This build is designed to produce a well-rounded melee warrior with great defense, saves, and damage potential. AC and damage output will scale all the way to max level, and thanks to Paladin and Champion of Torm, saves will be high across the board. Nothing fancy with this build, maybe even a bit boring, but you can count on it to reliably dish it out and take it.
What you get with this build: full BAB; up to 8 attacks per round with Perfect TWF (7 if you decide to skip it); devastating critical at level 22; extremely high AC (tops out at 48 completely naked before any equipment bonuses); intelligence bonus to AC; good saves with charisma bonus to saves and +5 from Champion of Torm; immunity to disease and fear.
Weak Points: due to the high attacks per round, monsters that can avoid Devastating Critical can still be taken down quickly; this build has great saves, but its Will save may be just good instead of great; this build has no innate healing abilities outside of low-level Lay on Hands, making them a good candidate for equipment with regeneration; with expertise turned on and nothing to offset the TWF penalties you may miss sometimes with your melee attacks, this can be addressed by taking the following feats instead of Perfect TWF and some of the Great Dexterity selections: Oversized TWF, Weapon Focus (scimitar) and Epic Weapon Focus (scimitar) - you will lose one attack per round but have a higher chance of connecting. This build does not take Daylight Adaptation, so it will experience an annoying blinding effect periodically when outside, this is not a serious problems as most battles take place indoors and the blinding is temporary, but you can swap a Great Dexterity feat if you are dropping Perfect TWF for Daylight Adaptation.
Build Name: Stand and Deliver
Race: Orog
Alignment: Lawful Good
STR 20
DEX 14
CON 10
WIS 11
INT 13
CHA 12
Lvl Class
1 Paladin 1: Dodge
2 Pal 2
3 Pal 3: Weapon Finesse
4 Pal 4: STR 21
5 Pal 5
6 Pal 6: Mobility
7 Pal 7
8 Duelist 1: STR 22
9 Duel 2: Expertise
10 Duel 3
11 Duel 4
12 Duel 5: Weapon Focus (Scimitar), STR 23
13 Duel 6
14 Duel 7
15 Champion of Torm 1: Improved Critical (Scimitar)
16 CoT 2: B: Ambidexterity, STR 24
17 CoT 3
18 CoT 4: Power Attack, B: Cleave
19 CoT 5
20 CoT 6: B: Great Cleave, STR 25
21 CoT 7: Overwhelming Critical (Scimitar)
22 CoT 8: B: Devastating Critical (Scimitar)
23 CoT 9
24 CoT 10: Great Dexterity, B: Two-Weapon Fighting, DEX 16
25 Duel 8
26 Duel 9
27 Duel 10: Great Dexterity
28 Duel 11: DEX 18
29 Duel 12
30 Duel 13: Improved TWF, B: Great Dexterity
31 Duel 14
32 Duel 15: DEX 20
33 Duel 16: Greater TWF , B: Great Dexterity
34 Duel 17
35 Duel 18
36 Duel 19: Great Dexterity, B: Great Dexterity, DEX 24
37 Duel 20
38 Duel 21
39 Duel 22: B: Great Dexterity
40 Duel 23: Perfect TWF, STR 26
Note, make sure to buy off the orog level adjustment as soon as you can (level 6 and 9). For all this build's abilities to work you must 1) not wear any actual armor (clothes with an AC bonus and robes are fine) and 2) have Fighting Defensively turned on (enabling sticky combat modes is recommended). You may choose to wear armor and still get the huge AC boost from ellaborate dodge as long as expertise is turned on but you will lose your intelligence bonus to AC - this may or may not be beneficial. It is probably a good idea to stick with a scimitar and tower shield until levels 24-30 when the off-hand attacks start to come online before switching to dual scimitars.