Ranger 17.
    18) Ranger 18. Feat: WF Unarmed Strike.
    19) Ranger 19.
    20) Ranger 20.

    c. Rogue 20

    Race: Human
    Ability Scores: Dex > Con > Str > Int > Wis > Cha
    Weapons: Shortsword/Shortsword
    1) Rogue 1. Feat: TWF, Human: Improved Initiative.
    2) Rogue 2.
    3) Rogue 3. Feat: Weapon Finesse.
    4) Rogue 4.
    5) Rogue 5.
    6) Rogue 6. Feat: Combat Reflexes.
    7) Rogue 7.
    8) Rogue 8.
    9) Rogue 9. Feat: Improved TWF.
    10) Rogue 10. Special Ability: Crippling Strike.
    11) Rogue 11.
    12) Rogue 12. Feat: Improved Critical: Shortsword.
    13) Rogue 13. Special Ability: Improved Evasion.
    14) Rogue 14.
    15) Rogue 15. Feat: Greater TWF.
    16) Rogue 16. Special Ability: Opportunist
    17) Rogue 17.
    18) Rogue 18. Feat: WF Shortsword.
    19) Rogue 19. Special Ability: Defensive Roll.
    20) Rogue 20*.

    * Note: This is one of the more notorious "Dead Levels", where you get no class features except BAB +1, Ref +1, and some skill points. If you're not concerned about being a "pure" Rogue 20, consider taking a Fighter 1 dip here and at least pick up a bonus feat, such as Blind-Fight.

    2. Not-So-Hard-Core.

    a. Jack B. Quick (by Caelic). This build is sort of the textbook on how you can make an effective Fighter 20 in a higher-level game.

    Spoiler
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    Original post by Caelic:
    http://community.wizards.com/go/thre..._Jack_B._Quick

    "That's him? That's the notorious Jack B. Quick?"
    "Indeed, sir. Have a care...you may be a fine swordsman, but he's the fastest sword in the duchy!"

    "Bah." Kothos sauntered forward, his greatsword slung casually over one massively-muscled shoulder. He eyed his opponent scornfully. The man didn't look like much. Average height, not particularly muscular, armed with a plain longsword and handaxe. "You, there! They say you're the fastest sword in the duchy."

    The unassuming-looking swordsman smiled thinly. "In the world," he replied, quietly.

    Kothos sneered. "Let's find out. Come at me!"

    As Kothos assumed a fighting stance, Quick stepped in and struck, once...a stinging, insulting blow. Kothos growled. "That's it? So much for the fastest sword in the world. Goodbye!" So saying, he raised his greatsword for a lethal downswing.

    A split-second later, Kothos lay sprawled on the ground, bleeding from half a dozen wounds. His opponent nonchalantly considered a small gash on his shoulder--barely a scratch. "Like I said," he addressed the air. "In the world."



    In the spirit of Snow Savant's Chain Gatling Tripper, I offer Jack B. Quick.


    Human Fighter 20

    1. TWF, Dodge, WF (Longsword)
    2. Combat Expertise
    3. Improved Trip
    4. WF (Handaxe)
    5.
    6. Improved TWF, High Sword Low Axe
    7.
    8. Combat Reflexes
    9. Karmic Strike
    10. Double Hit
    11.
    12. Robilar's Gambit, Mobility
    13.
    14. Elusive Target
    15. Power Attack
    16. Overpowering Attack
    17.
    18. Improved Unarmed Strike, Defensive Throw
    19.
    20. Sidestep


    The basic notion of the character is simple: for every strike of the opponent's, he will get repeated strikes in return. Early in his life, he's a fairly straightforward two-weapon fighter. Once he hits level 9, though, he begins to shift to his trademark fighting style--his opponent hits him, he strikes back with sword and dagger, trips, and hits again with the sword.

    By level 12, he's a full-fledged menace. For every hit by the opponent, Jack will get the following attack sequence: sword-axe-trip-sword, sword-axe-trip-sword. Theoretically, this is eight attacks; however, since most DMs won't allow a player to trip an already-tripped opponent, realistically Jack is going to get six hits to his opponent's one.

    At level 16, Jack gets the icing on the cake. He takes a single attack per round (at double damage.) Any attack against him provokes the retaliation above, ALSO at double damage.

    While I'm quite happy with the rough build, I'm not as happy with the sequence of feats. Some important feats get left until late in the build. I'd especially like to get Elusive Target earlier, to prevent opponents from out-damaging Jack with one massive shot. I'd also like to find a way to squeeze in Deft Opportunist.

    Thoughts?


    b. Song of Death: Bardic Badass (by JanusJones). The original Song of the White Raven/Dragonfire Inspiration build.

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    Original post by JanusJones:
    http://community.wizards.com/forum/p...hreads/1104541

    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!

    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.

    Int and Cha at least 15. After that, combat stats should have prevalence: Str, Con, and Dex are all important.

    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).

    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).

    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.

    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!

    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!

    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.

    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!



    c. Daring Outlaw

    Here's my take on a basic Daring Outlaw build. There aren't enough feat slots to do anything really fancy, so I put in Craven, Staggering Strike, and a couple Travel Devotions. You can swap in a Fighter 1 dip and still get 10d6 sneak attack and maybe do something with Combat Reflexes/Double Hit if you like. You could also swap the Rogue 3 with Simple Fighter 3, but this completely bones you on skill points and may prevent you from taking the Penetrating Strike ACF.

    Spoiler
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    Race: Human, Azurin, Strongheart Halfling
    1) Rogue 1. Feat: Craven. Bonus: Travel Devotion.
    2) Swashbuckler 1. Bonus: Weapon Finesse.
    3) Rogue 2. Feat: TWF.
    4) Rogue 3. Trade Trap Sense -> Penetrating Strike ACF (Ravenloft or Dungeonscape)
    5) Swashbuckler 2.
    6) Swashbuckler 3. Feat: Daring Outlaw.
    7) Rogue 4.
    8) Swashbuckler 4.
    9) Swashbuckler 5. Feat: Staggering Strike.
    10) Swashbuckler 6.
    11) Swashbuckler 7.
    12) Swashbuckler 8. Feat: Improved TWF.
    13) Swashbuckler 9.
    14) Swashbuckler 10.
    15) Swashbuckler 11. Feat: Travel Devotion (x2).
    16) Swashbuckler 12.
    17) Swashbuckler 13.
    18) Swashbuckler 14. Feat: Greater TWF.
    19) Swashbuckler 15.
    20) Swashbuckler 16.


    d. Whirling Dervish


    3. Swift Hunter

    a. Typical TWF Swift Hunter

    The "typical" Swift Hunter build is usually Scout 4/Ranger 16 or Scout 5/Ranger 15, depending mostly on whether you want Evasion early-ish (Scout 5) or late-ish (Ranger 9). I prefer Scout 4/Ranger 16:

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    Race: Human, Azurin, or Strongheart Halfing, or Frostblood Orc/Half-Orc
    1) Ranger 1. Feat: Travel Devotion, Bonus: Combat Reflexes, Bonus: Track.
    2) Ranger 2. Bonus: TWF.
    3) Scout 1. Feat: Travel Devotion (x2). Skirmish 1d6.
    4) Scout 2.
    5) Scout 3. Skirmish 1d6AC+1.
    6) Ranger 3. Feat: Swift Hunter. Bonus: Endurance. Skirmish 2d6AC+1.
    7) Ranger 4. Distracting Attack ACF (PHBII). Skirmish 2d6AC+2.
    8) Ranger 5.
    9) Ranger 6. Bonus: Improved TWF. Feat: Double Hit (Miniatures Handbook). Skirmish 3d6AC+2.
    10) Scout 4. Bonus: Improved Skirmish. Skirmish 3d6AC+2/5d6+4.
    11) Highland Stalker 1.
    12) Highland Stalker 2. Feat: Two-Weapon Rend. Skirmish 4d6AC+2/6d6AC+4.
    13) Ranger 7. Skirmish 4d6AC+3/6d6AC+5.
    14) Ranger 8.
    15) Ranger 9. Feat: Robilar's Gambit. Skirmish 5d6AC+3/7d6AC+5.
    16) Ranger 10.
    17) Ranger 11. Bonus: Greater TWF. Skirmish 5d6AC+4/7d6AC+6.
    18) Ranger 12. Feat: Travel Devotion (x3)
    19) Ranger 13. Camouflage. Skirmish 6d6AC+4/8d6AC+6.
    20) Ranger 14. 4th level spells.


    b. TWF Pounce Swift Hunter

    This is pretty much the same build as above, except we want to add a dip into Spirit Lion Totem Barbarian for Pounce and Whirling Frenzy. Combat Reflexes/Double Hit comes in later, or you can put in Improved Bull Rush/Shock Trooper if you prefer. However, you'll want to keep in mind that Power Attack doesn't normally work with light weapons, so you'll want to consider picking up an item that can give you Improved Unarmed Strike for your offhand attacks. If you can get it approved by your DM, the City Brawler Barbarian ACF in Dragon #349 is ideal, and can be stacked with Spirit Lion Totem: Improved Unarmed Strike as a bonus feat, TWF (unarmed strike only), and reduces the improvised weapon penalty to -2.

    Spoiler
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    Race: Human, Azurin, Strongheart Halfing, or Frostblood Orc/Half-Orc
    1) Ranger 1. Feat: Travel Devotion, Bonus: Power Attack, Bonus: Track
    2) Ranger 2. Bonus: TWF
    3) Spirit Lion Totem Barbarian 1. Feat: Travel Devotion (x2).
    4) Scout 1. Skirmish 1d6.
    5) Scout 2.
    6) Scout 3. Feat: Swift Hunter. Skirmish 1d6AC+1.
    7) Scout 4. Bonus: Improved Skirmish. Skirmish 2d6AC+1/4d6AC+3.
    8) Ranger 3. Bonus: Endurance. Skirmish 2d6AC+2/4d6AC+4.
    9) Ranger 4. Feat: Leap Attack (Complete Adventurer).
    10) Ranger 5. Skirmish 3d6AC+2/5d6AC+4.
    11) Ranger 6. Bonus: Improved TWF
    12) Highland Stalker 1. Feat: Combat Reflexes.
    13) Highland Stalker 2. Skirmish 4d6AC+2/6d6AC+4.
    14) Ranger 7. Skirmish 4d6AC+3/6d6AC+5.
    15) Ranger 8. Feat: Double Hit (Miniatures Handbook).
    16) Ranger 9. Skirmish 5d6AC+3/7d6AC+5.
    17) Ranger 10.
    18) Ranger 11. Feat: Travel Devotion (x3). Bonus: Greater TWF. Skirmish 5d6AC+4/7d6AC+6.
    19) Ranger 12.
    20) Ranger 13. Camouflage. Skirmish 6d6AC+4/8d6AC+6.

    Note: Replace Combat Reflexes/Double Hit with Bull Rush/Shock Trooper if you prefer.


    c. 10d6 Skirmish TWF Swift Hunter

    This build uses Dragon Devotee and Unseen Seer to advance skirmish damage more quickly, up to 10d6 with Improved Skirmish, which is about on par with Rogue 20. It's a bit complicated and doesn't give much room for anything else, but there's enough wiggle-room you can fit in a single level of something else, such as Spirit Lion Totem Barbarian (Pounce, Whirling Frenzy) or Soldier of Light (Deities & Demigods, provides Turn Undead for powering Travel Devotion). In this build I finished off with a level of Spellsword, as it grants +1 BAB and +1 Caster Level.

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    Race: Human, Azurin, Strongheart Halfing, Frostblood Orc/Half-Orc
    1) Ranger 1. Feat: Travel Devotion, Bonus: Combat Reflexes, Bonus: Track. Favored Enemy: Undead.
    2) Ranger 2. Bonus: TWF
    3) Scout 1. Feat: Travel Devotion (x2). Skirmish 1d6
    4) Scout 2. Skirmish 1d6.
    5) Scout 3. Skirmish 1d6AC+1
    6) Scout 4. Feat: Swift Hunter. Bonus: Improved Skirmish. Skirmish 2d6AC+1/4d6AC+3.
    7) Ranger 3. Bonus: Endurance. Skirmish 2d6AC+2/4d6AC+4.
    8) Ranger 4. Bonus: Improved TWF (Champion of the Wild ACF)
    9) Ranger 5. Feat: Double Hit. Favored Enemy: Constructs. Skirmish 3d6AC+2/5d6AC+4.
    10) Dragon Devotee 1.
    11) Dragon Devotee 2. Skirmish 4d6AC+2/5d6AC+4
    12) Dragon Devotee 3. Feat: Travel Devotion (x3). 1st level Sorcerer casting (get at least 2 divination spells)
    13) Dragon Devotee 4. Skirmish 5d6AC+2/7d6AC+4
    14) Unseen Seer 1. Skirmish 6d6AC+2/8d6AC+4
    15) Spellsword 1. Feat: Robilar's Gambit.
    16) Unseen Seer 2. Advanced Learning: hunter's eye (PHBII).
    17) Unseen Seer 3.
    18) Unseen Seer 4. Feat: Greater TWF. Skirmish 7d6AC+2/9d6AC+4
    19) Highland Stalker 1.
    20) Highland Stalker 2. Skirmish 8d6AC+2/10d6AC+4


    d. Full BAB TWF Swift Hunter

    There is a way to get Swift Hunter and "Full BAB" into the same build. Highland Stalker 4 gives you Skirmish 1d6AC+1, and you can get into it with just 1d6 sneak attack, which we can get from Simple Fighter (Unearthed Arcana) or Ronin (Complete Warrior).

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    Race: Human, Azurin, Strongheart Halfing, Frostblood Orc/Half-Orc
    1) Ranger 1. Feat: Travel Devotion, Bonus: Combat Reflexes, Bonus: Track
    2) Ranger 2. Bonus: TWF
    3) Ranger 3. Feat: Travel Devotion (x2). Bonus: Endurance
    4) Ranger 4. Distracting Attack ACF.
    5) Simple Fighter. Sneak Attack 1d6
    6) H.Stalker 1. Feat: Staggering Strike
    7) H.Stalker 2. Skirmish 1d6
    8) H.Stalker 3.
    9) H.Stalker 4. Feat: Swift Hunter. Skirmish 2d6AC+2.
    10) Ranger 5. Skirmish 3d6AC+2.
    11) Ranger 6. Bonus: Improved TWF
    12) Ranger 7. Feat: Double Hit. Skirmish 3d6AC+3.
    13) H.Stalker 5.
    14) H.Stalker 6. Skirmish 4d6AC+3
    15) Ranger 8. Feat: Imp. Skirmish. Skirmish 4d6AC+3/6d6AC+5
    16) Ranger 9. Skirmish 5d6AC+3/7d6AC+5
    17) Ranger 10.
    18) Ranger 11. Feat: Travel Devotion (x3) or Robilar's Gambit or Craven, Bonus: Greater TWF. Skirmish 5d6AC+4/7d6AC+6
    19) Ranger 12.
    20) Ranger 13. Skirmish 6d6AC+4/8d6AC+6


    e. Dragonsplits TWF Swift Hunter

    Dragonsplits are exotic weapons detailed on page 151 of MMIV. They're one-handed weapons, similar to shortswords, but they count as light weapons for the purposes of TWF and Weapon Finesse. For all other purposes, including Power Attack, they are treated as one-handed weapons, so we can use Exotic Weapon Master's Uncanny Blow to get a two-handed 2x damage multiplier. Now if we only knew how much they cost...

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    Race: Human, Azurin, Strongheart Halfing, Frostblood Orc/Half-Orc
    1) Ranger 1. Feat: Travel Devotion, Bonus: EWP Dragonsplits, Bonus: Track
    2) Ranger 2. Bonus: TWF
    3) Scout 1. Feat: Weapon Focus. Skirmish 1d6
    4) Scout 2. Skirmish 1d6.
    5) Scout 3. Skirmish 1d6AC+1
    6) Scout 4. Feat: Swift Hunter. Bonus: Improved Skirmish. Skirmish 2d6AC+1/4d6AC+3.
    7) Ranger 3. Bonus: Endurance. Skirmish 2d6AC+2/4d6AC+4
    8) Exotic Weapon Master 1. Uncanny Blow.
    9) Ranger 4. Feat: Power Attack
    10) Ranger 5. Skirmish 3d6AC+2/5d6AC+4
    11) Ranger 6. Bonus: Improved TWF
    12) Highland Stalker 1. Feat: Combat Reflexes
    13) Highland Stalker 2. Skirmish 4d6AC+2/6d6AC+4
    14) Ranger 7. Skirmish 4d6AC+3/6d6AC+5
    15) Ranger 8. Feat: Double Hit
    16) Ranger 9. Skirmish 5d6AC+3/7d6AC+5
    17) Ranger 10.
    18) Ranger 11. Feat: Travel Devotion (x2). Bonus: Greater TWF. Skirmish 6d6AC+4/8d6AC+6
    19) Ranger 12.
    20) Ranger 13. Skirmish 7d6AC+4/9d6AC+6


    f. Net-and-Trident Style TWF Swift Hunter

    This build uses a weapon style feat to get a second 5' step after throwing a net, triggering Skirmish damage. It's a bit too tight on feats, though, so you have to use the Planar Ranger variant (Planar Handbook) to get Knowledge: the Planes 8, which allows you to take the Planar Touchstone feat and grab EWP:Net + WF:Net from the War domain power. If your character's religion might be a sticking point, you can choose to worship Istus (Living Greyhawk Deities 2.0), Sotillion (Living Greyhawk Deities 2.0), or Marduk (Sandstorm), all of whom have Favored Weapon: Net.

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    Race: Human, Azurin, Strongheart Halfing, Frostblood Orc/Half-Orc
    1) Ranger 1. Feat: Travel Devotion, Bonus: Weapon Focus Trident, Bonus: Track
    2) Ranger 2. Bonus: TWF
    3) Scout 1. Feat: Quickdraw. Skirmish 1d6
    4) Scout 2. Skirmish 1d6.
    5) Scout 3. Skirmish 1d6AC+1
    6) Scout 4. Feat: Planar Touchstone -> War Domain (Net). Bonus: Swift Hunter. Skirmish 2d6AC+1.
    7) Ranger 3. Bonus: Endurance. Skirmish 2d6AC+2
    8) Exotic Weapon Master 1. Close-Quarters Ranged Combat.
    9) Ranger 4. Feat: Net and Trident Style
    10) Ranger 5. Skirmish 3d6AC+2
    11) Ranger 6. Bonus: Improved TWF
    12) Highland Stalker 1. Feat: Oversize TWF
    13) Highland Stalker 2. Skirmish 4d6AC+2
    14) Ranger 7. Skirmish 4d6AC+3
    15) Ranger 8. Feat: Improved Skirmish
    16) Ranger 9. Skirmish 5d6AC+3/7d6AC+5
    17) Ranger 10.
    18) Ranger 11. Feat: Travel Devotion (x2). Bonus: Greater TWF. Skirmish 6d6AC+4/8d6AC+6
    19) Ranger 12.
    20) Ranger 13. Skirmish 7d6AC+4/9d6AC+6


    g. Psionic Swift Hopper

    Psionics is one of my weak areas when it comes to optimization, but I've been working on improving my grasp of it. Here's a build that uses Mantled Wilder to combine dimension hop + synchronicity (2 PP) with Linked Power and Metapower (-2 PP). This lets you dimension hop 10' every round all day long for zero PP:

    Round 1: Swift action = dimension hop (expend focus). Standard action = attack/move/buff/whatever. Move action = regain psionic focus.
    Round 2: Swift action = dimension hop (expend focus). Full round = charge + pounce. After turn, readied action = regain focus via synchronicity.
    Round 3: Rinse & repeat.

    You may run into an argument that "teleport isn't moving, so it doesn't count for skirmish", but this still counts because you've still got a 10' charge + pounce for full attack. However, it doesn't quite work for Improved Skirmish, which has a slightly different requirement: "If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2." Fortunately, Wilder 2 also lets you augment up to a 20' hop for 1 PP via Wild Surge, although this carries a 5% risk of getting dazed by Psychic Enervation. So let's add Quick Recovery (Lords of Madness) plus a level of Warblade for Moment of Perfect Mind, crank up our Concentration ranks, and keep a Third Eye Clarity (3000 GP, MIC) handy to remove daze in case bad luck strikes more than once an encounter. If you get hit by Psychic Enervation, then on your next turn spend a move action on Quick Recovery to make a will save, swift action on Moment of Perfect Mind to pass the save DC (11 + Cha bonus), standard action to attack/Mountain Hammer/whatever, and manifest synchronicity to regain your focus after your turn.

    If your DM allows expending your psionic focus to satisfy both Linked Power and Midnight Augmentation, then take Midnight Augmentation instead of Indigo Strike, and you can augment your hop up to 20' for zero PP. By RAW, Midnight Augmentation only cares if you expended your psionic focus, rather than requires you to expend your focus explicitly to activate Midnight Augmentation. However, some DMs may feel this is against the spirit of the rules, and require expending an additional psionic focus just for Midnight Augmentation. If so, then maybe you can add Psicrystal Affinity/Psicrystal Containment via flaws or feat swaps (Dark Chaos Shuffle Endurance/Heavy Armor Proficiency).

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    Race: Silverbrow Human
    1) Mantled Wilder 1. Feat: Linked Power. Human: Quick Recovery.
    2) Scout 1. Skirmish 1d6.
    3) Mantled Wilder 2. Feat: Metapower. Mantle: Freedom.
    4) Scout 2.
    5) Scout 3. Skirmish 1d6AC+1.
    6) Ranger 1. Feat: Psionic Meditation. Bonus: Track. FE Undead
    7) Scout 4. Bonus: Swift Hunter. Skirmish 2d6AC+1.
    8) Ranger 2. Bonus: TWF.
    9) Barbarian 1. Feat: Improved Skirmish. Pounce (Spirit Lion), Whirling Frenzy ACF. Skirmish 2d6AC+1/4d6AC+3.
    10) Ranger 3. Bonus: Endurance. Skirmish 2d6AC+2/4d6AC+4.
    11) Ranger 4. Bonus: Improved TWF (Champion of the Wild ACF).
    12) Ranger 5. Feat: Dragonfire Strike. FE Constructs. Skirmish 4d6AC+2/6d6AC+4.
    13) Warblade 1. Punishing Stance, Moment of Perfect Mind, Mountain Hammer, Iron Heart Surge.
    14) Dragon Devotee 1.
    15) Dragon Devotee 2. Feat: Indigo Strike. Skirmish 5d6AC+2/7d6AC+4.
    16) Dragon Devotee 3. Sorcerer 1st.
    17) Dragon Devotee 4. Skirmish 6d6AC+2/8d6AC+4.
    18) Unseen Seer 1. Feat: Greater TWF. Skirmish 7d6AC+2/9d6AC+4.
    19) Highland Stalker 1.
    20) Highland Stalker 2. Skirmish 8d6AC+2/10d6AC+4.



    Gleeb