Okay, here's the basics on what I have. These are surprisingly pretty flexible on wealth.
Fisty McFlingerton:
Dwarf Monk. Uses Holy Strike ACF from Complete Warrior and Hand and Foot Mastery (since it's almost free for this) from the SRD. Whether LG or LE, doesn't change much.
Perks: Uses no setting-specific, third party, or even multiclassing. Capatalizes on Monk class features.
Weaknesses: At all levels is a social klutz. Best for him to just remain silent when talking is necessary.
Base ability scores (before racial adjustments)
Str: 16
Dex: 12
Con: 14
Int:10
Wis: 16
Cha: 8
As level-ups occour, Str will be boosted.
Level 6:Feats:
(1) Telepathic Affinity (CPsi)
Stunning Fist (Monk bonus)
Deflect Arrows (Monk bonus)
(3)Darkstalker
(6)Improved Natural Attack (Unarmed Strike)
Improved Trip (Monk bonus)
Skills:
Balance: 9 ranks (total mod: +12)
Hide: 5 ranks (total mod: +6)
Listen: 9 ranks (total mod: +12)
Spot: 9 ranks (total mod: +12)
Tumble: 4 ranks (total mod: +5)
Equipment of note: Necklace of Natural Attacks (+1) (2,600gp), Handy Haversack (2,000gp)
Cash remaining: 8,400gp
At this point, not too impressive. He works as a melee mook, dealing 2d6+4 a hit, can stun a few times per day, and trip. Now, interestingly, even if he fails to trip, he is likely to not be tripped in return, since his modifier on resisting that is +17. If he succeeds, then hey, free attack that's more likely to hit. Immune to disease by this point (not that it's huge, but it occasionally comes in handy). Also, overcomes DR as Good or Evil, Magic, and Bludgeoning. Has extra save bonuses to a myriad of effects that are important (poison, enchantment, all spells and spell-likes). Also moves at 40ft, so he can be more mobile than most. His best move during combat is to charge and trip instead of trying to Flurry. However, with most of his wealth remaining, he can probably pull something interesting.
For utility purposes, he can scout okay. Special senses don't auo-detect him and he has good Spot and Listen. With luck, he can notice traps built into stone. While it's a long shot, the alternative is never noticing them until they go off. It doesn't take an action on his part either. He can use his one psi-like per day to either gather more information (Detect Psionics) or relay information to a party member (Mindlink)
Level 12:Feats:
(9)Knock-Down
(12)Martial Study (Shadow Jaunt)
Skills:
Balance: 9 ranks (total mod: +14)
Hide: 15 ranks (total mod:+16)
Listen: 15 ranks (total mod: +20)
Move Silently: 5 ranks (total mod: +6)
Spot: 15 ranks (total mod: +20)
Tumble: 5 ranks (total mod: +6)
Equipment of note: +4 Str item (16,000),+4 Wis item (16,000), Necklace of Natural Attacks (+1 Throwing, Seeking) (18,600), Tooth of Lejare (21,600), Handy haversack (2,000), Throwing Gauntlets (2,000)
cash remaining: 11,800gp
Now things are more interesting. He has 4 attacks per round an no longer has incentive to walk anywhere. As an attack action, he can fling himself up to 200ft. On top of that, he outright ignore miss chances and, hilariously, can end up attacking invisible people in a square he was trying to move to without meaning to. He can use his first attack to fling himself into melee range, second and third to attack+Trip (if he deals 10 or more damage, which he should with base damage of 3d6+9 and overcoming most DR). Successful trips net him more attacks. His last attack he uses to fling himself back to safety where he relies on distance and Deflect Arrows to protect him. His Stunning Fist save DC is falling a bit behind (only DC 21 right now), but hey, it's a free possibility of a nasty debuff 1/round.
He also has a 1/encounter 50ft teleport as a standard action. This is handy for getting out of grapples, getting out of a barred Forcecage, or the like. He also now has immunity to poison, which is a pretty useful one. 1/day, he can Dimension Door up to 640ft. Best used as an emergency escape.
Level 20:Feats:
(15) Martial Stance (Child of Shadows)
(18) Snap Kick
Skills:
Balance: 9 ranks
Hide: 23 ranks
Listen: 23 ranks
Move Silently: 5 ranks
Spot: 23 ranks
Tumble: 18 ranks
Equipment of note: +6 Str item (36,000), +6 Dex item (36,000), +6 Wis item (36,000), +6 Con item (36,000), Tooth of Lejare (21,600), Handy haversack (2,000), Gauntlets of Throwing (2,000), Horizon Goggles (8,000), Necklace of Natural Attacks (+1 Throwing, Seeking, Distance, Suppression, Sizing, Shadow Hand, Ghost Touch, Collision)(205,600), Greater Crystal of Adamant Weaponry (3,400), Manual of Gainful Excersie +5 (read)(137,500)
Cash remaining: 235,900g
up to 6 attacks per round, any of which can send him flying up to 400ft. That's up to 2,400 feet travelled as a full-round action (272.72 miles per hour

) So long as he moves at least 10ft, he gains a 20% miss chance that True Seeing can't even penetrate RAW. He can change size as a swift action, going anywhere from Fine to Colossal. His attack bonus ranges from +42 (at Fine size) to 26 (at Colossal), but his damage ranges from 2d6+21 (fine) to 16d8+21 (colossal). Since he has no other use for Swift actions, he chooses each round what size is best to be. Every attack carries a targetted Dispel Psionics (+15 bonus on the check to dispel), making him a surprisingly good debuffer, capable of stripping spells/powers or suppressing magic/psionic items. Finally, he counts as Corporeal or Incorporeal, whichever he finds most advantegous, at any given time. This, of course, has stupid amounts of use from making all of his attacks Incorporeal Touch Attacks to letting him ignore Move Silently when scouting (he doesn't wish to be heard, so he can't be). Oh, and he has Hardness 10. His DR only comes into play against mundane, admantine weapons (and you know how often that ever comes up at level 20?)
Speaking of Scouting, he now has plenty of options on that. He can float through solid objects and listen well (don't forget the +4 bonus he gets to Listen for being inside a solid object), can happily turn Ethereal if he likes for 20 rounds/day (and thus be completely undetectable by the vast majority of enemies while still being able to see them). He can also understand perfectly what is being said by anything. If he finds a trap built into stone (still a crapshoot, but it happens), he can frequently smash it (since his unarmed strikes count as admantine for ignoring hardness).
Oh yeah, and he probably took a break from adventuring for a few years, letting those age bonuses rack up after 17

He may have a few more skill points to spend.
Now, since all three points still have plenty of gold left over, there is naturally a fair bit of improvement that can be done with each build. Is thi super-powerful? No, but he should be able to contribute in most parties. He's not meant to stand around and deal damage (I guess he can, though), he's meant to fly around the battlefield and disrupt/debuff opponents. While the bulk of his power may come from items, these items are all similarly useful because of the Monk's class features.