
Monkplayer |

Ten years ago I got back into playing table-top role-playing games. It was one of the most difficult times in my life and D&D really help me through a bad time. Today I get to finally fulfill a dream and that dream is finally getting to play a monk in an "epic level" campaign!
We're starting a Mythic Adventure in early September and I'm trying to build out a monk that specializes in two areas: STOPPING SPELLS (spell casters), GRAPPLING, increase DC of stunning fist..
I don't want to be a Tetori, because I give up to many monk abilities (Mainly Spell Resistance).
Anyway I can get Spell Resistance back at the same effective level as a monk?
I DO want to increase my DC for stunning fist as much as possible. I DO want to increase my Wisdom ability as much as possible.
I'm looking for feats, archetypes, magic items, style feats, etc to accomplish these three areas.
Here is what I have so far:
Spellbreaker Feat (only effective thing I've found so far to stop spell casting!)
Stunning Fist (Mythic) SO gonna happen (DC increase by 1/2 Mythic level)
Mantis Style combat feats (add +2 DC and +1 stunning fist per day)
Greater Grapple
Rapid Grappler
Stunning Pin
I'm unsure right now if I want to take Jawbreaker, Bonebreaker, or Neckbreaker. It's hard to justify these feats when I can stun someone. NOTE: these feats take a Stunning Fist attempt anyway.

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You don't really "need" feats to make wizards hate life in a grapple. Spells can only be cast by beating your Grapple CMB + 10 + Spell level on a caster level check (which is only level + spellcaster stat; concentration feats don't work).
So at level 10, a dedicated grappler should be about +25 or so to their grapple check.... meaning a 12th level 24 int wizard would still need 17+ on a d20 to cast a first level spell. That doesn't seem terribly useful.
Also, to tie up someone (once you are maintaining grapple) only requires 2 checks to make them "permapinned" (or really one unless they are good enough to avoid your CMB check at -10; which should still be about +15). So Rapid Grapple, which doesn't even grant you a bonus, is pretty worthless.
I'd personally get Improved/Greater grapple and be done; most other feats are worthless because you can effectively move someone to "tied up" in a single round and then they can't do anything; no point in keeping a pin.
As to giving up Diamond body, that's a choice. Manuever Masters (not Tetori, sadly) are the best grapplers in the game, they can actually make multiple grapple attempts in a round (an unprecedented ability), and can add their Wisdom to their already-insane grapple checks. This beats out the occasionally-useful-but-not-really ability to stop Freedom of Movement (if you thought about it before you tried to grapple). They also add flexibility; usually manuever masters can either trip or dirty trick as well for situations where that is optimal, and in a pinch can randomly do bull rushes or what not. But they, like most monk archetypes, give up the ability to get diamond body.
If you really want diamond body, you can go Qinong Sensei, which has a few nice effects:
*You can bardsong the party. Always nice options
*You can use Wisdom for your grapples and attacks... effectively letting you have a low strength and really high AC.
*At 6th level you get to start spreading out Barkskin to everyone with your Ki points.
*At 12th level you can "true strike" the entire party for a Ki point. This is a win :).
So you grapple with Wisdom, so you can pump Wis and Dex through the roof and ignore str (giving you excellent AC and saves), and you keep diamond body. Seems like a win, no?

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I support the Maneuver Master for your plan.
Since you are not using Flurry of Blows I strongly urge you to look into Whips as a weapon. The ability to use Grapple, Disarm, Trip at a range of up to 15 feet, 20 if you Lunge, and 25 Enlarged (though you cannot do this last as an Aasimar) is pretty amazing.
The primary benefit of Rapid Grappler is to give you another grapple check in a given round, allowing you to apply damage more often, or to pin(swift), tie up(standard), and then drag(move) in one round. Dropping them into the Pit your wizard friend created is just good sportsmanship. It's a solid feat choice, but if you want to be very good at more types of maneuvers then I would pass it up.
Casters, if played well, can be very difficult to stop with grappling and maneuvers. Sometimes with something as simple as Mirror Image, Blur, or Blink. Touch of Serenity is pretty good, but many casters have a reliable Will Save.
Pinning Rend and Boar Style both add bleed effects.
Critical Feats apply a lot of status effects which can debilitate a character so look into them, as well.
Either way there is plenty out there to look into. Focus on having a variety of ways to cause the opponent to lose an action or restrict actions and you'll get plenty of mileage.