Rogue 20/Ravager 10/Man At Arms 10
Some notable bugs/flaws exposed:
1) Ravager's Cruelest Cut keeps claiming "not close enough" no matter how close I get. Might be a problem with collision detection due to minotaur being a large creature, but should be looked into.
2) Man At Arms apparently doesn't actually get THE Improved Critical feat for his weapons. This means no Overwhelming/Devastating Critical. I find this odd, since he seems to have no problem getting the various Weapon Proficiency/Shield/Armour feats at first level...
3) Minotaur's charge should really be available at all times(with a -2 from max AB penalty for being a natural weapon used as secondary attack), not just when unarmed. Also, if used in that way, it should deal 1/2 str mod bonus damage. Interestingly, it dealt more damage than the listed 4d6+6. At first, I thought it was 4d6+6+1.5*Str Mod, but the values don't seem quite right. It also seems to roll maximum damage all the time(but that could be me) Might be interesting, if it could be coded in as an extra attack ala Haste/Furious Assault/Perfect TWF, etc.
Edit: Technically, it should just be an attack that occurs if you click on an enemy from afar, but that might be dangerous due to the lowered AC(but let's face it, with a natural armour of 5, who gives a toss about -2?). The proper damage is 4d6+1.5*Str mod, I just checked the MM. The Minotaur listed there is 19 Strength, for a mod of 4(*1.5=6)
This character has decent Hide/Move Silently scores(in the low 30s), and 10d6 Sneak Attack(with Lingering Damage). Anything he doesn't break in the first round with his 32 base Strength and Scythe, is probably dead in the next round(unless it's undead/construct/ooze) I was working towards getting that Scythe in HotU Chapter 2, but he's got a decent one as is. He also does pretty well with some other weapons. Personally, I'd pick axes/scythe/halberd/warhammer, for the various damage types. Critical Size being more important than Critical Range here. Please don't get me foaming at the mouth by suggesting Kukris, those damn things should be classed as heavier weapons, practically the size of a short sword(and weight of a longsword), rather than a dagger.
Feats chosen: Blooded(although Bullheaded would be pretty appropriate, Blooded was chosen for Initiative reasons), Cleave, Power Attack, Dirty Fighting(for the Ravager requirements), Improved Power Attack, Great Cleave, 4*Weapon Focus(for Man At Arms), Weapon Focus Scythe(using Exotic WP from MaA levels), Improved Sneak Attack, Lingering Damage.
Various bonus feats(all from MaA and Rogue):
Rogue: Crippling Strike, Improved Evasion, Slippery Mind, either Improved SA or Lingering Damage, picking the other as a regular feat.
MaA: Improved Initiative, Superior Initiative, Exotic Weapon Proficiency, pretty much everything listed in the MaA progression.
Skills: Important to have 3 Intimidate at some point, and Lore(standard to max this anyways), in order to qualify. MaA levels put points in Hide/Move Silently, Ravager puts points in Listen/Spot.
Abilities: I pushed for 22 Strength, 14 Dexterity, 18 Constitution, and 10 everything else, after racial mods. All level up points went to Strength.
Strategy: Just sneak in, bonk them over the head(3/2/2 attacks, using Furious Assault, Haste, dual wielding) with your weapon of choice, run around a corner if they don't trigger Great Cleave, Stealth Mode, bonk them over the head again as they follow. He picked up this trick working in a press gang at the docks in his youth. He can also use Flame Twin once a day, due to his gloves. This allows him to gain flanking bonuses on larger monsters, although quite frankly, if he can kill it, so will the flame twin...
Exact Progression: Wait for them to post the build in the link, sorry. :/