Here's a sample TWFer Scout/ToBer. It's basically lots of the usual junk tossed together in a blender...to make a blender. Chose Warblade for Tiger Claw and White Raven for the best pounce synergy.
Race: Fire Elf (+2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma)
Desired Stats:
15 Dex (13+ before race)
14+ Str
16+ Int (14+ before race)
12+ Con (14+ before race...thank you d12 and d10 hit dice for all but 5 levels)
10 Wis (maybe)
Dump Cha
= 25 PB minimum. No problem.
[spoiler]Barbarian 1 Pounce Two-weapon Fighting
Ranger 1 Track
Scout 1 Skirmish +1d6 Weapon Focus(any)
Scout 2 Battle Fortitude+1
Scout 3 Skirmish +1d6/+1
Scout 4 Skirmish+4d6/+3 (20 ft) Swift Hunter, Improved Skirmish
Warblade 1 Battle Clarity(Reflex)
Warblade 2 Uncanny Dodge
Warblade 3 Battle Ardor(Critical Confirmation)Ironheart Aura
Warblade 4
Warblade 5 Stormguard Warrior
Eternal Blade 1 Blade Guide Eternal TrainingMartial Study(Dancing Mongoose)
Eternal Blade 2 Guided Strike
Eternal Blade 3 Armored Uncanny Dodge
Eternal Blade 4 Eternal Knowledge Knowledge Devotion
Eternal Blade 5
Eternal Blade 6 Defensive Insight
Eternal Blade 7 Martial Study(Raging Mongoose)
Eternal Blade 8 Tactical Insight
Eternal Blade 9[/spoiler]
Maneuvers:
[spoiler]ECL IL Maneuver Gained/Swapped
7 4 (Iron Heart X), Moment of Perfect Mind, Battle Leader's Charge, Leading the Charge
8 5 Iron Heart Surge
9 6 White Raven Tactics
10 7 (Iron Heart X -> Tiger Claw X), Absolute Steel
11 8 (Devoted Spirit X)
12 9 *- Radiant Charge, (Devoted Spirit X->Revitalizing Strike?) Dancing Mongoose(Feat, Qualify with item)
14 11 *- Ironheart Endurance?, (Battle Leader's Charge -> War Leader's Charge)
16 13 *- (Diamond Mind X), (Swap), Aura of Triumph
18 15 *- Diamond Defense, (Diamond Mind X -> Quicksilver Motion), Raging Mongoose(Feat, Qualify with item)
20 17 *- Time Stands Still (Qualify with item), (War Leader's Charge -> Warmaster's Charge, Qualify with item)
Highest Maneuvers and Prerequisites:
Aura of Triumph: Radiant Charge, Revitalizing Strike?
Iron Heart Endurance: Iron Heart Surge, Absolute Steel
Time Stands Still: Diamond Defense, Quicksilver Motion, Moment of Perfect Mind, (Item)
Raging Mongoose: Dancing Mongoose, (Item), (Generic Tiger law Maneuver)
Warmaster's Charge: Leading the Charge, War Leader's Charge, White Raven Tactics, (Item)[/spoiler]
Magic Items:
Gloves of the Balanced Hand for ITWF.
Ring of Evasion because your reflex save will be insane with Dex/Int and the Ranger/Scout levels.
Novice Tiger Claws /Crown of the White Raven / Ring of Diamond Mind for some prereqs.
Tactics:
[spoiler]Level 7-10: Skirmish Pouncing! Leading the Charge, Battle Leader's Charge, and support maneuvers!
11: When you can't charge, use Stormguard Warrior's Combat Rhythm (at LEAST with the iterative attacks) and finish them next round with a full attack/pounce
12: Dancing Mongoose makes Two-Weapon Fighting better! Combine with pouncing or Stormguard for great times. Eternal Training helps you fight battles that are mostly one creature type.
14: War Leader's Charge makes charging even better.
15: Eternal Knowledge and Knowledge Devotion...can we say more free +'s to attack/damage? If you have flaws, Oversized TWF+Power Attack might be a good use for all the attack bonuses. Alternatively, Martial Study+Stone Power is a nice defensive way to go (and even works with light weapons!).
16: If your fine with your damage output without Leading the Charge, you can regen like crazy (provided you're fighting evil) with Aura of Triumph. Your teammates benefit as well.
18: We meet Dancing Mongoose's big brother, Raging Mongoose! That's 10 attacks between main and offhand including the attack with the gloves of the balanced hand. Diamond Defense counter for a 95% chance of surviving anything with a save.
20: One level shy of Island in Time, but wow have we got goodies to hold us over. Two full attacks or a group charge that deals +50 damage (+25 for allies)? You can't go wrong![/spoiler]
Analysis: real fun to write up, though all the scout/ranger dip did was +14(4d6) damage and some skill points. Guessing slightly inferior to a single Barbarian dip, though Skirmish and Combat Rhythm compliment each other well in that you can almost always use one or the other.