The FFd20 Knight is a *great* class for this...
It's not up on the site, yet, but here's the gist:
Hit Die: d10
Skills/Skill Points: As Fighter
Saves: As Fighter
Weapons/Armor: Martial & Simple/All Armor & Shields
Powers: Every two levels, the Knight gets to select a Break power that he meets the prerequisites for...
*Expertise, Improved Disarm, Power Attack, Sunder are on the list
*Armor Sunder (new feat, Sunder prereq) stops provoking an AoO for attacking armor (or other worn item)
*Improved Sunder (new feat, Sunder prereq) lets you deal double damage to an item you hit.
*Power Sunder (new feat, Imp. Sunder prereq) lets you ignore 3 points of an item's hardness each time you take it.
*Quick Sunder (new feat, Imp. Sunder prereq) gives you a +5 bonus to hit items held in a beings' hand.
*Natural Sunder (new feat, Armor Sunder prereq) allows you to sunder natural weapons and armor. Hardness of natural weapons is equal to the most damage it can do (also the HP of a natural weapon). Hardness of natural armor is equal to the AC bonus it provides (also the HP of a natural armor).
*Ability Break (class power, requires Natural Sunder) allows you to "break" an ability score by striking the victim. You deal normal weapon damage, and deal 1d4 points of damage to one ability score. You can take this power multipule times, choosing a new ability score you are able to damage, or deal 1d4 more points of damage (maximum of 5d4). This ability damage returns at the normal rate (and so stacks with itself)
*Item Break (class power, requires Imp. sunder) allows you to deal 1d4 extra points of damage to an item you strike, every time you take it.
You may also want to grab a level or two of Wizard or Sorc for some scare-inducing spells, if you want to be useful without killing stuff. I'd use a whip, perhaps a whip-dagger, since it's great for both subdual (after sundering the armor), and disarming.
That's the look.
