
Lukien |
I am currently a level 8 unchained zen archer monk in a rise of the runelord campaign. My character build is based off of the Everyman Unchained Monk Archetypes. The party is about to level up soon and I am interested in doing more crowd control with combat maneuvers, touch of serenity and stunning fists through ki bow focus. At level 5. the everyman zen archer gets maneuver shots instead of style strikes. Basically, at level 5 and every 4 levels, I designate 1 attack to additionally add a combat maneuver and if that attack hits, I can perform the combat. At level 15, I can use designate 2 attacks in my flurry for combat maneuvers. The combat maneuvers I can pick from are as followed: bull rush, dirty trick, disarm, reposition, sunder, and trip. The idea of ranged stun, bull rush, disarm and trip seems like a good crowd control in addition to a torrent of arrows. I do have a few questions for my build and I am open to other suggestions and improvements.
1.What would be the best combat maneuvers to select and focus on? I’ve already picked trip as the first one, but am still undecided on the others
2.Is it possible to be good with just 2 or 3 combat maneuver or is being good with 1 of them the limit?
3.As combat maneuvers seem to be feat intensive, which one should I start investing in and when should I start, at level 9 or later?
4.Are there any multiclass options that would help make this better, or should I stick with a straight monk?
5.Should I just not focus on combat maneuvers and focus on things like touch of serenity, stunning fist, primal strike, etc.?
6.Any other improvements and suggestions for my planned feats/class abilities?
Ideally, I would like to take the zen archer to 13 for the full flurry bonus and ki bow focus, but if it makes the character more fun and interesting to play, I’m open to suggestions. The only things I know I’m not allowed to do is dip into empyreal sorcerer (supposed character plot issue according to DM) and take qinggong ki powers. My stats and proposed build is listed below. Thank you in advance for your time and help.
Str: 17 Dex: 14 Con: 16 Int: 14 Wis: 21 Cha: 8
Human Bonus Feat: Deadly Aim
Monk 1 feats//Class: Dodge/ Improved Unarmed Strike, Point Blank Shot, Perfect strike//Flurry of Blows (1st bonus attack)
Monk 2 feat: Weapon Focus: longbow, Precise Shot
Monk 3 feat//Class: Cosmopolitan// Fast Movement, Ki pool, Ki strike: magic
Monk 4 feat//Class: Point Blank Master// Zen Archery
Monk 5 feat//Class: Iron Will// Maneuver shot: trip (1/round), Ki arrows
Monk 6 feats//Class: Weapon Specialization: longbow, Improved precise shot// Ki power: Ki metabolism
Monk 7 feat//Class: Clustered Shots// Ki strike: cold iron/silver
Monk 8 Class: Insightful Wisdom
Planned Feats/Class Abilities to take
Monk 9 feats//Class: Touch of Serenity/ Reflexive shot, Maneuver shot: bull rush or disarm
Monk 10 feats//Class: Pinpoint Targeting or Improved Critical: longbow// Abundant Step, Ki strike: lawful
Monk 11 feat//Class: Stunning Fist// Flurry of Blows (2nd bonus attack)
Monk 12 Class: Trick Shot
Monk 13 feat//Class: Crushing Blow// Maneuver Shot: Bull Rush or disarm, Ki focus Bow
Monk 14 feat//Class: Pinpoint Targeting or Improved Critical: longbow// Ki power: Diamond Soul
Monk 15 feat//Class: Primal strike or Paralyzing strike or another bonus feat bonus feat// Maneuver shot: 2/round
Monk 16 Class: Ki power: Ki volley, ki strike: adamantine
Monk 17 feat//Class: Primal strike or Paralyzing strike or another bonus feat// Timeless Body, Maneuver Shot: reposition or dirty trick
Monk 18 feat//Class: Snatch Arrows// Ki power: Quivering Palm
Monk 19 feat//Class: bonus feat// Flawless mind
Monk 20 Class: Perfect Self, Ki power: Empty Body

avr |

CMD tends to scale up faster than AC, CR 20 monsters average ~ 36 AC and ~ 53 CMD not counting the possible bonus vs. trip for extra legs. Feats can help deal with that - for trip there's improved trip, greater trip, and fury's fall. They can also bypass limits like the size limit on what your trip can affect (tho' as a monk those won't work for you), or a bow's inability to threaten targets (relentless shot lets you take AoOs on tripped targets). Having enough feats to support two or more different maneuvers is unlikely even if you multiclass.
BTW the way prone targets get a bonus to AC vs. ranged is a bit of antisynergy with your plan.
Bull rush is fairly pointless as far as I can tell, and disarm can't work on spellcasters or unarmed/natural attackers.
I think getting a few of the various stunning fist-alikes would be easier. If you do decide to go after one of the combat maneuvers then dirty trick works on about everything and is generally useful.