Ikeren
2014-05-02, 05:57 PM
Quick, Nobody Move: The Lockdown Handbook:
This handbook is all about ways to prevent enemies from doing the things they want to. There are a few major methods:
Tripping them so they take a -4 to attack and have to waste actions to stand.
Stand still to prevent them from moving.
Bullrushes to prevent them from being where they want to be.
Doing all this on their turn via huge attack of opportunity generation.
Dazing/stunning/fearing.
This option is excellent
This option is good
This option is decent
This option is weak
This option is a trap
The one noticeable thing here is that there are tonnes, and tonnes, and tonnes of interesting options: Feats, Class Abilities, and tricks. Unfortunately, you can't get them all, and many of them are tragically not fighter bonus feats.
There is also an interesting metagame problem here: You can build melee characters well enough to basically instantly negate 100% of melee encounters, resulting in your DM providing you with nothing but archers and casters.
Weapons:
Guisarm and Armour Spikes: This has the advantage of providing reach tripping, 2 handed damage, and not requiring a feat. Unfortunately, you probably can't get 2 handed damage off your armour spikes or spiked gauntlet.
Spiked Chain: Requires an exotic weapon proficiency, but threatens everywhere within reach and is also tripping. Unearthed Arcana has “weapon group proficiencies” which lets you take Flails and Chains and Exotic weapons rather than spending the feat, but you lose out on a lot of other proficiencies.
Kusarigama (DMG pg 145): 1 handed, light, 1d6, otherwise just like a spiked chain (reach, tripping).
Unarmed Strikes: Importantly, you can trip with unarmed strikes. Best with swordsage/monk levels.
Sword and Axe: For the High Sword/Low Axe feat, which provides a free trip attempt when you hit with each.
Dire Flail: You're using the Dire Flail Smash feat. It's a tripping and disarming weapon, but unfortunately, not a reach one.
Morningstar/Heavy Mace/Greatclub: You're using these for Three Mountains Style, presumably with a bull rush build/intimidate, rather than tripping/aoo/reach.
Assistance from GilesTheCleric, of GiTP
Weapons with reach:
Ankus; Bec de Corbin; Entangling Pole; Fauchard; Glaive; Greatspear; Guisarme; Lance, Heavy; Lochaber Axe; Longspear; Longspear, Microlith Barbed; Lucerne Hammer; Mancatcher; Naginata; Partisan; Pilum; Pincer Staff; Poleaxe, Heavy; Ranseur; Sasumata; Sharrash, Talenta; Sodegarami; Sugliin; Voulge; Warpike, Dwarven; Awl Pike; Chaulaks; Chain, Spiked; Duom; Whip
Weapons that count as polearms for feats:
Ankus; Awl Pike; Axe, Lochaber; Axe, Orc Double; Bardiche; Bec de Corbin; Duom; Fauchard; Glaive; Goad; Greatspear; Halberd; Hammer, Lucerne; Longspear; Longstaff; Naginata; Partisan; Pilum; Poleaxe, Heavy; Quarterstaff; Ranseur; Ritiik; Sasumata; Sharrash, Talenta; Sodegarami; Spear; Septum; Urgrosh, Dwarven; Voulge; Warpike, Dwarven.
Weapons that trip:
Ankus; Bolo; Chaulaks; Chain, Spiked; Dragonchain; Flail, Dire; Flail, Heavy; Flail, Light; Guisarme; Gyrspike; Halberd; Hammer, Gnome Hooked; Kama; Lasso; Lochaber Axe; Lynxpaw; Scorpion Chain, Drow; Scythe; Sharrash, Talenta; Sickle; Warpike, Dwarven; Whip; Tigerskull Club.
Double weapons:
Axe, Orc Double; Flail, Dire; Ghost Spike; Gythka; Hammer, Double; Hammer, Gnome Hooked; Gyrspike; Kaua’koi; Lajatang; Lynxpaw; Quarterstaff; Scimitar, Valenar Double; Spear, Dwarven Double; Sword, Two-Bladed; Urgrosh, Dwarven.
When you're looking at Trip+Reach, spiked chain is classic.
If you're looking for Double + Trip, Dire Flails and Lynxpaws.
There are no double + reach weapons, so you can't use exotic weapons master to give a double reach weapon trip and use the double hit feat to make 2 reach trip hits on each AoO --- unfortunately.
The Awl Pike has 15 foot reach instead of 10.
Stats:
Strength: This is a primary stat, being the provided of most DC's, opposed checks, and damage and to hit. You want high strength
Dexterity: This is a high secondary stat, being relevant for feats, AoO's, armor class and reflex saves, and sometimes opposed checks and DC's.
Constitution: You want some con, people are going to attack you.
Intelligence: You probably need intelligence 13 for combat expertise. Warblades/Swashbucklers get a little more out of this.
Wisdom: You probably don't need wisdom, though your a melee character so you will save will need some help. If you're a psychic warrior you need a bit more of this.
Charisma: You probably don't need charisma, though if you are a crusader you get some mileage out of this.
Races and Templates:
Human: The bonus feat is always golden, as you inevitably want more feats.
Half-Ogre template: (Dragon 313 pages 95-96): If small or medium +1 size category (+10 ft movement), +2 NA, Darkvision 60, Giant Blooded, +4 Str -2 int -2cha, LA +1 if size increase, +0 if not (Pair with Half-Minotaur and get both for LA+1).
Half-Minotaur (Dragon 313 pages 95-96): If small or medium, +1 Size category (+10 ft movement), +2 NA, Gore Attack (1d6 medium, secondary natural attack), Darkvision 60, +4 to escape mazes, Scent, +2 Listen/Spot/Search, +4 Str/+2 con/-2 int, LA+1. Increasing size provides another +8 str, -2 dex, +4 con and +2 NA
A Half-Ogre, Half-Minotaur Human, for example, provides +16 Str, -2 Dex, +6 Con, -4 int, -2 cha, NA+6, and size: Large for LA+1. Dragon Magazine, what did you expect.
A 32 point buy looks like, if you need to worry about Dex/int 13 for feats: Str 10, Dex 16, Con 14, Int 17, Wis 10, Cha 9, modified to become: Str 26, Dex 14, Co 20, Int 13, Wis 10, Cha 7. For LA+1.
Goliath (Races of Stone): +4 str, +2 con, -2 dex and powerful build for LA+1. This is the reasonable thing that DM's probably won't blink at, since it comes from Races of Stone.
Dragon Born: Everyone's favourite template can, of course, mix in well here. Found here: https://www.wizards.com/default.asp?x=dnd/iw/20060105b . +2 con, -2 dex, and wings or a breath weapon or senses. Your choice. Lose most of your normal racial benefits --- but not powerful build. Hint hint. Only use if you have enough dex boosting for AoO's. Merging with Goliath can really hurt (-4 dex).
Half-Giant: SRD (here: http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm) Powerful build and a psychic focus. Unfortunately, also LA +1, +2 Str/+2 con -2 dex. Unless you really want 2 power points for free (entering Warmind without psychic warrior), Goliath is probably better; especially with mountain rage.
Everything Else: Templates and races that boost strength/dex/con while penalizing mental stats might not be terrible, but these four really shine, though I'm interested in hearing more if anyone has a favourite race.
Duerger: LA+1, but psionic powers auto-augment with hit dice. Augments are +2, +6, and +6, so at 3 you get free 10 min/level, at 7 you get a free quicken or double size boost, at 9 you get that with the duration boost, and at 13 you get quicken + huge size, and 15 you get the full shebang. That being said, it's a 1/day trick.
Classes:
Fighter: The Bonus Feats matter here, with 4 levels providing 3, 6 levels for 4, 8 for 5, and 10 for 6. Fighter past 10 will probably be better off with mixing in other classes: Cloistered cleric/ordained champion is 2 level for 2 feats, Psychic warrior is 2 levels for 2 feats, as is feat rogue.
Fighter, Dungeoncrasher (DS, p 10) : Trade your 2nd and possibly 6th level bonus feat for the ability to deal damage with bullrushing people into walls (4d6+2* strength at 2, 8d6+3* strength at 6). Combine with things like directed bull rush and shock trooper.
Counter Attack (PHB 2, p 45): Lose bonus feat at 12th. Use a full round action to make an attack, when you're attacked during that round you may attack your attacker as an immediate action. This doesn't seem to be an attack of opportunity (it's never mentioned), so it's like free Robilar's Gambit, but requires you to take slightly less attacks. You can merge it with AoO's, so each time someone attacks you, you can get an immediate attack + an Attack of Opportunity.
Overpowering Attack (PHB 2, p 45): Lose bonus feat at 16th. Make a full round action to make one attack which deals double damage...as do all your attacks of opportunity until the next round. Fighter 16 starts to look remarkably viable.
Zhentarim Figher Substitution Levels (CV, web): is useful for 3rd/5th and 9th level substitutions, which respectively give you skill focus: intimidate, let intimidate last for 24 hours for social stuff, not demoralization, and let you intimidate as a swift action (for demoralization). Combine with Imperious Command + Intimidating Rage + Never Outnumbered Skilltrick to cause everyone within 10 feet to cower for 1 round, then be shaken for duration of rage.
Psychic Warrior: Levels 2 get you 2 bonus feats with only 1 lost BAB (or 0.5 if fractional). The expansion power is an excellent version of Enlarge Person. If you go Psychic Warrior 8, you can dump 8 power points into it, which gives you 2 size increases instead of one --- and is conveniently where the 4th Psychic Warrior Bonus feat is located.
Barbarian: Barbarian itself isn't great, however:
Goliath Barbarians get Mountain Rage (Races of Stone), which gives a size boost while raging.
The Whirling Frenzy variant from Unearthed Arcana is an improvement over typical rage, providing an extra attack.
The Ferocity Rage Variant here boosts your dexterity, which can be good for AoO builds. https://www.wizards.com/default.asp?x=dnd/we/20070228a
Spirit Lion Totem from Complete Champion famously trades Fast movement 10 for pounce which allows full attacks on charges.
The Wolf Totem from Unearthed Arcana gives you improved trip at 2nd level without requiring combat expertise, allowing you to have lower intelligence.
Builds with only a few levels of Barbarian + Intimidating rage are also going to want to look at the -Extra Rage (Rage) [CW] Feat: +2 rages/day.
Monk: Monk itself, is, as everyone knows, terrible. Only 2 levels of it, however, provide flurry of blows, improved unarmed strike, wisdom to AC, evasion, and 2 bonus feats. The trick is, of course, trading the feats away using bizarre alternative class features: Monk Variant: Fighting Styles from UA has options you might care about, such as Cobra Strike (Dodge/mobility, great for qualifying for things), Overwhelming Attack (Power attack, improved bull rush, if you were already taking those feats), Passive Way (Combat Expertise and improved trip).
Ranger: Two levels offer two weapon fighting on the cheap, but aside from that, Ranger offers little to lockdown builds.
Rogue: Rogue itself offers little aside from skills and bonus damage, but Feat Rogue 2 (trade sneak attack dice for fighter bonus feat progression) is a great way to grab 2 more fighter feats + evasion + some skill bonuses. Rogue + Staggering Strike + Some way of reliably triggering it on AoO's, however, is excellent.
Factotum (Dungeonscape): Factotum 1 provides int to things (sometimes, as long as you have inspiration points), but Factotum 3 provides int to combat maneuvers. Some synnergy here with Warblade and Swashbuckler 3. Factotum 8 provides the ruinable cunning surge, but that requires a level and feat investment that most lockdowns won't be able to provide.
Knight (PHB2): Knight 3 provides the excellent Bulwark of Defense, which makes all terrain you threaten difficult terrain (IE, no 5 foot steps). Unfortunately, that's about where the class ends --- and most people will get a similar ability via Thicket of Blades with X8/crusader 2. The 4th level ability can force enemies to attack you, but the restrictions are terrible.
Swashbuckler(Complete Warrior): Swashbuckler 3 provides Weapon Finesse and Intelligence to damage, which is not terrible, but you probably don't have the stats to make it really work.
Marshall (Miniatures Handbook): Marshall 1 provides an aura which gives charisma to combat maneuvers. Marshall 2 provides an aura +1 to your choice of attack, damage, DR/-, 5 foot movement, saves, AC. That's pretty meh.
Crusader: Crusader is in part designed for lockdown; many of it's maneuvers work specifically to lock down enemies, or hurt them once they're locked down.
Warblade: Warblade isn't quite as lockdown oriented as a crusader, but it's still excellent, with good access to similar tricks. 1 level of warblade lets you turn your Cleric 1 war domain weapon focus into whatever weapon focus you like, so that's convenient for qualifying for pre-requisites.
Swordsage:: Swordsage is the least lockdown oriented, but tome of battle brings a lot of excellent things to the table, as per usual.
Totemist: Based around natural weapons (making reach more troublesome), they do have Worg Pelt, which when bound to hand, gives a free trip with bite attacks. Problem is, knock-down already gives a free trip to all attacks...
Gishing it up
Psionics has some easy options (Psychic Warrior, Warmind) with benefits.
Divine, Cleric8/Crusader2/Ruby Knight Vindicator 10 gets you the standard crusader goodies and casting as a 16th level cleric and BAB18. Cleric9/Crusader1/Ruby Knight Vindicator10 gets 17th cleric casting and 17 BAB. Just take lockdown focused feats and win.
Go Cleric5/Ordained Champion3/Crusader2/Ruby Knight Vindicator 10 if you want to focus on melee a little more; You have BAB 18 and the option of 2 fighter bonus feats, but only 15th level cleric casting. There are some excellent cleric buffs for melees in general, and Righteous Wrath provides a size boost.
On the Arcane Side, Jade Pheonix Mage Combines the Arcane + Maneuvers, but isn't really focused on the excellent Crusader lockdown maneuvers. Abjurant Champion is excellent, but again, not specifically lockdown useful. But ultimately, lockdown is about 70-80% a feat base combat style, which means it combines well with whatever you like.
Prestige Classes:
Cloistered Cleric 1 (UA) + Ordained Champion 1 (CC): Cloistered Cleric 1 provides knowledge devotion + war domain for weapon focus + 1 other domain. Ordained champion provides a 4th domain, and then you can trade the two domains for 2 fighter bonus feats --- one more level provides Diehard if you wanted it for some reason.
Exotic Weapon Master (Complete Warrior): You can make your exotic weapon of choice a tripping weapon. Unfortunately, there are no reach double weapons, so this doesn't make double hit + reach work, but there are still uses for this. Twin Exotic Weapon Fighting reduces you're TWF penalty by 1, and Flurry of Strikes gives you a typical extra attack (works with Spiked Chain despite not being an exotic double weapon).
Bear Warrior 1 ---> War Shaper 3 (Complete Warrior, both): 4 levels gets you +5 feet of reach, plus +4 Strength +4 constitution and the ability to turn into a raging bear. You probably want to squeeze the extra rage feat in if you enter with Barbarian 1 or 2. If you're going bullrushing style, this is probably a reasonable thing to consider, if you're going traditional spiked chain tripper, you don't get to wield weapons as a giant bear, so Don't do it.
If you can use a mouth pick (LoM+1 enhancement) spiked chain, things get crazy.
War mind (Expanded Psionics Handbook): If you're going psionic, Warmind is an excellent option: It's enterable at 5th with a single level of psychic warrior or a psionic race. With no feat requirements, It provides a decent power progression (basically, psychic warrior) 3/4ths BAB d10, and free action Str/Con bonuses, free action AC bonuses, DR, and the most important 5th level ability: Sweeping Strike.
He can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
I'm taking an attack of opportunity to improved trip someone who dared to move...and they're next to another enemy, and I also get to trip them? That's incredibly awesome, but it's even more awesome when you work it with Shock Trooper's Directed Bull Rush. Round 1: Bull rush a bunch of people so that they're near each other (knock em back and knock em down). Round 2: Momentum swing all over the place. Use AoO's to keep them close to each other with stand still and improved trip.
Ironforge Soulmaster (Magic of Incarnum): There is a guide here, but at 9th level, your weapon dazes. With 3/4ths BAB, no feat pre-reqs, and incarnum progression, if you want an incarnum lockdown, this is probably a good idea. Unfortunately, I'm far from an expert on the magic of blue, so you'll notice this guide is short on incarnum related tricks. The DC is 10+con+invested essentia. Looking at the meta-cap on Essentia, that could reasonably be 4 invested essentia for a con based DC similar to a 4th level spell --- but this trick wouldn't come online until 14th, unfortunately. See Red Fel's guide here: http://www.giantitp.com/forums/showthread.php?344798-Soul-and-Steel-A-Guide-to-the-Ironsoul-Forgemaster-%28WIP-PEACH%29
Invisible Blade: (Complete Warrior): 3 bad feat pre-reqs, the important here is the 5th level ability to feint as a free action once per round. This + Group Fake out + Staggering Strike means your AoO's all trigger staggering strike. With knock-down, you can trip and stagger enemies on AoO's, rendering them entirely useless. Unfortunately, the sneak attack this class provides only triggers with daggers...or an aptitude spiked chain?
Deepstone Sentinel: (Tome of Battle): 4th level gives you Stone Curse: As an immediate action, hit melee makes will save DC 10+1/2 level + Str modifier or movement modes 0 for 1 round (except fly). The immediate action part of it is not great, and you've got a dwarven (not great) prestige class focused around Stone Dragon (not great) maneuvers. Other abilities are also focused around knocking people prone, but they require too large action types (Standard, 1 target, dragons tooth), and Earthquake, which is swift + 60 foot range but only 1 per encounter...you know what, I had this originally coloured as orange, but I think it's an okay option...
Fist of the Forest (Complete Champion): 3 feats, but you might already have IUS + Power attack, depending on which feat chain you're looking at. Great fortitude sucks. Otherwise, full BAB, D10 hit dice, fort/ref saves, and 3 levels of: Con to AC while unarmored, unarmed damage progression (to 1d10), fast movement 10, Feral Trance (Bonus to DEX? Yes!), and scent. This is good for a build that was already going unarmed strike style (probably for defensive throw/tripping adjacent while wielding a guisarm).
Scarlet Corsair: (Stormwrack): https://www.wizards.com/default.asp?x=dnd/iw/20050805b . With no feat pre-requisites, 5 levels gets you intimidate to demoralize everyone within 30 feet, and free action feints (every 2d4 rounds) (which combines well with staggering strike). It is a better offer than Invisible Blade if you want to go staggering strike, since it doesn't blow your feats/limit sneak attack to daggers.
Dwarven Defender: Curmudgeon wanted this included. With 40ft+ reach you are less ineffective than you usually would be. But you're still blowing 3 feats (of which, only 1 is a fighter bonus feat), and taking levels in something to not move.
Knight of The Raven: Expedition to Castle Ravenloft: With 9/10ths divine casting and full BAB, this is an excellent cleric prestige class. The 5th level ability works like mini-thicket of blades, allowing you to force one enemy to provoke off 5 foot steps. Conveniently no feat requirements, either.
Bloodstorm Blade: Tome of Battle: It's a throwing focused prestige class. Use with Boomerang Daze combat style.
This handbook is all about ways to prevent enemies from doing the things they want to. There are a few major methods:
Tripping them so they take a -4 to attack and have to waste actions to stand.
Stand still to prevent them from moving.
Bullrushes to prevent them from being where they want to be.
Doing all this on their turn via huge attack of opportunity generation.
Dazing/stunning/fearing.
This option is excellent
This option is good
This option is decent
This option is weak
This option is a trap
The one noticeable thing here is that there are tonnes, and tonnes, and tonnes of interesting options: Feats, Class Abilities, and tricks. Unfortunately, you can't get them all, and many of them are tragically not fighter bonus feats.
There is also an interesting metagame problem here: You can build melee characters well enough to basically instantly negate 100% of melee encounters, resulting in your DM providing you with nothing but archers and casters.
Weapons:
Guisarm and Armour Spikes: This has the advantage of providing reach tripping, 2 handed damage, and not requiring a feat. Unfortunately, you probably can't get 2 handed damage off your armour spikes or spiked gauntlet.
Spiked Chain: Requires an exotic weapon proficiency, but threatens everywhere within reach and is also tripping. Unearthed Arcana has “weapon group proficiencies” which lets you take Flails and Chains and Exotic weapons rather than spending the feat, but you lose out on a lot of other proficiencies.
Kusarigama (DMG pg 145): 1 handed, light, 1d6, otherwise just like a spiked chain (reach, tripping).
Unarmed Strikes: Importantly, you can trip with unarmed strikes. Best with swordsage/monk levels.
Sword and Axe: For the High Sword/Low Axe feat, which provides a free trip attempt when you hit with each.
Dire Flail: You're using the Dire Flail Smash feat. It's a tripping and disarming weapon, but unfortunately, not a reach one.
Morningstar/Heavy Mace/Greatclub: You're using these for Three Mountains Style, presumably with a bull rush build/intimidate, rather than tripping/aoo/reach.
Assistance from GilesTheCleric, of GiTP
Weapons with reach:
Ankus; Bec de Corbin; Entangling Pole; Fauchard; Glaive; Greatspear; Guisarme; Lance, Heavy; Lochaber Axe; Longspear; Longspear, Microlith Barbed; Lucerne Hammer; Mancatcher; Naginata; Partisan; Pilum; Pincer Staff; Poleaxe, Heavy; Ranseur; Sasumata; Sharrash, Talenta; Sodegarami; Sugliin; Voulge; Warpike, Dwarven; Awl Pike; Chaulaks; Chain, Spiked; Duom; Whip
Weapons that count as polearms for feats:
Ankus; Awl Pike; Axe, Lochaber; Axe, Orc Double; Bardiche; Bec de Corbin; Duom; Fauchard; Glaive; Goad; Greatspear; Halberd; Hammer, Lucerne; Longspear; Longstaff; Naginata; Partisan; Pilum; Poleaxe, Heavy; Quarterstaff; Ranseur; Ritiik; Sasumata; Sharrash, Talenta; Sodegarami; Spear; Septum; Urgrosh, Dwarven; Voulge; Warpike, Dwarven.
Weapons that trip:
Ankus; Bolo; Chaulaks; Chain, Spiked; Dragonchain; Flail, Dire; Flail, Heavy; Flail, Light; Guisarme; Gyrspike; Halberd; Hammer, Gnome Hooked; Kama; Lasso; Lochaber Axe; Lynxpaw; Scorpion Chain, Drow; Scythe; Sharrash, Talenta; Sickle; Warpike, Dwarven; Whip; Tigerskull Club.
Double weapons:
Axe, Orc Double; Flail, Dire; Ghost Spike; Gythka; Hammer, Double; Hammer, Gnome Hooked; Gyrspike; Kaua’koi; Lajatang; Lynxpaw; Quarterstaff; Scimitar, Valenar Double; Spear, Dwarven Double; Sword, Two-Bladed; Urgrosh, Dwarven.
When you're looking at Trip+Reach, spiked chain is classic.
If you're looking for Double + Trip, Dire Flails and Lynxpaws.
There are no double + reach weapons, so you can't use exotic weapons master to give a double reach weapon trip and use the double hit feat to make 2 reach trip hits on each AoO --- unfortunately.
The Awl Pike has 15 foot reach instead of 10.
Stats:
Strength: This is a primary stat, being the provided of most DC's, opposed checks, and damage and to hit. You want high strength
Dexterity: This is a high secondary stat, being relevant for feats, AoO's, armor class and reflex saves, and sometimes opposed checks and DC's.
Constitution: You want some con, people are going to attack you.
Intelligence: You probably need intelligence 13 for combat expertise. Warblades/Swashbucklers get a little more out of this.
Wisdom: You probably don't need wisdom, though your a melee character so you will save will need some help. If you're a psychic warrior you need a bit more of this.
Charisma: You probably don't need charisma, though if you are a crusader you get some mileage out of this.
Races and Templates:
Human: The bonus feat is always golden, as you inevitably want more feats.
Half-Ogre template: (Dragon 313 pages 95-96): If small or medium +1 size category (+10 ft movement), +2 NA, Darkvision 60, Giant Blooded, +4 Str -2 int -2cha, LA +1 if size increase, +0 if not (Pair with Half-Minotaur and get both for LA+1).
Half-Minotaur (Dragon 313 pages 95-96): If small or medium, +1 Size category (+10 ft movement), +2 NA, Gore Attack (1d6 medium, secondary natural attack), Darkvision 60, +4 to escape mazes, Scent, +2 Listen/Spot/Search, +4 Str/+2 con/-2 int, LA+1. Increasing size provides another +8 str, -2 dex, +4 con and +2 NA
A Half-Ogre, Half-Minotaur Human, for example, provides +16 Str, -2 Dex, +6 Con, -4 int, -2 cha, NA+6, and size: Large for LA+1. Dragon Magazine, what did you expect.
A 32 point buy looks like, if you need to worry about Dex/int 13 for feats: Str 10, Dex 16, Con 14, Int 17, Wis 10, Cha 9, modified to become: Str 26, Dex 14, Co 20, Int 13, Wis 10, Cha 7. For LA+1.
Goliath (Races of Stone): +4 str, +2 con, -2 dex and powerful build for LA+1. This is the reasonable thing that DM's probably won't blink at, since it comes from Races of Stone.
Dragon Born: Everyone's favourite template can, of course, mix in well here. Found here: https://www.wizards.com/default.asp?x=dnd/iw/20060105b . +2 con, -2 dex, and wings or a breath weapon or senses. Your choice. Lose most of your normal racial benefits --- but not powerful build. Hint hint. Only use if you have enough dex boosting for AoO's. Merging with Goliath can really hurt (-4 dex).
Half-Giant: SRD (here: http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm) Powerful build and a psychic focus. Unfortunately, also LA +1, +2 Str/+2 con -2 dex. Unless you really want 2 power points for free (entering Warmind without psychic warrior), Goliath is probably better; especially with mountain rage.
Everything Else: Templates and races that boost strength/dex/con while penalizing mental stats might not be terrible, but these four really shine, though I'm interested in hearing more if anyone has a favourite race.
Duerger: LA+1, but psionic powers auto-augment with hit dice. Augments are +2, +6, and +6, so at 3 you get free 10 min/level, at 7 you get a free quicken or double size boost, at 9 you get that with the duration boost, and at 13 you get quicken + huge size, and 15 you get the full shebang. That being said, it's a 1/day trick.
Classes:
Fighter: The Bonus Feats matter here, with 4 levels providing 3, 6 levels for 4, 8 for 5, and 10 for 6. Fighter past 10 will probably be better off with mixing in other classes: Cloistered cleric/ordained champion is 2 level for 2 feats, Psychic warrior is 2 levels for 2 feats, as is feat rogue.
Fighter, Dungeoncrasher (DS, p 10) : Trade your 2nd and possibly 6th level bonus feat for the ability to deal damage with bullrushing people into walls (4d6+2* strength at 2, 8d6+3* strength at 6). Combine with things like directed bull rush and shock trooper.
Counter Attack (PHB 2, p 45): Lose bonus feat at 12th. Use a full round action to make an attack, when you're attacked during that round you may attack your attacker as an immediate action. This doesn't seem to be an attack of opportunity (it's never mentioned), so it's like free Robilar's Gambit, but requires you to take slightly less attacks. You can merge it with AoO's, so each time someone attacks you, you can get an immediate attack + an Attack of Opportunity.
Overpowering Attack (PHB 2, p 45): Lose bonus feat at 16th. Make a full round action to make one attack which deals double damage...as do all your attacks of opportunity until the next round. Fighter 16 starts to look remarkably viable.
Zhentarim Figher Substitution Levels (CV, web): is useful for 3rd/5th and 9th level substitutions, which respectively give you skill focus: intimidate, let intimidate last for 24 hours for social stuff, not demoralization, and let you intimidate as a swift action (for demoralization). Combine with Imperious Command + Intimidating Rage + Never Outnumbered Skilltrick to cause everyone within 10 feet to cower for 1 round, then be shaken for duration of rage.
Psychic Warrior: Levels 2 get you 2 bonus feats with only 1 lost BAB (or 0.5 if fractional). The expansion power is an excellent version of Enlarge Person. If you go Psychic Warrior 8, you can dump 8 power points into it, which gives you 2 size increases instead of one --- and is conveniently where the 4th Psychic Warrior Bonus feat is located.
Barbarian: Barbarian itself isn't great, however:
Goliath Barbarians get Mountain Rage (Races of Stone), which gives a size boost while raging.
The Whirling Frenzy variant from Unearthed Arcana is an improvement over typical rage, providing an extra attack.
The Ferocity Rage Variant here boosts your dexterity, which can be good for AoO builds. https://www.wizards.com/default.asp?x=dnd/we/20070228a
Spirit Lion Totem from Complete Champion famously trades Fast movement 10 for pounce which allows full attacks on charges.
The Wolf Totem from Unearthed Arcana gives you improved trip at 2nd level without requiring combat expertise, allowing you to have lower intelligence.
Builds with only a few levels of Barbarian + Intimidating rage are also going to want to look at the -Extra Rage (Rage) [CW] Feat: +2 rages/day.
Monk: Monk itself, is, as everyone knows, terrible. Only 2 levels of it, however, provide flurry of blows, improved unarmed strike, wisdom to AC, evasion, and 2 bonus feats. The trick is, of course, trading the feats away using bizarre alternative class features: Monk Variant: Fighting Styles from UA has options you might care about, such as Cobra Strike (Dodge/mobility, great for qualifying for things), Overwhelming Attack (Power attack, improved bull rush, if you were already taking those feats), Passive Way (Combat Expertise and improved trip).
Ranger: Two levels offer two weapon fighting on the cheap, but aside from that, Ranger offers little to lockdown builds.
Rogue: Rogue itself offers little aside from skills and bonus damage, but Feat Rogue 2 (trade sneak attack dice for fighter bonus feat progression) is a great way to grab 2 more fighter feats + evasion + some skill bonuses. Rogue + Staggering Strike + Some way of reliably triggering it on AoO's, however, is excellent.
Factotum (Dungeonscape): Factotum 1 provides int to things (sometimes, as long as you have inspiration points), but Factotum 3 provides int to combat maneuvers. Some synnergy here with Warblade and Swashbuckler 3. Factotum 8 provides the ruinable cunning surge, but that requires a level and feat investment that most lockdowns won't be able to provide.
Knight (PHB2): Knight 3 provides the excellent Bulwark of Defense, which makes all terrain you threaten difficult terrain (IE, no 5 foot steps). Unfortunately, that's about where the class ends --- and most people will get a similar ability via Thicket of Blades with X8/crusader 2. The 4th level ability can force enemies to attack you, but the restrictions are terrible.
Swashbuckler(Complete Warrior): Swashbuckler 3 provides Weapon Finesse and Intelligence to damage, which is not terrible, but you probably don't have the stats to make it really work.
Marshall (Miniatures Handbook): Marshall 1 provides an aura which gives charisma to combat maneuvers. Marshall 2 provides an aura +1 to your choice of attack, damage, DR/-, 5 foot movement, saves, AC. That's pretty meh.
Crusader: Crusader is in part designed for lockdown; many of it's maneuvers work specifically to lock down enemies, or hurt them once they're locked down.
Warblade: Warblade isn't quite as lockdown oriented as a crusader, but it's still excellent, with good access to similar tricks. 1 level of warblade lets you turn your Cleric 1 war domain weapon focus into whatever weapon focus you like, so that's convenient for qualifying for pre-requisites.
Swordsage:: Swordsage is the least lockdown oriented, but tome of battle brings a lot of excellent things to the table, as per usual.
Totemist: Based around natural weapons (making reach more troublesome), they do have Worg Pelt, which when bound to hand, gives a free trip with bite attacks. Problem is, knock-down already gives a free trip to all attacks...
Gishing it up
Psionics has some easy options (Psychic Warrior, Warmind) with benefits.
Divine, Cleric8/Crusader2/Ruby Knight Vindicator 10 gets you the standard crusader goodies and casting as a 16th level cleric and BAB18. Cleric9/Crusader1/Ruby Knight Vindicator10 gets 17th cleric casting and 17 BAB. Just take lockdown focused feats and win.
Go Cleric5/Ordained Champion3/Crusader2/Ruby Knight Vindicator 10 if you want to focus on melee a little more; You have BAB 18 and the option of 2 fighter bonus feats, but only 15th level cleric casting. There are some excellent cleric buffs for melees in general, and Righteous Wrath provides a size boost.
On the Arcane Side, Jade Pheonix Mage Combines the Arcane + Maneuvers, but isn't really focused on the excellent Crusader lockdown maneuvers. Abjurant Champion is excellent, but again, not specifically lockdown useful. But ultimately, lockdown is about 70-80% a feat base combat style, which means it combines well with whatever you like.
Prestige Classes:
Cloistered Cleric 1 (UA) + Ordained Champion 1 (CC): Cloistered Cleric 1 provides knowledge devotion + war domain for weapon focus + 1 other domain. Ordained champion provides a 4th domain, and then you can trade the two domains for 2 fighter bonus feats --- one more level provides Diehard if you wanted it for some reason.
Exotic Weapon Master (Complete Warrior): You can make your exotic weapon of choice a tripping weapon. Unfortunately, there are no reach double weapons, so this doesn't make double hit + reach work, but there are still uses for this. Twin Exotic Weapon Fighting reduces you're TWF penalty by 1, and Flurry of Strikes gives you a typical extra attack (works with Spiked Chain despite not being an exotic double weapon).
Bear Warrior 1 ---> War Shaper 3 (Complete Warrior, both): 4 levels gets you +5 feet of reach, plus +4 Strength +4 constitution and the ability to turn into a raging bear. You probably want to squeeze the extra rage feat in if you enter with Barbarian 1 or 2. If you're going bullrushing style, this is probably a reasonable thing to consider, if you're going traditional spiked chain tripper, you don't get to wield weapons as a giant bear, so Don't do it.
If you can use a mouth pick (LoM+1 enhancement) spiked chain, things get crazy.
War mind (Expanded Psionics Handbook): If you're going psionic, Warmind is an excellent option: It's enterable at 5th with a single level of psychic warrior or a psionic race. With no feat requirements, It provides a decent power progression (basically, psychic warrior) 3/4ths BAB d10, and free action Str/Con bonuses, free action AC bonuses, DR, and the most important 5th level ability: Sweeping Strike.
He can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
I'm taking an attack of opportunity to improved trip someone who dared to move...and they're next to another enemy, and I also get to trip them? That's incredibly awesome, but it's even more awesome when you work it with Shock Trooper's Directed Bull Rush. Round 1: Bull rush a bunch of people so that they're near each other (knock em back and knock em down). Round 2: Momentum swing all over the place. Use AoO's to keep them close to each other with stand still and improved trip.
Ironforge Soulmaster (Magic of Incarnum): There is a guide here, but at 9th level, your weapon dazes. With 3/4ths BAB, no feat pre-reqs, and incarnum progression, if you want an incarnum lockdown, this is probably a good idea. Unfortunately, I'm far from an expert on the magic of blue, so you'll notice this guide is short on incarnum related tricks. The DC is 10+con+invested essentia. Looking at the meta-cap on Essentia, that could reasonably be 4 invested essentia for a con based DC similar to a 4th level spell --- but this trick wouldn't come online until 14th, unfortunately. See Red Fel's guide here: http://www.giantitp.com/forums/showthread.php?344798-Soul-and-Steel-A-Guide-to-the-Ironsoul-Forgemaster-%28WIP-PEACH%29
Invisible Blade: (Complete Warrior): 3 bad feat pre-reqs, the important here is the 5th level ability to feint as a free action once per round. This + Group Fake out + Staggering Strike means your AoO's all trigger staggering strike. With knock-down, you can trip and stagger enemies on AoO's, rendering them entirely useless. Unfortunately, the sneak attack this class provides only triggers with daggers...or an aptitude spiked chain?
Deepstone Sentinel: (Tome of Battle): 4th level gives you Stone Curse: As an immediate action, hit melee makes will save DC 10+1/2 level + Str modifier or movement modes 0 for 1 round (except fly). The immediate action part of it is not great, and you've got a dwarven (not great) prestige class focused around Stone Dragon (not great) maneuvers. Other abilities are also focused around knocking people prone, but they require too large action types (Standard, 1 target, dragons tooth), and Earthquake, which is swift + 60 foot range but only 1 per encounter...you know what, I had this originally coloured as orange, but I think it's an okay option...
Fist of the Forest (Complete Champion): 3 feats, but you might already have IUS + Power attack, depending on which feat chain you're looking at. Great fortitude sucks. Otherwise, full BAB, D10 hit dice, fort/ref saves, and 3 levels of: Con to AC while unarmored, unarmed damage progression (to 1d10), fast movement 10, Feral Trance (Bonus to DEX? Yes!), and scent. This is good for a build that was already going unarmed strike style (probably for defensive throw/tripping adjacent while wielding a guisarm).
Scarlet Corsair: (Stormwrack): https://www.wizards.com/default.asp?x=dnd/iw/20050805b . With no feat pre-requisites, 5 levels gets you intimidate to demoralize everyone within 30 feet, and free action feints (every 2d4 rounds) (which combines well with staggering strike). It is a better offer than Invisible Blade if you want to go staggering strike, since it doesn't blow your feats/limit sneak attack to daggers.
Dwarven Defender: Curmudgeon wanted this included. With 40ft+ reach you are less ineffective than you usually would be. But you're still blowing 3 feats (of which, only 1 is a fighter bonus feat), and taking levels in something to not move.
Knight of The Raven: Expedition to Castle Ravenloft: With 9/10ths divine casting and full BAB, this is an excellent cleric prestige class. The 5th level ability works like mini-thicket of blades, allowing you to force one enemy to provoke off 5 foot steps. Conveniently no feat requirements, either.
Bloodstorm Blade: Tome of Battle: It's a throwing focused prestige class. Use with Boomerang Daze combat style.