Flick, the Flaming Knife Flinger
Glimmerskin Strongheart Halfling Bardblade
Bard3/Warblade5/Master Thrower5/Warblade7
28 PB Str 12(10) Dex 16(18) Con 14 Int 10 Wis 10 Cha 12
Putting level up points into Dex to increase +hit
Level/Feat Build
Maneuver/Spell Progression
Picking maneuvers was tough, since most of them require melee strikes. I REALLY wanted to draw heavily from Desert Wind, but all the boosts there specify melee only, whereas Tiger Claw boosts such as the Xing Mongooses don't. I really tried to avoid taking Strikes if possible, except to meet prereqs, since I'd rather use my high rate of fire on a full attack if possible.
Granted, would have a lot of weakness against foes with DR and fire immunity, but would be fun to play in a campaign mostly against humanoid foes. The high rate of attack between Rapid Shot, TWF, and Palm Throw would stack on the d6s pretty fast. At level 20, you'd have an Dragonfire Inspiration of:
+5 (level incuding Vest of Legends)
+1 Song of the Heart
+1 Inspirational Boost
+1 Badge of Valor
= +8d6 fire damage per hit
19/20 BAB results in 4 attacks +1 for Rapid Shot, +3 for TWF, +2 for Raging Mongoose, +1 Haste for 11 attacks, which Palm throw makes 22. 22 attacks for +8d6 each would net ~176d6 fire damage per round on a full attack every other round, with 144d6 every round in between (to regain Raging Mongoose). Maneuverability would be increase with Sudden Leap and Leaping Dragon Stance, replaced later with Press the Advantage and/or Quicksilver Motion at later levels. Unfortunately, I couldn't quite get the IL up high enough to get Time Stands Still, which would ABSOLUTELY destroy just about anything.
All in all, the build is pretty viable off the bat. Early on, you'll have a really low rate of fire, but you'll be a pretty good buffer with +1d6 fire at 1st level, +2d6 fire at 2nd, and +3d6 fire at 3rd. Low number of Bard songs per day could be an issue, but for continuous fighting, you could just maintain the same song over multiple encounters as long as you don't have to cast spells or chit chat. The build really comes into its own around level 8, when you have the Quickdraw to make multiple dagger tosses in a round. By then, your Inspire Courage is up to +5d6 (with Badge) and you are making 3 attacks/round or 4 with Haste. That's potentially 15-20d6 fire if all attacks hit. Level 9 is a huge step as well, bringing your number of attacks up to 4/round (or 5 with Haste), and level 13 brings Palm Throw into the equation. From there it's just silly.
Most cash can be spent on improving defenses once requisite bardic gear is purchased, since magical weaponry wouldn't be that advantageous. Something that grants flight would be idea to increase mobility and defenses. At higher levels, a casting of 2-3 Chained GMWs would give you enough magic daggers to last an encounter before you could reclaim them.