Let me give you a heads up: this build is weird.

Quote Originally Posted by Chuck and Rufus
Chuck and Rufus, the Headsmen
NE Shadow Multiheaded Primordial Giant Troll Duskblade 5/Bloodstorm Blade 4/Duskblade 8

Stats (with modifiers)
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Str 14 (22)
Dex 10 (14)
Con 13 (25)
Int 15
Wis 12 (10)
Cha 8

Build
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CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
8 Giant HD 8 (CR 8) +6/+1 +6 +2 +2 Balance 8, Concentration 2(4), Listen 11, Spot 11, Tumble 5(10) (B)Improved Initiative, (B) Combat Reflexes, Martial Study (Steel Wind), Bind Vestige (Amon), Practiced Binder (Amon) Darkvision 90 feet, LLV, Regeneration 5, Scent, Rend, +6 Natural Armor, Superior Two Weapon Fighting, Cold Resistance 13, Shadow Blend, Fast Healing 2, Evasion, Invisibility (CL 9)
9 Duskblade 1 +7/+2 +8 +2 +4 Concentration 6 Martial Stance (Punishing Stance) Arcane Attunement, Armored Mage (Light), Skilled City Dweller (Ride to Tumble)
10 Duskblade 2 +8/+3 +9 +2 +5 Concentration 10 (B)Combat Casting Combat Casting
11 Duskblade 3 +9/+4 +9 +3 +5 Concentration 14 Arcane Channeling
12 Duskblade 4 +10/+5 +10 +3 +6 Concentration 15, Tumble 8 Point Blank Shot Armored Mage (Medium)
13 Bloodstorm Blade 1 +11/+6/+1 +12 +3 +6 Concentration 16, Tumble 13 (B)Throw Anything Returning Attacks, Throw Anything, Weapon Aptitude
14 Bloodstorm Blade 2 +12/+7/+2 +13 +3 +6 Concentration 17, Spot 13, Tumble 17 Martial Throw, Thunderous Throw
15 Bloodstorm Blade 3 +13/+8/+3 +13 +4 +7 Concentration 18, Spot 17, Tumble 18 (B)Spectral Skirmisher, Detach Bonus Fighter Feat
16 Bloodstorm Blade 4 +14/+9/+4 +14 +4 +7 Concentration 19, Jump 2, Spot 19, Tumble 19 Lightning Ricochet
17 Duskblade 5 +15/+10/+5 +14 +4 +7 Concentration 20, Jump 4, Tumble 20 Quick Cast 1/day
18 Duskblade 6 +16/+11/+6/+1 +15 +5 +8 Concentration 21, Jump 6, Tumble 21 Martial Stance (Dancing Blade Form) Spell Power +2
19 Duskblade 7 +17/+12/+7/+2 +15 +5 +8 Concentration 22, Jump 8, Tumble 22 Armored Mage (Heavy Shield)
20 Duskblade 8 +18/+13/+8/+3 +16 +5 +9 Concentration 23, Jump 10, Tumble 23
Spells
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Spells per Day
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
9th 3 2 - - - - - - - -
10th 4 3 - - - - - - - -
11th 5 4 - - - - - - - -
12th 6 5 - - - - - - - -
13th 6 5 - - - - - - - -
14th 6 5 - - - - - - - -
15th 6 5 - - - - - - - -
16th 6 5 - - - - - - - -
17th 6 5 2 - - - - - - -
18th 6 6 3 - - - - - - -
19th 6 6 5 - - - - - - -
20th 6 7 6 - - - - - - -

Spells Known
0th: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st: Blade of Blood, Color Spray, Ray of Enfeeblement, Shocking Grasp, True Strike
2nd: Dimension Hop, Ghoul Touch, Spider Climb, Touch of Idiocy

Backstory
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Spend too much time with anybody, and they can start to get on your nerves. When you share those nerves with somebody, then things can get really tough.

Just ask Chuck and Rufus. Two heads made the brothers brighter than most trolls, but it didnít do anything to make them less ill-tempered. They fought all the time, but trolls can bounce back from black eyes and boxed ears much faster than most, so they vented their aggressions (itís supposed to be healthier).

Chuck wanted to practice Pact Magic, Rufus wanted to study the path of the blade, so they split the difference, half-heartedly studied both, and learned arcane magic they could channel through their strikes. A good compromise leaves everyone unhappy.

One day they were arguing, though neither can remember what they were arguing about, and it reached a breaking point. One brother became so furious he ripped the otherís head from their shared body. If you ask Chuck, he did it to Rufus; if you ask Rufus, he was the one who took action. The important thing is that it happened, and the brothers learned that the separated head survived with total clarity, at least long enough to instruct his brother to reattach him to the stump of a neck that remained. When they were done bickering, the brothers realized that the severed head had gotten some good airtime. Combined with a good spell and the brothersí strength of arm, it could provide a real advantage in a fight.

Somehow Chuck and Rufus became convinced that their idea was so good that they should focus on it as their primary means of combat. Maybe they really did think it was that good of a strategy. Maybe they just wanted the opportunity to get to rip each other off the body. In all likelihood, itís a little of both.

If you ever come across them you may not see them coming, but youíll definitely hear them. Just listen for two rumbling voices arguing about whose turn it is to be the thrower.
CR 8
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Weíve got a fair amount going on from the beginning, so letís discuss. In a stroke of luck, your HD equals your CR at every level, so the chart is simplified. Troll is a solid form boasting large size with reach, good natural attacks, rend, and good old regeneration. The mental stat adjustments are a bit harsh, so the first thing weíre going to do is apply primordial giant to boost Int. It also gives at will invisibility with a good duration for surprise attacks.

The next template we add is multiheaded, which weíre using to gain 1 additional head, no need to be greedy. It grants more HD and superior multiweapon fighting, which is honestly a bit confusing, but I believe it means you would get a full attack with each hand, great for fighting with 2 weapons. Having two heads also means two bites, and improved initiative and combat reflexes are nice general perks.

The third template that we add is Shadow Creature, which gives grants evasion and total concealment in all but full daylight, making you hard to target or hit with AoEs. It also adds fast healing, which covers what regeneration cannot, and stacks great for extra healing.

In terms of feats, Martial Study grants Steel Wind, which is setup for Bloodstorm Blade and allows you to attack 2 adjacent foes if the party tries to flank you. Bind Vestige and Practiced Binder grants you continuous access to Amonís Ram for 1d6 (maybe 1d8 since youíre large). Itís not clear whether having two heads means that you get two rams, but one is fine. Itíll be important later, but for now itís another attack for the pile.

CR 10
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We now have two levels of Duskblade, which provide some spells to add to offense. True Strike is always a good spell, and Blade of Blood is a great return on investment for a small amount of self-damage which you will quickly heal off. You have the ability to cast in light armor with no penalty so can make full use of your 45 ft movement speed, and the ranks youíve invested in Concentration combined with Combat Casting and a high Constitution score mean you should have no problem casting defensively. Weíre going to keep investing so that the party canít throw you off with distracting spells.

Martial stance grants us punishing stance, which add damage to all attacks, and goes towards Bloodstorm Blade.

CR 15
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Now the components of the build really fall together. Duskblade can now cast in Medium Armor, and we have sufficient ranks in tumble to move about without much problem. Duskbladeís Arcane Channeling allows you to deliver your spells through an attack, such as one of your natural weapons. Detach is an utterly hilarious feat that allows you to rip off a piece of your body and then chuck it at an enemy. What are we going to channel it into? One of our heads. ďBut you have to use it on a body part that delivers something other than a bite!Ē I hear you say. Thatís what binding Amon is for, granting at least 1 ram attack so that the head is a viable target. ďBut Arcane Channeling is for melee attacks!Ē you chime in. Thatís where Bloodstorm Blade enters. With Thunderous Throw you can treat the ranged attack as melee, so you can use your strength for attack and damage and everything works perfectly. You can then wait for your severed head to regrow, or you can burn a use of Steel Wind to make your head return, at which point you can hold it to the stump and it instantly reattaches. Because you have two heads, throwing one of them at the party is no problem.

Thereís a few things that are unclear about tearing off your head and throwing it. Firstly is whether Amonís sign stays with your head or whether it jumps to the remaining head. If it doesnít, your head still has the bite to attack with, since it qualified when you threw it. The second question is whether your invisibility still applies to your head once youíve flung it. Iím not sure, but either a head appearing from nowhere, or being struck by an invisible head that falls to the ground and appears is very funny.

The Spectral Skirmisher feat comes as a bonus, and works excellently with being invisible. Enemies take a penalty to listen against you (shadow creature helps out as well) but the more important benefit is that if they attack against your square you get an attack of opportunity against them. Now itís possible that the party might have the ability to see invisibility, but remember shadow blend gives you total concealment in anything less than full daylight. Total concealment means that the party still has to attack your square even if they can see invisibility, so they still trigger an AoO. Combat Reflexes mean youíll still have AoOs after you do it.

CR 20
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Lightning Ricochet means that you no longer have to use up Steel Wind, and your head returns immediately. Duskblade spells give you several options for damage and paralysis, and mobility through spider climb to drop on the party, or dimension hop for jumping about the battlefield. Quick cast can make for a good use of true strike before you attack.

Your head-throwing is a very funny trick but it doesnít have to be your sole means of attack. Youíre still a big strong troll so you can superior twf and bring all your natural weapons to bear. To that end weíre adding another stance as an option. Dancing Blade Form extends your reach out to 15 feet on your turn so you can suddenly get at members who thought they were safe. If you have a reach weapon it gets even larger. Having a big reach like that will help make the party give you a wide berth to throw in.

Sources
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Multiheaded Template, Detach: Savage Species
Shadow Creature: Lords of Madness
Primordial Giant: Secrets of Xendrik
Duskblade, Spectral Skirmisher: PHBII
Bloodstorm Blade, Martial Study, Martial Stance: Tome of Battle
Throw Anything: Complete Warrior
Bind Vestige, Practiced Binder: Tome of Magic
Troll, Improved Initiative, Point Blank Shot, Combat Reflexes, Combat Casting: srd
Hamarrtroll image: Age of Mythology