Goliath
or Half-Minotaur Human (No size increase if DM allows for that)
or Dragonborn of Bahamut [wings] Gray Dwarf
Wolf Totem Barbarian 1
Ranger 1
Ranger 2
Wolf Totem Barbarian 2
-Next two levels-
PsiWar 1
PsiWar 2
Feats:
If Human: Jotunbrud
Flaw (Shaky): WF: Longsword
Flaw (Murkey-Eyed): WF: Handaxe
1: Double Hit, Combat Reflexes (if Dex is high), Mad Foam Rager, or Two Weapon Pounce, or MM: Battle Jump, or (free feat)
Barbarian 2: Improved Trip (bypass Combat Expertise, bye bye Int 13)
Ranger 1/Half-Minotaur: Track (see if you can retrain one)
Ranger 2: Two Weapon Fighting
3: High Sword, Low Axe
If Half-Minotaur: Scent
ACF's:
Whirling Frenzy
Spell/SLA casters as your Favored Enemy
Items:
Anklet of Translocation 1,400g MIC
Boots of "Getting up again" (I forget the name, ~500g MIC)
the usualThis seems like a very mediocre melee build that could throw out a small amount of damage, keep the bad guys off their feet, not go into total-control in combat, but establish focused control on a subject or two. Level 5 and 6 obviously don't have to be PsiWar. There's a lot of flexibility there. Heck, you could really just not think ahead and see what RP opportunities are available. I also have a mini to recommend if you decide to use that combat style and be a Human/Half-Minotaur:
http://www.reapermini.com/OnlineStore/axe%20human/sku-down/03090I played a character similar to this in a campaign around here and it faired pretty well. I tended to roll pretty high and tripped some things I shouldn't have, but really proved the characters name 'Guts.' I don't know the power level of the party you're gaming with, but tripping minus focusing on as much reach as you can get and AoO's is usually pretty balanced in a slightly underpowered campaign and DM's are typically happy that you're not going for the cookie cutter two-hander with reach.
Lion Totem: I left out Lion Totem Barbarian because I think it's a little strong (though not in this build, but it typically raises flags) and because Wolf Totem lets you get a virtual feat (Combat Expertise without Int 13) and the needed Improved Trip. If you want to Pounce, I'd recommend taking Two-Weapon Pounce (a nice balanced TWF charge feat; good with Anklet of Translocation).