Anyway, here goes:
Human Monk 2 / Psychic Warrior 8/ Psychic Weapon Master 5/ Knight 3/ Crusader 2.
PsW = Psychic Warrior. (Expanded Psionics Handbook).
PWM = Psionic Weapon Master. (See here: The Mind's Eye: Psychic Weapon Master - Prestige Class (v.3.5))
Kgt = Knight. (Players Handbook II).
Mnk = Monk.
Cru = Crusader. (Tome of Battle).
1: Mnk Lvl 1: Dodge, Monastic Training (Psychic Warrior), Power Attack
2: Mnk Lvl 2: Combat Reflexes
3: PsW Lvl 1: Mobility, Psionic Dodge
4: PsW Lvl 2: Weapon Focus ( Guisarme)
5: PsW Lvl 3: -
6: PsW Lvl 4: Pole Master
7: PsW Lvl 5: Tashalatora
8: PsW Lvl 6: -
9: PsW Lvl 7: Deft Opportunist or Mageslayer
10: PsW Lvl 8: Psionic Weapon
11: PWM Lvl 1: -
12: PWM Lvl 2: Stand Still
13: PWM Lvl 3: -
14: PWM Lvl 4: -
15: PWM Lvl 5: Improved Combat Reflexes, Robillar's Gambit.
16: Cru Lvl 1: Manouvres & Stances:Crusader's Strike, Defensive Rebuke, Thicket of Blades.
17: Cru Lvl 2: -
18: Kgt Lvl 1: Practised Manifester.
19: Kgt Lvl 2: -
20: Kgt Lvl 3: Bulwark of Defense.
Stats ( 32 Point Buy)
STR 15 (Increase every 4th level).
DEX 14
CON 14
INT 10
WIS 16
CHA 8
With the monk, take the PHB II alternative class feature "Decisive Strike". By taking a full attack, you only make one attack on your turn, but it does double damage, as does every attack before your next round, thus including AoO. I am assuming that your DM treats this as flurry for all purposes of qualification, feats, etc... It sounds pretty fair, since it replaces Flurry.
Thanks to Tashalatora, your key monk abilities keep increasing, including this one.
Take Expand as a power, and also Inertial Armour and Hustle.
This is how it works: Expand to Huge. This, combined with the Guisarme, gives you a 30 feet radius theatened area. With the Guisarme being a monk weapon (Pole Master), you also threaten the "deadzone" of 15 feat closest to you (due to wielding a reach weapon) with your Unarmed Strikes. Se the description of the Monk's Unarmed Strike.
Now to Decisive Strike: one attack at double damage. However, all of your AoO's in the coming round will also do double damage.
You now have a 30 feet radius area which is treated as difficult terrain (Bulwark of Defense from the Knight) and in which 5 ft steps also provoke AoO's. (Thicket of Blades). These AoO's deal double damage. (From Decisive Strike). Stand Still allows you, whenever an AoO due to movement occurs, to forego damaging a foe to force him to remain standing where he is, thus ruining his move action and keeping him in your threatened area.
Thanks to the Psychic Weapon Master's improved Combat Reflexes, you get to add your WIS modifier extra AoO's, which, with a base DEX of 14 (This drops to 10 with Expand to Huge) and WIS of 16 and assuming +6 items to both stats, gives you a total of 10 AoO's, even while flatfooted.
Thanks to Hustle, you can take a move action (which, given your improved Monk speed, is quite a lot of distance.) to reposition yourself and still get a full attack.
Pros:
You own pretty much anything within 30 ft.
Pretty high AC.
High Speed.
High Damage.
Evasion.
Good Fort saves, decent Will.
Not shabby HP.
Cons:
Dependant on enemy actions to get the best of this.
Low Powerpoints.
Low Ref saves.
Personal Notes:
I refused to use the Spiked Chain because it's a lame weapon that's made better than all others.
There are several variations possible, like one with Warmind, to get Sweeping Strikes, or more Psychic Warrior levels to get better manifesting.
If you work in Mageslayer from Complete Arcane, a caster can't cast defensively while in your threatened area and thus always provokes AoO's for casting. He can't 5ft-step out of it either, thanks to Thicket of Blades.
So, what do you guys think? I'm sure I overlooked some things.