Nightcrawling Shadowpouncer (3.5e Optimized Character Build)

Introduction
Summary::Bamph your way to happiness.

Maneuvers

 * Shadow Jaunt
 * Shadow Strike
 * Shadow Blink

Progression
Race (Templates): Race::Strongheart Halfling

Final progression: Final Class Progression::Rogue 3 / Swordsage 8 / Warblade 1 / Bloodclaw Master 3 / Shadowlord 5

Items

 * Two +5 Tiger Claw Shadow Hand Shocking Corrosive Frost Daggers
 * Gloves of the Balanced Hand

Highlights

 * Dexterity: 36 (+13) = 18 (Base) + 2 (Race) + 6 (Item) + 5 (Tome) + 5 (Level)
 * Attack bonus when shadowpouncing: +38/+38/+33/+33/+28 = 14 (BAB) + 5 (Magic) + 6 (Discipline weapon) - 1 (Superior TWF) + 13 (Dexterity) + 1 (Size)
 * Average Damage: 45 = 1d4 (Base) + 3d6+5 (Magic) + 13 (Shadow Blade) + 2d6 (Sneak Attack) + 2d6 (Assassin's Stance)
 * Damage when using Shadow Jaunt->Shadow Stride->Shadow Blink vs. AC 40: 472.5 = 45 * 18/20 * 2 + 45 * 13/20 * 2 + 45 * 8/20 = ( 81 + 58.5 + 18 ) * 3
 * Damage when using Diamond Nightmare Blade after charging up Combat Rhythm (In a single attack): 432 = 45 + 15 * 5 = 120 * 4 = 480 * 18/20

Tactics

 * Shadowpounce around to make multiple full attacks per round, retreating with a teleport if things get dangerous
 * Charge up Combat Rhythm with your secondary and tertiary iterative attacks
 * Switch to Blood in the Water to gain both attack and damage when you confirm critical hits
 * Be a ninja. You are the night. The eternal night, at that--should you die, you can discorporate and reappear the next night.

Limitations

 * DR can be a pain
 * Having to refresh maneuvers
 * Only deal 1/2 Sneak Attack damage to creatures immune to critical hits

DM Counters

 * Closed areas or areas where teleportation is impossible can ruin the shadowpouncer's day