Ok, first and foremost: citing the optimization mantra, TWF (two weapon fighting) is unoptimal compared to THW (Two-handed Weapons). Mainly because of the way Power attack gets increased with multipliers. That is, unless you have an alternate source of damage. Usually, some options arise:
Not quite correct- TWF is strictly inferior as compared to a 2H power attacker unless you have an
additional source of damage, that applies each time you hit. Those big 2Her builds generally focus one the one big leap attack to get their mojo on.
1) Tome of Battle: A build centered around Dancing Mongoose/Raging Mongoose (both tiger claw maneouvers) and Time Stand Still, abusing the power of the Stormguard Warrior tactical feat can do almost as much damage as you could need. All you need to do that is Tome of Battle. Some multiclassing and Telflammar Shadowlord, from Unapproachable East, can give you huge amounts of damage, and the ability to distribute the damage between multiple enemies.
You're on the right track here, but the solution is actually much simpler: this fine young gentleman wants a Swordsage. The Tiger Claw maneuvers will be useful, of course, but the real beef going in here is Assassins' Stance, which ought to net him 2d6 Sneak Attack at first level. Further, after a few levels, he'll get to add his dex to any damage he deals, which ought to really supercharge things.
3) A Gish (Warrior Mage character type, not a class) would be able to work pretty well. Classes like Unseen Seer (complete mage) gives you access to the spell mentioned above, hunter's eye. Persistent (persistent spell is a metamagic feat from complete arcane) hunter's eye + persistent wraithtouch (spell from the spell compendium) + power attack + Arcane Strike (complete warrior) + distract assaillant (Complete Adventurer) can give you an edge. But if you wanted to go this way, you could just turn into a 12-headed hydra and throw those paltry blades away.
Lastly, as Prime32 said, Level adjustment is usually hard to overcome. And TWF builds are usually feat starved, so human is IMO a far better option.
+1 to both sentiments here, though I'm going to present an alternative gish.
All right, Morgoloth, here's a pair of powerful builds for you to choose from The first is a classic TWFer that does its best to really abuse Swordsage, and the second is a personal favorite of mine- the bag-of-dice rogue gish. Both assume 10th level, and neither include whatever gear you prefer.
Human (you need the feat)
Swordsage 4/ Swashbuckler 3/ Nightsong Enforcer 3
Feats:
1: Two Weapon Fighting, Combat Expertise
2: Weapon Finesse (Swash)
3: Deadly Defense (Complete Scoundrel)
6: Vexing Flanker (PHB2)
9: Improved TWF
Stats:
Str: 10
Dex: 20 (+2 from levels)
Con: 14
Int: 16
Wis: 12
Cha: 14
BAB: +9
Damage: 1d6 (Rapier/Shortsword) + 4d6 (Sneak Attack) + 1d6 (Deadly Defense) + Dex + Int
Make sure to alternate levels of Swordsage and Swashbuckler as you level, to give you the most possible mileage in terms of maneuvers. After you're done with Nightsong Enforcer (or have gone as far as you care to), pick up another level or two of Swordsage or a Maneuver-granting PrC in order to continue juicing your Initiator Level and available maneuvers.
Option B:
Human
Rogue 3/ Wizard (Diviner) 1/ Fighter 1/ Unseen Seer 4 (Complete Mage)/ Spellsword 1 (Complete Warrior) (Build finishes with 10 levels of Arcane Trickster, out of the DMG)
Feats:
1: Combat Expertise, Improved Feint
2: Scribe Scroll (Wizard)/ Weapon Finesse (Fighter)- your call on whether to take Fighter or Wiz at 2nd level
3: Deadly Defense
4: Whichever you didn't grab at 2nd level
6: Practiced Spellcaster
9: Staggaring Strike (Complete Adventurer or Warrior- AFB right now)
Stats:
Str: 10
Dex: 20 (+2 from levels)
Con: 14
Int: 14
Wis: 12
Cha: 16
BAB: +7
Caster levels:
Divination: 12
Other: 8
Max Spell level: 4
Relevant options: grab the Rogue Alternate Class Feature from Dungeonscape that allows you to deal 1/2 your precision damage to anything that you can't normally sneak attack. Get a Tiny Viper familiar. Make SURE to get the Insightful Feint spell from the Spell Compendium- the whole build revolves around its use.
Relevant skill checks:
Bluff: +21 (13 +3 (Cha) +2 (Masterwork tool- PHB) +3 (Familiar))
Insightful Feint will allow you to make your feint in combat as a one-per-round free action, and will give you a +10 to that check- since few creatures/enemies have decent Sense Motive checks, you're going to be rolling at +21 over what their best BAB should be- meaning that you should render your enemies flat-footed even if you roll a 1 and they roll a 20. A side benefit is that you'll even have a 50/50 or better chance to feint things of even animal intelligence- all for a single minor action and a first-level spell (that doesn't provoke AoOs). Part B is that you then have several second- and third level spell slots that you get to devote to powering up your attacks! Here's how you can deal more damage in a single attack than a big 2H leap attacker, and then to restrict your target to a single action in its response:
+1 Spell Storing Vicious Rapier (total enhancement +3)
Damage (Max): 20d6+1, avg. 71 (1d6 (Rapier) + 2d6 (Vicious) + 12d6 (Scorching Ray in rapier) + 4d6 (Sneak Attack) + 1d6 (Weapon Capsule, Complete Adventurer) +1 (Enhancement))
Damage (Normal): 7d6+1, avg. 25 (1d6 (Rapier) + 2d6 (Vicious) + 4d6 (Sneak Attack) +1 (Enhancement))
And remember, whatever that number is on the damage side of things is the Fort save you're forcing on your target to have more than a single action on their turn (Thanks to S. Strike).
Hope you enjoy!