Monk tactics

First of all, your overall DPS will be higher when you are not using weapons (starting at 1d6 and increaseing rapidly to 2d10 at lvl 20), however this is not necessarily true at low levels when a set of two nice kama's can out DPS your fists. Either way, I would advise taking Two Weapon Fighting] line feats as these affect both kama's and unarmed attacks, and as a monk you cannot use shields.

Weapon finesse also does affect both kama's and unarmed. Use your shurikens only when necessary as your fists will do a lot more DPS than your ninja stars.

Two Weapon Fighting and the 2 upgrades also affect both kama's and unarmed but unarmed is not penalized for the to hit. It add 2 then 3 then 4 hits. By default you hit only once by attack animation (so 4 in total) the first TWF add a hit on the second and fourth animation, the advanced add one hit on the third animation and the greater add one last hit on the first attack. So it double your total DPS.

While leveling up, if you are planning on trying to solo the game then work on your constitution with enhancements like the path of the tortoise, if you are not planning on soloing then you will want to increase your Ki generation.

For an added boost in DPS do not forget about your elemental attacks and combo finishing moves - all of which can be found on the article.

As stated above, your fists are going to be more powerfull vs most enemies depending on the handwraps you are using. The only obvious exception of this is various damage reductions (ie. adamantine for iron golems, good for ghostly skeletons and such), but your fists will be able to bypass some of them as you leveling up as a monk.

A nice use for meditation is for a free rez when the cleric/favored soul dies. At lvl 9 you can unlock Rise of the Phoenix which for 50 Ki and 50 health is a instant ressurection. So once your meditate leads you to 55 Ki you can then quickly resurrect someone if say shrine is along way off or you are the only one left standing.

Another great tactic to use for high dex/str monks is a combination of: Path of the Crane or/and consuming Fire Stance. Crane gives Ki on criticals and consuming Fire Stance gives Ki on hit so you will be able to effectively spam attacks like Pos>Pos>Pos finishing move Healing Ki, for free healing very often. Running this as a lvl 11 light path Elven monk right now, and it is very effective. You do not have to hit the opponent to start a combo, it works with or without, once you gain base Ki of 30 you can trigger and save a combo for anytime.

The wind stance is also very nice since it increases your rate of attack. It is especially useful when you are using handwraps with special properties like paralyzing, disrupting and weighted.

Statistics impact for monks


 * Strength : Adds to hit, damage and increase the DC for Trip and Stunning blow for example
 * Dexterity : Adds to hit with Weapon finesse, armor class and reflex saves.
 * Constitution : Adds to hit point and fortitude saves.
 * Intelligence : Adds skill points, dump stat.
 * Wisdom : Adds armor class, will saves, all saves and DC for Stunning Fist and Quivering Palm
 * Charisma : It add DC for the last monk combo Shining Star

The most two used templates for monk are STR monks and DEX monks. The first one rely on strength for hitting and the second one dex Weapon finesse The Dex is much more used, because it can achieve high armor class, reflex saves, to hit and Improved Two Weapon Fighting] prerequisite and power attack can balance the lack of base damage.

Halfling make very good Dex based monk Human can be very interesting because of his bonus feat and extra healing amp enhancements. But of course, other races can handle the monk class without problems.

Very nice items to have as a Monk.


 * Outfits or robes with invulnerability, this gives a 5 Damage Reduction vs any non magical physical attack. They work great at lower and even mid levels.  Weapons with magic (even a +1 weapon) will bypass the DR.


 * Anything that give Deathblock unactivated (ie. Deathblock Robes) - find them and save them (Items like this don't have to be activated and cannot be dispeeled, Beholders or anything that uses insta-kill).


 * Robe of Winter - 20 DR vs fire at all times, cannot be dispelled (for those pesky fire elementals)


 * Voice of the Master - Trinket. +1 good luck bonus to saves and skills, +5%xp ,Delera's Tomb end reward


 * Mantle of the Worldshaper - Cloak. +1hp/min, +5% xp, Ruins of Threnal end reward.  +5% does not stack with other xp items (ie. xp potions or each other) (Having the Mantle and Voice of the Master equiped at the same time, gives 'DM's vision - True Seeing' 


 * Fortification - a must. Usually found on robes or belts.
 * Light Fortification - level 1~
 * Moderate Fortification - robes (level 4~), belts and rings (level 7~)
 * Heavy Fortification - robes (level 8~), necklace (Nightforge Gorget, level 9), helm (Minos Legens, level 11), belts and rings (level 11~)


 * Seeker + X items - gives bonus to both your chance to confirm critical hits, and critical damage.


 * Clickies - remember this if you have a finishing move activated then using one will cancel it out just like doors, chests.


 * Owl's Wisdom, Bull's Strength, Cat's Grace, Blur and Displacement.
 * Blur can be replaced with Air>Pos>Air finisher but only lasts 1min, but effects all around you.