I just put together a mid level
tripper warblade build. Someone suggested to use mage slayer instead of knockdown as well. Any mage in a 10' radius has to move out in order to cast their spell, triggering 1 or 2 AoO. Oh ya, they can't move out because of trip! You also get some nice bonus to your saves to ignore the mages spells. Here it is:
2 Wolf/Ferocity Barbarian, rest warblade
Feats
L1: Martial Study (Crusader’s Strike)
Human: Exotic Weapon Proficiency (Spiked Chain)
Flaw: Combat Reflexes
L2 Wolf Totem: Improved Trip
L3: Knock-Down (Or mage-slayer)
L4 Warblade Feature: Uncanny Dodge
L6: Martial Stance (Thicket of Blades)
L7 Bonus Feat: Improved Initiative
L8 Warblade Feature: Improved Uncanny Dodge
Warblade (Starting at IL 2 from barb dip)
Barb lvl 1: Crusader's Strike
L1: Moment of Perfect Mind (DM), Charging Minotaur (SD), Leading the Attack (WR)
L2: Wall of Blades (IH)
L3: Emerald Razor (WR)
L4: Loose Charging Minotaur (SD), gain Iron Heart Surge (IH)
L5: White Ravens Tactics (WR)
L6: Loose Leading the Attack (WR), Gain Lightning Recovery (IH)
Stances:
L1: Punishing Stance
L4: Tactics of the Wolf
L4: Thicket of Blades (Feat)