| Vrathak |
I still consider the best attack of opportunity build would be a trip, disarm fighter. And you won't have to wait till level 20 to get really usefull.
I use the 83 points rule for abilities and here'S the build from level 1:
Fighter Human (for bonus feat and +2 wherever you want)
20STR (18+2)
16DEX
16CON
13INT
6WIS
14CHA
Use sickle in off hand and whatever weapon you like in main hand (I like flail because disarming will be really usefull).
Feats:
Two-weapon fighting
Combat expertise
Improved trip
With a sickle you gain a trip light simple weapon. so when fighting with 2 weapons you only get -2/-2
Feat level 2, Improved Disarm
Feat level 3, Combat reflexes
Already at level 3, you trip from your off hand and attack main hand, when he tries to get up, you already have an attack of opportunity, so you can choose to disarm him if he has a weapon on him, so that when he tries to attack you unarmed, most likely he won't have improved unarmed strike so you'Re gonna get an other attack of opportunity.
At level 4 choose +1 on dex so you get your dex up at 17 for later feat
Feat level 4, Drag down
Really usefull for trip builds, as your trip will already be high, if someone trips you it would be good to drag him down with you as well.
Feat level 5, Felling escape
When you break out of someones grapple, you immediately make a trip attempt on him.
Feat level 6, Greater trip
NOW we'Re in some serious business... that'S why all the other feats were mostly trips related. Everytime you trip an ennemy by any means, you provoke an attack of opportunity on him. you already can do 4 attacks of opportunity per round, plus plenty or ways to make one.
Off-hand trip, main hand attack of opportunity, main hand attack, main hand second attack. Thats for your first turn.
Ennemy tries to get up, attack of opportunity on him replaced for a trip, creates attack of opportunity on him main hand.And he's stuck on the ground forever or almost, giving him -4 AC vs melee and -4Attack rolls and plenty other nasty malus. So before you even start your own second round, you already tripped him twice and attacked him 4 times with your main weapon, wich 3 of them were at FULL attack bonus.
So yah, thats pretty much it.. at level 6 you already look like a whirlwind, and cause your ennemies to be in deep troubles by being disarmed and prone against a fighter... not the best scenario for him ever.
Some other bonuses may apply. Like character traits, GMs might allow them. Most characters start with 2 traits so I'd suggest these 2:
Heirloom Weapon Sickle (+2 CMB on trip)
Bred for War (Human 6ft tall, gives +1 to CMB and +1 Intimidate) Always fun having a bit of intimidate whatever the build just for RP ;)
And your human Fighter favored class might be bargained with your GM as well. Normally Human fighter can choose to get +1 CMD vs 2 maneuvers of their choice when they gain a level instead of HP or Skill, but I always ask my GM if instead of CMD, if i can do it for CMB as I'm not really in a defensive mood. 99% of the times they all accept. So i get +1CMB on trip and disarm every time i gain a level in fighter.
TOTAL RESULT FOR LEVEL 6 given traits and favored class were allowed and no magic items used (wich is kind of impossible at that level :P)
while doing a full attack round action here are the bonuses:
Sickle: +22 Trip Flail: +20 disarm
Sickle: +9 AR Flail: +9/+4
While doing attack of opportunity (4 per round)
Sickle: +24 trip Flail: +22 Disarm
Sickle: +11AR Flail: +11 AR
Many things can influence the development of the character such as if you GM allows Monkey grip or give you other benefits.
Thanks, enjoy and comment. Remember this build is only up to level 6, so imagine at level 20 ;)