Everyone knows that debates over the value of the Monk class have raged across forums since D&D 3.5 and even earlier. I hope that whether you love or hate the Monk, you can put that aside for a second and enjoy a read from a GM & Player who has played a pure Monk to Level 20 with a high level of effectiveness.
I'll post a few Monk Builds copied out of Hero Lab and if you're interested, I have comparison builds of Fighters with the same money at the same levels. (and the Fighter Builds, IMO, are solid Fighters that I'd be happy to play as well)
Multi-Ability-Dependent
When you are using a Point Buy system, it costs more to buy points as you go higher. Your total bonus across all stats is higher if you spread them out with several good abilities. A class that takes advantage of several good abilities is hurt less in a Point Buy system.
Additionally, a character that uses less weapons and armor can sink their gold into multi-ability belts and headbands. This'll benefit your other skills and saves as well.
Monk's key score is STR, then WIS, then DEX, then CON, then INT, and CHA is a dump stat.
With a 20 point buy system, I recommend STR 16, DEX 14, CON 12, INT 12, WIS 14, and CHA 7.
A Human with "Versatile Human" or an Oread will boost STR and WIS, which are the two things you want to boost.
Add all Ability Boosts to STR going forward, and focus on getting the best Headband to boost WIS and the best Belt to boost ALL attributes or at least STR and DEX.
You want DEX for things like when you have to throw a javelin and Combat Reflexes for Attacks of Opportunity which you will constantly get.
Enlarge
Monks benefit from the Enlarge Person spell more than any other class that I'm aware of because Monk's damage progression for unarmed strikes. In most campaigns, there are multiple ways to get low level potions, either buying them or having an alchemist or wizard in the party.
Always have a way handy to enlarge the monk. This gives you free attacks of opportunity when medium or smaller creatures rush in (unless they tumble), and it significantly boosts the monk's damage far above and beyond the benefit to most weapons.
This gets better and better as you increase in level.
Greater Magic Fang
Paizo has confirmed that Greater Magic Fang applying to one weapon applies to "unarmed strike" and therefore to all of a monk's attacks.
Greater Magic Fang is a very long lasting spell. If you don't have a Druid in the party, buy or pay for the crafting of partially charged wands.
There are multiple ways to make Greater Magic Fang available, so if you're playing a Monk, work with your GM. Tell him you will be, long term, looking for a high level wizard to make Enlarge and GMF permanent, but you're in no huge rush and respect his process. Tell the GM to think of it as the same kind of quest a Fighter might make to get a specific type of enchantment on a specific weapon.
You'll also be looking for the best ALL PHYSICAL STAT belt and the best WIS headband... building towards the best available at least.
A monk's robe is nice too, as it advances the damage by huge amounts.
Stunning Fist
Stunning Fist is underestimated because it's a free add on to an attack that doesn't always have to work. You have a lot of them. Monks are best suited to using their extreme mobility to engage Wizards, Sorcerers, Rogues, large or smaller monsters, Bards, Witches, etc.
But a Monk's stunning fist still has a good shot against most Clerics and Fighters, even with their high FORT save because CONSTITUTION is generally not someone's primary ability score.
When it does work, a stunned opponent drops all their stuff, so STUN is better than Disarm.
Your attitude about Stunning Fist should be "don't count on it, but when it works, the fight will be a lot easier"
It should work roughly once per fight though. But it doesn't cost you anything to "cast" it. You're not wasting an action, which is why it's better than people give it credit for being.
Flurry
Between Flurry and Haste and Ki bonus... Monks may have a slightly lower first attack than a Fighter, but they'll have more attacks at that highest bonus. They also don't need to waste points in Power Attack.
The crit on an Unarmed Strike can only be improved to 19-20 x2, but, at 8 attacks per round, it's still quite solid.
Defenses
Eventually, a Monk can run down a hallway in a dungeon full of traps, and literally set them all off and avoid any damage. (other than high level death traps) Poison? no Disease? no Area damage? improved evasion Touch attacks? high touch AC
The Monk isn't as good in a toe to toe fight with a Fighter as another Fighter (at most levels), but he's better vs EVERYTHING ELSE including the dreaded spells like Confusion or Dominate Person that can take a Fighter right out of an entire encounter or even turn him on the party.
Mobility
A Monk's massive mobility and high initiative should be used so that the Monk can get to the right enemy and engage them on his terms.
Get to the enemy caster and grapple.
Get to the enemy archers and stun.
Hop over that chasm of lava and engage that cleric in the back.
Even large, a Monk can often tumble through spaces, leap over foes, or eventually Dimension Door in the surprise round. His high WIS makes him hard to surprise.
Keep a nice large quiver of javelins and a few ways to fly handy as part of your build.
How is your GM?
If your GM is the type to put a big, single, heavily armored foe in each of the next 30x30 rooms that make up his dungeon, then, a Monk isn't a great choice.
If your GM is the type to mix it up with large, mapped combat environments, a variety of difficult terrain and hazards, traps, various cunning foes, etc. A Monk is almost always effective. There aren't many things that easily disable a monk.
You want to watch out for:
- Standing toe to toe with a superior level and equipped fighter.
- Grappling a larger, stronger enemy with spiked armor.
- Fighting a highly defensive caster with Fire Shield or other no save retributive spells.
- Bigger, stronger things that JUST go after your AC, and have an extremely high AC and FORT save.
You don't need to fear, other than really bad rolls:
- Hold Person
- Charm/Dominate/Confusion
- Disarm or Stun
- Pit spells or traps
- Reflex Area damage spells or traps
- Poison
- Falling off a ledge
- Just about anything else.
Level 8 Monk - Hasted, Enlarged, GMF+2
Test Monk 8 CR 7
XP 3200
Versatile Human (Keleshite) Monk 8
LG Large humanoid (human)
Init +6; Senses Perception +15
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Defense
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AC 22, touch 19, flat-footed 18 (+2 armor, +2 Dex, -1 size, +1 natural, +2 dodge, +6 untyped)
hp 63 (8d8+24)
Fort +9, Ref +10, Will +11; +2 vs. enchantment spells and effects
Defensive Abilities evasion; Immune disease
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Offense
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Speed 60 ft.
Melee unarmed strike +16/+16/+11 (2d8+9/×2)
Flurry w Ki bonus +16/+16/+16/+11/+11 (2d8+9/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, magic, stunning fist (8/day, DC 18)
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Statistics
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Str 24, Dex 14, Con 14, Int 12, Wis 18, Cha 7
Base Atk +6; CMB +17 (+19 trip); CMD 34 (36 vs. trip)
Feats Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +13 (+18 to jump, +25 jump, +21 to jump), Climb +11, Diplomacy -1, Disable Device +1, Escape Artist +6, Intimidate +2, Perception +15, Ride +6, Sense Motive +8, Sleight of Hand +3, Spellcraft +2, Stealth +7, Swim +11, Use Magic Device +6
Languages Celestial, Common, Kelish
SQ ac bonus, fast movement, high jump, ki defense, ki pool, maneuver training, purity of body, slow fall, stunning fist (stun), unarmed strike, versatile human, wholeness of body
Combat Gear Potion of enlarge person (5), Wand of Magic Fang, Greater (CL 8); Other Gear Amulet of natural armor +1, Belt of physical perfection +2, Boots of striding and springing, Bracers of armor +2, Cloak of resistance +1, Headband of inspired wisdom +2, 45 PP
Level 12 Monk - Hasted, Enlarged, GMF+3
Test Monk 12 CR 11
XP 12800
Male Versatile Human (Keleshite) Monk 12
LG Large humanoid (human)
Init +6; Senses Perception +21
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Defense
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AC 27, touch 23, flat-footed 23 (+2 armor, +2 Dex, -1 size, +2 natural, +1 deflection, +2 dodge, +9 untyped)
hp 93 (12d8+36)
Fort +14, Ref +15, Will +18; +2 vs. enchantment spells and effects
Defensive Abilities evasion, improved evasion; Immune disease, poison
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Offense
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Speed 70 ft.
Melee masterwork javelin +13/+13/+8 (1d8+7/×2) and
masterwork javelin +13/+13/+8 (1d8+7/×2) and
masterwork javelin +13/+13/+8 (1d8+7/×2) and
unarmed strike +20/+20/+15 (3d6+10/×2)
flurry + Ki +21/+21/+21/+16/+16/+11 (3d6+10/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, stunning fist (12/day, DC 22)
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Statistics
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Str 25, Dex 14, Con 14, Int 12, Wis 22, Cha 7
Base Atk +9; CMB +21 (+25 grapple, +23 trip); CMD 41 (43 vs. grapple, 43 vs. trip)
Feats Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Extra Ki, Greater Grapple, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +15 (+31 jump, +27 to jump), Climb +11, Diplomacy -1, Disable Device +1, Escape Artist +6, Intimidate +2, Perception +21, Ride +6, Sense Motive +16, Sleight of Hand +4, Spellcraft +3, Stealth +11, Swim +13, Use Magic Device +6
Languages Celestial, Common, Kelish
SQ abundant step, ac bonus, diamond body, fast movement, high jump, ki defense, ki pool, maneuver training, purity of body, slow fall, stunning fist (stun), unarmed strike, versatile human, wholeness of body
Combat Gear Potion of enlarge person (5), Wand of Magic Fang, Greater (CL 12); Other Gear Masterwork Javelin, Masterwork Javelin, Masterwork Javelin, Amulet of natural armor +2, Belt of physical perfection +2, Boots of speed (10 rounds/day), Bracers of armor +2, Cloak of resistance +4, Headband of inspired wisdom +6, Ring of protection +1, 95 PP
Level 16 Monk - Hasted, Enlarged, GMF+3
Test Monk 16 CR 15
XP 51200
Male Versatile Human (Keleshite) Monk 16
LG Large humanoid (human)
Init +8; Senses Perception +25
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Defense
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AC 38, touch 29, flat-footed 32 (+5 armor, +2 shield, +4 Dex, -1 size, +2 natural, +3 deflection, +2 dodge, +11 untyped)
hp 171 (16d8+96)
Fort +18, Ref +19, Will +20; +2 vs. enchantment spells and effects
Defensive Abilities evasion, improved evasion; Immune disease, poison; SR 26
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Offense
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Speed 80 ft.
Melee masterwork javelin +20/+20/+15/+10 (1d8+10/×2) and
masterwork javelin +20/+20/+15/+10 (1d8+10/×2) and
masterwork javelin +20/+20/+15/+10 (1d8+10/×2) and
masterwork javelin +20/+20/+15/+10 (1d8+10/×2) and
unarmed strike +26/+26/+21/+16 (4d8+13/19-20/×2)
flurry + ki +28/+28/+28/+23/+23/+18/+18/+13 for (4d8+13/19-20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks flurry of blows, ki strike, adamantine, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, quivering palm, stunning fist (17/day, DC 24)
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Statistics
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Str 30, Dex 18, Con 18, Int 12, Wis 22, Cha 7
Base Atk +12; CMB +28 (+32 grapple, +30 trip); CMD 53 (55 vs. grapple, 55 vs. trip)
Feats Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Extra Ki, Greater Grapple, Improved Critical (unarmed strike), Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Toughness, Weapon Focus (javelin), Weapon Focus (unarmed strike)
Skills Acrobatics +23 (+43 jump, +39 to jump), Climb +14, Diplomacy -1, Disable Device +3, Escape Artist +8, Intimidate +2, Perception +25, Ride +8, Sense Motive +18, Sleight of Hand +6, Spellcraft +3, Stealth +13, Swim +16, Use Magic Device +14
Languages Celestial, Common, Kelish
SQ abundant step, ac bonus, diamond body, fast movement, high jump, ki defense, ki pool, maneuver training, purity of body, slow fall, stunning fist (stun), unarmed strike, versatile human, wholeness of body
Combat Gear Potion of enlarge person (5), Potion of fly (2), Potion of haste, Potion of invisibility, Potion of water breathing, Wand of Magic Fang, Greater (CL 12); Other Gear Masterwork Javelin, Masterwork Javelin, Masterwork Javelin, Masterwork Javelin, Amulet of natural armor +2, Belt of physical perfection +6, Boots of speed (10 rounds/day), Bracers of armor +5, Cloak of resistance +4, Headband of inspired wisdom +6, Monk's robe, Ring of force shield, Ring of protection +3, 615 PP
It's hard to get your head around how good the Monk is in his sweet spot of Levels 12-16... he will start to get passed up by Clerics, Druids, and Wizards in the very high levels.