Hari the Monk
First Post
Combat Reflexes
Expertise
Improved Disarm
WF (reach weapon of choice, Ranseur probably)
Monkey Grip (reach weapon of choice, again, Ranseur)
Other Feat of your choice.
Use a large shield, giving you a +2(in addtion to any benefits from magic). This allows you to retain a decent AC, and make reach attacks. If you go the Disarm route, and you have a plethora of enemies that want to close with you in one round, you can disarm (or attempt to disarm) 1+Dex bonus. Then, they either stand there, and take your beating, stop and draw a new weapon, or bend over and pick up their old weapon (providing you with another attack of opportunity). And if you want to, you simply move back, up to a double move, and make your opponent close again (if that's an option).
I'm hesitant to suggest the Imp Trip feat, since it still includes the chance that you'll be tripped, should you fail in your attempt. Imp Disarm prevents this outright on disarm attempts. Sunder prevents this on Strike weapon attempts, though that's a standard action, and useless to the AoO-capitalizing-style fighter you seem to be building.
Another option in feats is:
Ambidexterity
TWF
WF (weapon of choice)
MG(Weapon of choice)
Shield Expert
Combat Reflexes.
With this route, you can make your disarm attempts, and, when using a Spiked Shield, make a normal, albiet 1d6/x2 crit, at the 5ft range. Also, if you don't use the Reach weapon, you don't incur penalties for Two weapon fighting, and Ambidexterity allows you to set your 'off' hand each round, which in turn allows you to set your spiked shield to your 'primary' hand. In addition to all of this, you *still* retain the AC bonus from the shield, due to Shield Expert.
Later on, you can build towards the Whirlwind attack feat tree, and can maintain a threat at the 10ft range, while Whirldwinding at the 5ft range with your shield spikes.
Of course, this will cost you another 5 feats, and require 13+ in Dex(but you've already got a 16+ to get Ambidexterity) and 13+ Int to pull off.
Also, you could go with Power attack, Cleave, and Great cleave, and be a vicious fighting machine in the midst of a sea of weaker enemies (threatening 10ft and 5ft ranges, with decen't damage).
Expertise
Improved Disarm
WF (reach weapon of choice, Ranseur probably)
Monkey Grip (reach weapon of choice, again, Ranseur)
Other Feat of your choice.
Use a large shield, giving you a +2(in addtion to any benefits from magic). This allows you to retain a decent AC, and make reach attacks. If you go the Disarm route, and you have a plethora of enemies that want to close with you in one round, you can disarm (or attempt to disarm) 1+Dex bonus. Then, they either stand there, and take your beating, stop and draw a new weapon, or bend over and pick up their old weapon (providing you with another attack of opportunity). And if you want to, you simply move back, up to a double move, and make your opponent close again (if that's an option).
I'm hesitant to suggest the Imp Trip feat, since it still includes the chance that you'll be tripped, should you fail in your attempt. Imp Disarm prevents this outright on disarm attempts. Sunder prevents this on Strike weapon attempts, though that's a standard action, and useless to the AoO-capitalizing-style fighter you seem to be building.
Another option in feats is:
Ambidexterity
TWF
WF (weapon of choice)
MG(Weapon of choice)
Shield Expert
Combat Reflexes.
With this route, you can make your disarm attempts, and, when using a Spiked Shield, make a normal, albiet 1d6/x2 crit, at the 5ft range. Also, if you don't use the Reach weapon, you don't incur penalties for Two weapon fighting, and Ambidexterity allows you to set your 'off' hand each round, which in turn allows you to set your spiked shield to your 'primary' hand. In addition to all of this, you *still* retain the AC bonus from the shield, due to Shield Expert.
Later on, you can build towards the Whirlwind attack feat tree, and can maintain a threat at the 10ft range, while Whirldwinding at the 5ft range with your shield spikes.


Also, you could go with Power attack, Cleave, and Great cleave, and be a vicious fighting machine in the midst of a sea of weaker enemies (threatening 10ft and 5ft ranges, with decen't damage).