I know more about 3.5 but...
get enlarge person on your monk for big fights, the extra damage from your fists can be really good.
magic weapon/magic fang on your fists if necessary.
with your wis score you should have better than average luck at stunning fist attacks.
I didn't see dodge mobility and spring attack, that feat chain can give the monk some really good attacks.
I suggest you find synergy with your teammates. Web to capture the baddies and then you could run around the edge and hit those in your range. Or, instead of trying to dish it out, play on the defense and let the other players (casters) do their job and you protect them.
Bull's Str, Cat's Grace, and Owl's wisdom are your friends.
Ambush.
Your saves are good enough that you could run/tumble into the middle of the bad guys and have the wizards drop a fireball or two on YOU and survive with evasion and a really good save.
If you have improved trip or improved disarm use them, especially on AOOs because even thought they fail a significant amount of the time (30-45%) when they do succeed they put the opponent in a really bad spot for their next initiative.
Instead
get enlarge person on your monk for big fights, the extra damage from your fists can be really good.
magic weapon/magic fang on your fists if necessary.
with your wis score you should have better than average luck at stunning fist attacks.
I didn't see dodge mobility and spring attack, that feat chain can give the monk some really good attacks.
I suggest you find synergy with your teammates. Web to capture the baddies and then you could run around the edge and hit those in your range. Or, instead of trying to dish it out, play on the defense and let the other players (casters) do their job and you protect them.
Bull's Str, Cat's Grace, and Owl's wisdom are your friends.
Ambush.
Your saves are good enough that you could run/tumble into the middle of the bad guys and have the wizards drop a fireball or two on YOU and survive with evasion and a really good save.
If you have improved trip or improved disarm use them, especially on AOOs because even thought they fail a significant amount of the time (30-45%) when they do succeed they put the opponent in a really bad spot for their next initiative.
Instead