I want to make a character (more accurately, rework an already existing character that I'm currently playing) centered around athletic maneuvers and frontlining. Walk up to the enemy, grapple-trip-disarm them, and be durable to continue doing this.
West marches environment, no overarching campaign, every session will be non-continuous and randomised, along with different party members each session. (So "take whatever will come up" isn't applicable here.)
Level will change every session between 2-15 (adjusting the character sheet before every session), most often around level 12.
Stuff available: Dual class, ancestry paragon, free archetype where the second dedication can be taken parallel with the first, but both has to be finished before taking the third, and only one of the two can be a multiclass archetype. Also can put one of the class boosts anywhere instead of the fix place.
The base concept:
STR+CON focused Oread Minotaur mono-Earth Kineticist + Gymnast Swashbuckler with a Whip Tail and (Sapling?) Shield. Secondary attributes are DEX+WIS for saves and perception, and INT+CHA isn't important.
- Earth Skill Junction gives a permanent status bonus to athletics
- Stylish Combatant gives circumstance bonus to athletic maneuvers
- (Constricting) Whip Tail allows me to grapple even without a free hand
- From Swashbuckler Agile Maneuvers and Derring-do are essential for athletic maneuvers, from Kineticist Armor in Earth for better defenses and Assume Earth's Mantle is a STR apex stance for more stacking athletics
- If instead of a default Sturdy Shield or +3 AC Fortress shield I take a buckler (more specifically, Sapling Shield, which is the only specific magic buckler that has greater versions of it with better stats to use Shield Block with at higher levels) I can take Elegant Buckler to still get +2 AC when shield raising, and it counts as a free hand for most stuff, like throwing Shurikens with Flying Blade and Thrower's Bandolier for offense (I'm not sure in the last part, I was recommended about it previously)
- Sapling hand for impulses, shielding, and potentially attacking, tail for grappling, one hand is left largely unused. Could take a Whip to trip and disarm from reach, but I'm not sure about it.
- Stuff like Quick Jump, Flamboyant Athlete, Powerful Leap, Wall Jump, and Cloud Jump can be used for mobility instead of normally striding, because large jumping minotaur is funny. :D They can also enable stuff like Flamboyant Leap and Running Tackle, and even the incredibly funny Cannonball Fall. :D
Because of the above elaborated optional rules, I will have to take an (or multiple) archetypes. I thought about:
- Wrestler: Wrestler Dedication, Crushing Grab, Clinch Strike, Submission Hold, Spinebreaker, Form Lock, and as much Forced Movement rules hurts Whirling Throw are all grappling related, very relevant for this build and playstyle.
- Thlipit Contestant: While most feats are for offense (which isn't this character's speciality), the Dedication itself gives reach to grapple which is extremely good. (Whip Tail makes me eligible to take the dedication.) Snap Falling Fruit is good for defending, Lunge can be good if I will take a whip, and the other feats are mostly about attacking.
- Exemplar: The Dedication and Second Ikon gives an Ikon, the most notable ones are Mirrored Aegis and Scar Of The Survivor which are very straightforwardly beneficial. The rest of the archetype aren't relevant here.
- Guardian: Taunt, Intercept Attack, and guardian feats like Larger than Life (Guardian), Bodyguard, Shielding Taunt, Disarming Intercept, Reflexive Shield, and many-many more great defensive and action-compression feats.
- Monk: The Dedication is a d6 fist compatible with swash stuff (unlike the minotaur horn attack) and Dancing Leaf for bigger jumps. More about monk later.
- Sentinel: This is a hard nut to crack, because the Dedication, Steel Skin, and Armor Specialist are utterly useless because of Armor in Earth, although Mighty Bulwark is good depending how much I invest into dexterity (I will get panache mostly from athletic maneuvers instead of tumbling through, and most of the time I wouldn't want to spend it because of Derring-do). The golden feats here are Sacrifice Armor and Greater Interpose, to use them with Armor in Earth. I asked, its level is the highest rune's level that is replicated onto it.
- Bastion: While the Dedication is good but not particularly exciting, Disarming Block can be used for out of turn panache generation.
The reason why I'm switching from monk to kineticist because with the monk-gymnast swashbuckler combination while I can do the things I want to do, I can do them either as a monk or a swashbuckler, not as one, where the two classes are strengthening each other.
For example, Flurry of Maneuvers sounds great and the reason why I originally went with monk, but it can't be used with alternative grapple actions like Submission Hold, Spinebreaker, or Sleeper Hold. If I want to use these, I either use FoM before it and suffer full MAP because of the previous two Attack-trait actions inside FoM, or don't use FoM before it and do only a normal-action grapple, at which point FoM's "essentiality" is largely reduced. Mixed Maneuver sounds good, but still isn't compatible with the previous alternative grapples, and when used it makes Agile Maneuvers redundant. Also Sleeper Hold could be a big draw towards monk as unconscious for a minute on crit sounds great even if they don't drop prone and what they are holding, but when I tried to use it in a combat thinking the enemies will have to spend an action to wake up the target, oh wait, Unconscious people will just automatically wake up because of the noisy fight. Utterly useless...
Both Flurry of Blows and Dastardly Dash are Flourish actions, so can't be used together.
Incredible Movement's and Stylish Combatant's status bonuses don't stack.
Most monk stances lock the user into one specific attack, while also taking up the stance "slot", not mentioning most of them aren't compatible with finishers.
Crane Stance would give good jumping benefits, but using a shield and Flamboyant Athlete makes it largely redundant while locking into a d4 attack.
Reflective Ripple Stance's circumstance bonus is redundant with Stylish Combatant.
Gorilla Stance has the grapple trait, but one would mostly take it for the backswing and forceful traits and d8 damage, because it allowing to grapple without an empty hand (as I assume gorilla slam attacks are made with your fists) is dubious compared to stuff like Crunch, I think it only has the trait because of the stance's name.
Clinging Shadows Stance is the only monk stance that would be any good for this kind of build, but it's a level 8 feat and costs a focus point while being a stance. In my experience when I used it, reach grapple without reach trip and ranged method of attack is not that good, because if the enemy is locked down 10 feet away but I can't reach more than 5 feet, then I can't reach it either (that's why I thought about using a whip and shurikens in the new build). The +2 circumstance bonus to grapple is redundant with stylish combatant, but the same bonus to escape DCs is nice, although not automated on foundry.
I think the most complementary thing that I can get out of monk (outside of proficiencies) is the powerful fist feature (d6 unarmed attack that are compatible with finishers) and Dancing Leaf, both which can be taken from the Monk archetype with two feats. Other good and relevant feats like Crushing Grab, Whirling Throw, or Form Lock can be taken from the Wrestler archetype too.
Compared to this, kineticist either grants stuff that stack (like status bonus to athletics, heavy armor AC+bulwark, and STR apex stance), or gives benefits in areas where swashbuckler can't (like ranged aoe damage and terrain manipulation).
What are your thoughts? What did I missed? Which archetypes do you recommend? What items and other accessories should I get? How could I improve on the details? Thank you for your explanatory comments!