Move Action Move to cover his allies with his reach (at the very least Corym), while having one half-orc at 10ft distance. Having a thug at less distance is not acceptable.
Standard Action Attack one of the thugs in reach
(1d20+10)[18],
(2d4+8)[13] damage. Since the attack will always do at least 10 damage on hit, it will trigger Knock-Down, giving Varin a free trip attempt against the half-orc (does not provoke an AoO due to Improved Trip). Because the AoO is triggered by the attempt to move out of , a tripped enemy
Trip strength check
(1d20+8)[16] vs the target's Strength or Dexterity check (whichever has the higher modifier).
In case Varin loses and the half-orc trips back:
(1d20+8)[28]. If Varin also loses that check, he drops his guisarme instead of letting himself be tripped.
If Varin manages to trip the half-orc, he gets a free attack against the half-orc due to Improved Trip.
(1d20+10)[15],
(2d4+8)[15] damage.
Out of turn Varin will make AoOs against any enemy trying to move through/out of his reach (Varin also threatens within 5ft with his spiked gauntlet). He can make up to 4 AoOs per round. On a hit with his guisarme, he will always do at least 10 damage and thus trigger Knock-Down for a trip attempt. See above for the decision tree on those.
OOC: In hindsight, I am not sure why I decided to go for a reach trip character to protect the party in a game without tactical positioning. I guess I can at least make it harder for enemies to approach Varin and his map?