Fauchard Biting Tripper Build
Race: Motherless Tiefling (race is quite important, as that's +1 Bite attack - which can translate to trip and multiple extra attacks)
Alignment: Lawful for Monk. Preferably lawful good for easier late game defense wise (+5 Dodge is pretty huge!), but you can get some good use of bite damage & attack boosts from Neutral or Evil robes also.
Stats:
Str 18 (+4)
Dex 14
Con 12
Int 13
Wis 16
Cha 7 (+1)
Weapon: Till level 10-14 Feral Mutagen with best Amulet of Mighty Fists you can find. 4 Max BAB attacks at level 2 with bonus sneak dice generally trump other options. You can use a quarterstaff as a backup weapon if you can get a decent one, it'll benefit from Flurry and your high Strenght (but using a manufactured weapon will relegate Bites to Secondary status, meaning -5 BAB and 1/2 Str damage, so usually not worth it). Later on fauchards (generally when Sahiya delivers you a good one, they really start to shine when you get Improved Critical - which is pretty late). Serpent Prince is an excellent damage option that's available before mid game - if you're lucky. You really want to pamper Sahiya to deliver her masterpiece Mastery fauchard ASAP (earliest late Act IV), as that will be quite the game changer, boosting your CMB and delivering bonus attacks whenever your Bite trips land.
At HATEOT I've found a neat +4 Ghost Touch Quarterstaff of Speed, which was very handy there also (turns out you can crit and sneak attack ghosts - if you have a ghost touch weapon).
Class split: 12 Vivisectionist / 1 Monk / 1 Sword Saint (Fauchard): That's quite important, sort of foundation of the build. Then I went with Archeologist Bard 2 / Dragon Disciple 4. This offered me the 3rd bite attack, made my char significantly more tanky with Uncanny Dodge, +3 DD Natural Armor, Mirror Image; +4 DD Str allowed me to reach a nice, round number of 50 Str, got 2 bonus feats: Opportunist and Blind Fight (theoretically not needed, but wanted to be on the safe side).
Feats:
1 Combat Expertise
2 (Discovery) Feral Mutagen
3 Traditional Monk: Monk bonus: Crane Style; Trip
4
5 (Discovery) Combat Trick: Outflank; Combat Reflexes
6
7 (Discovery) Feral Wings* (If you have second DLC; If you go Cha route instead of Wis, you could pick Intimidating Prowess for example); Fury's Fall
8
9 Sword Saint: Fauchard; SS: Exotic Proficiency: Fauchard; SS: Weapon Focus: Fauchard; Greater Trip
10 (Discovery) Combat Trick: Dazzling Display* (assuming you have a dedicated aoe Intimidator in your party; otherwise you could still try to take it at the cost of Will saves - lower Wis, raise Cha, go Scaled Fist Monk, try to fit Intimidating Prowess earlier - but it would be far less optimal, Will saves are important)
11 Shatter Defenses* (assuming you have a dedicated aoe Intimidator in your party; otherwise you could still try to take it at the cost of Will saves - lower Wis, raise Cha, go Scaled Fist Monk, try to fit Intimidating Prowess earlier - but it would be far less optimal, Will saves are important)
12 (Discovery) Crippling Strike
13 Improved Critical Fauchard
14 (Discovery) Greater Mutagen
15 Archeologist Dreadful Carnage* (Could pick Seize the Moment, but I think that's more useful overall. With the next feat you'll actually land those aoe auto-scares often)
16 Archeologist /Uncanny Dodge/ Bard Bonus: Opportunist
17 DD Intimidating Prowess
18 DD /Dragon Bite/; DD bonus: Blind Fight
19 DD Seize the Moment /pick Mirror Image Spell/
20 DD
Important spells: Shield, Enlarge, True Strike, Barkskin, Blur, False Life, Heroism, Haste, Displacement, Improved Invisibility, Echolocation, Death Ward; later Mirror Image.
Important 3rd party buff: Legendary Proportions (could get it yourself by going 16+ Vivi, but would be a weaker build overall). Other desired buffs: Greater Heroism and/or Heroic Invocation (the former is better but the latter lasts longer and is party-wide), Magic Vestment. If you use another level 16+ Alchemist with Infusion, he could buff you with Transformation late game.
Important equipment:
1. Cloak of Winter Wolf (get it in Act 2 ASAP - Bridge over Guldrin River area),
2. Amulet of Mighty or Agile Fists, highest enchantment available (+1 is at Sycamore in werewolves possession AFAIR, +3 Agile amulet can be found in Womb of Lamashtu secret area after you beat the bear treant, that will last you a while before you get a +4 Agile and finally +5 Mighty Fist).
3. AC bracers, highest enchantment (hint: there is a cave in the east you can reach in early Act 2 with +5 bracers you can grab, just don't try to fight the Dweomerlion). If you're brave the lich at Lonely Barrow has +8 bracers.
4. Best Physical Belt you can get. Prioritize Str and Dex, remember that you can buff one of them with spells early on.
5. Best mental Hat/Crown you can get. Prioritize Wis (or remember about early buffs). Again, lich at Lonely Barrow has a +8 hat that brave can get early.
4. Monk Robes, depending on alignment. Lawful Good Protector's Robes are best and available earliest. Before you can wear Censor's robes for +2 AC, if the artisan makes them for you.
5. Ring with Deflection & Resistances and some other goodies. You can win a +4/+4 one at Rushlight Tournament, eventually you find a +5/+5 one.
6. Ring of Circumstances - can take a while to afford it, might be difficult at the Tournament, but still, it will be for sale in Pitax later. Before that, the +2 attack ring from artisan would be nice.
Early on Opportunist Boots are handy and should be trivial to get if you ask Varrask for Kelid style weapons, as its his lowest tier item.
Bokken's masterpiece potion would obviously be very welcome as well.
Not quite optimally buffed shot: