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I was looking at this archetype to be part of a group that will more than likely cover ''all" the bases (8 players).
Reasons for selection:
Perception and Sense Motive (he is going to be LG and I want him knowing what the party tries to get up to behind his back)
Combat Maneuvers (I've never tried focusing on combat maneuvers and it'd be a great way {in my mind} of non-lethally restraining said party members)
Offer something different to the party (nerfing the opposition with flurries of disarms, grapples and trips would be beneficial to the party and a different way to contribute)
Party composition is relatively unknown, a Druid and gunslinger will both be in the party with at least the gunslinger having evil in its alignment section.
I just worry that it gives up too much.
Thoughts?

MTCityHunter |

IMO its a pretty neat archetype that can be put to good use, but you need to be quite careful about what you plan to do with it.
For example, you mention flurrying combat maneuvers like disarm and trip, which can already be substituted as part of a standard flurry of blows (along with sunder, and without giving up the option of simply making extra attacks).
The advantage of the MM is mixing in maneuvers that you can ordinarily only do with a standard action, like grapple, bull rush, or dirty trick. Being able to attack AND perform one of those maneuvers makes them that much more appealing to attempt. This is the central theme of the MM: performing full attacks while simultaneously performing standard action combat maneuvers.
If you plan to stick with "in place of a melee attack" maneuvers, I'd advise you steer clear of MM. Do note though, that one thing MM does do for a trip build is allow you to easily qualify for greater trip (or any "greater" feat in the combat expertise chain), which is tough for a normal monk.
Also, note that because you're giving up flurry of blows for flurry of maneuvers, the MM will make a combat maneuver check every single round that he's able to full attack. Whether that's something you want to do is of course, up to you. Whether it's worth doing will depend a lot on the party.
For example, mixing in things like dirty trick to blind foes with rogues around can be quite nice, as it lets them get their sneak attack on, and to maneuver without incurring attacks of opportunity. The same thing (dirty trick --> blind) can be nice in denying enemies dangerous full attacks by applying blind as above (forcing them to eat the 50% miss chance or use an action to remove the effect). Or you can just do some damage then start a grapple to lock someone down.
TLDR: Its a good archetype if you want to focus on standard action combat maneuvers. Skip it if you like trips and disarms.

StreamOfTheSky |

This ability replaces flurry of blows.
As written, those penalties all stack as you gain levels. That's just incredibly awful. IME, combat maneuvers are hard to land as it is. Doing a full attack + grapple seems cool, but it's not worth the archetype, IMO.
Maybe as a 1-2 level multiclass with Unarmed Fighter it'd work alright.
EDIT: If you did that, I'd also probably do Sohei Monk since your Stunning Fist wouldn't be very good. Proficiency with all martial weapons (which unarmed fighter doesn't get) and always acting in the surprise round seems more useful.

bigmac44 |

I think it's a great option for multiclassing with a fighter. You aren't restricted on what weapons you can use while flurrying (like a regular flurry of blows) and can wear armor. Dump int down to 7 points, and you can still take the greater maneuver (and maneuver strike) feats as bonus feats -- all without having to take the largely worthless combat expertise feat.