Monk 2/Unarmed swordsage 1/Enlightened Fist 7/Swiftblade 10//Sorcerer 4/Unarmed swordsage +4/Sorcerer +1/Unarmed swordsage +1/Sorcerer +1/Unarmed swordsage +2/Sorcerer +1/Unarmed swordsage +2/Sorcerer +1/Unarmed swordsage +2/Sorcerer +1/Unarmed swordsage +2
Feats: Adaptive Style, Ascetic Mage, Dodge, Mobility, Sun School
BAB +17. Casts as a 20th-level sorcerer. Initiates maneuvers as a 12th-level swordsage (meaning 8th-level maneuvers). Has the speed and Stunning Fist uses of a 12th-level monk (+40ft, 16/day), the unarmed damage of a 16th-level monk (2d8), and the AC bonus of a 17th-level monk (Cha+3). Plus you have all the goodies of Enlightened Fist and Swiftblade, letting you run around at superspeed and punch people with
scorching rays in ways that make their organs shut down. Arguably, stopping time with the swiftblade's capstone lets you trigger Sun School, but even if it doesn't you have multiple ways to teleport and gain skirmish damage too.
Alternatively you can swap out sorcerer + Ascetic Mage for wizard + Carmendine Monk. Or pick up Practiced Spellcaster and trade 2 levels of sorcerer for swordsage so you can use 9th-level maneuvers.
Monk 1//Sorcerer 1
Monk 2//Sorcerer 2
Unarmed swordsage 1//Sorcerer 3
Enlightened fist 1//Sorcerer 4
Enlightened fist 2//Unarmed swordsage 2
Enlightened fist 3//Unarmed swordsage 3
Enlightened fist 4//Unarmed swordsage 4
Enlightened fist 5//Unarmed swordsage 5
Enlightened fist 6//Sorcerer 5
Enlightened fist 7//Unarmed swordsage 6
Swiftblade 1//Sorcerer 6
Swiftblade 2//Unarmed swordsage 7
Swiftblade 3//Unarmed swordsage 8
Swiftblade 4//Sorcerer 7
Swiftblade 5//Unarmed swordsage 9
Swiftblade 6//Unarmed swordsage 10
Swiftblade 7//Sorcerer 8
Swiftblade 8//Unarmed swordsage 11
Swiftblade 9//Unarmed swordsage 12
Swiftblade 10//Sorcerer 9