| Zaister |
For me, level 13 was the cutoff point when I played a monk in a Council of Thieves campaign. The spell resistance ability is much more a hindrance than a benefit for a martial character that works in a group that has spellcasters. I'd say nine times out of ten, if a spell was cast on my character in combat, it was by an ally and not an opponent. And, really, the last thing you want to as a monk is waste a round using your standard action to lower your spell resistance, so you can be hasted, healed, or what have you, when instead you could rather make six or seven attacks as a full-round action.
| Mort the Cleverly Named |
I absolutely wouldn't stop at 15. 16 is where you get adamantine ki pool, the ability to blind with Stunning Fist, an unarmed damage improvement, and an extra point to ki, AC, saves, and BaB.
Even after that, the Monk has some goodies and tricks. Admittedly, most of them are circumstantial, but you are still upping the DC of your Quivering Palm, or whatever tricks you picked up with Qinggong. And the nice saves, extra ki, etc. Depending on archetype, you might have other stuff to look forward to. The capstone is also pretty nice, if not ridiculously powerful as far as capstones go.
So, while there is a case to be made for grabbing a few Fighter levels for feats or something else for variety, I wouldn't say the Monk has nothing to offer. Whether it is "worth it" is really going to depend on your build, goals, and preferences.
| Zaister |
Fair enough, but what about Ki Mystic or Quingong monks who can replace the SR?
For monks with archetypes that replace spell resistance the problem I faced does not exist. I was just talking about what I had encountered with my character.