Arkadwyn wrote:
..replace it with as you go up in levels (Dragon's Flame, Wyrm's Flame). Also the feat Desert Fire (I think) adds 1d6 to all Desert Wind strikes if you move 10' and all of the cone fire attacks like Hatchling's Flame are strikes.
Ah, beg your pardon then; didn't have the book with me at the time writing that post. Never been a fan of Desert Wind, though (emulates magic a tad too much for my taste).
I guess the real issue lies in Hatchling's Flame's higher level siblings. Perhaps raising the required number of Desert Wind manevuers so that having (for example) Wyrm's Flame and Diamond Nightmare Blade (quadruple damage on attack with a successful Conc v AC check) becomes impossible, or at least nearly so?
Desert Fire does sound a bit over the top when used in conjunction with the CAoE abilities. Limit the damage to only be applicable to one target per round perhaps? That way it's similar to the Skirmish ability, but for Desert Wind strikes.
Addendum: as for advice/recommendations, my favourite character in 3.5 was an Elven Swordsage wielding a Thinblade (Curved Blade in Pathfinder) with Weapon Finesse. Concentrating on Diamond Mind and Shadow Hand disciplines, with a splash of Setting Sun and Tiger Claw.
Some strikes from the Diamond Mind discipline makes your target flat-footed for that attack and work well with Assassin's Stance from Shadow Hand, Diamond Mind also has excellent counters/strikes replacing normal checks/saves with Concentration checks. Shadow Hand brings means of getting away/moving around the battlefield with the Shadow Jaunt/Invisibility maneuvers. Setting Sun adds some great Counters/Stances and the strikes (and Blood in the Water, depending on how long you expect the fight to be) from Tiger Claw benefit greatly from your Thinblade's high crit-range.