Given that they have class features that run off of Dex and no armor, I would question the wisdom of making a monk with 10 Dex.
CR 20 monster fortitude saves:
Black Dragon, Wyrm: +26
Brass Dragon, Ancient: +23
Bronze Dragon, Very old: +23
Copper Dragon, Very old: +23
Demon, Balor +22 - note that this monster has Unholy Aura at will, which will grant it - among other things - a +4 to saves when activated.
Devil, Pit Fiend +19 - note that this monster has Unholy Aura at will, which will grant it - among other things - a +4 to saves when activated.
Red Dragon, Old: +23
Silver Dragon, Old +23
Tarrasque: +38
What is your Stunning Fist going to work on?
Alight, why don't you make a monk to show us all. Level 12 character, 28 point buy, and WBL according to the guidelines in the DMG.
I apologize, but it was my understanding that the game of Dungeons & Dragons was played with a party that goes up against encounters of a CR determined by the party level and composition.And this is why it's difficult to have a discussion with you. You choose some of the most powerful creatures in the game and then say "what, huh, your power ain't gunna work now derp derp?".
You are correct, sir. That is because, despite some spells being ineffective, there are spells that would work against the Tarrasque.A huge chunk of the wizards repertoire is entirely useless against the Tarrasque, including the iconic magic missile as well as cone of cold, lightning bolt, etc etc. Does this somehow make spells useless? No.
Perhaps because, while there are ways for a wizard to use his class abilities against the Tarrasque, the same could not be said for the monk?Why can you not wrap your head around this extremely simple concept?
And how does the most gear and buff dependent class in the game do this?You ask what the monk does so well and I've told you again and again he consumes fewer resources than other party members.
He also does not do anything useful; in combat, the fighter is dealing out DPS. This justifies his position in the party, because he is doign something useful.That's how he plays a support character, that is his virtue. Just as a fighter having a high AC reduces the amount of healing a cleric has to do, the monk having the various defenses he has reduces the among of restoration, healing, etc etc spells he must cast.
I like to use not only all the brains that I have, but all that I can borrow.For as much as you're on this forum you'd think you'd be acquainted with the basics rather than just some crap you ripped off/regurgitated of some guidebook somewhere and adopted as your dogma.
I would love to see a build that can do all of those things. In my experience, from seeing many monk builds in action, monks can fight poorly, set off traps while scouting, put their foot in their mouths, and flutter about uselessly while enemies ignore him in favor of actual threats.A monk can fight, scout, play as the party face and is significantly harder to kill than the next guy who has the ability to fill all those roles (the rogue/bard), and is about the most mobile character on the playing field. He can do all these things and then you turn around herp a derp and ask why he can't stand toe to toe like a fighter when a fighter can't touch his other capabilities.
If you desire an actual conversation, perhaps you would care to back up your statements with evidence rather than by flailing about verbally?I mean if you want to have an actual conversation about this, let's have it... but save the ridiculously short sighted assumptions about the class.
I apologize, but it was my understanding that the game of Dungeons & Dragons was played with a party that goes up against encounters of a CR determined by the party level and composition.
Even by the book, a level 20 party will also have EL 16-19 and EL 21-24 challenges. Many of those will be composed of multiple lower CR threats.
Ok, so at level 12, I am going to take 88K gp and buy equipment for a level 12 fighter. Let's say his starting base stats are STR 16, DEX 12, CON 14, INT 14, WIS 10, and CHA 8. This is, I believe, 28 point buy. At level 12, this will be STR 19, DEX 12, CON 14, INT 14, WIS 10, and CHA 8.
AC boosting items:
1. +2 Full Plate. +10 AC, 5,650 gp.
2. +1 Animated Heavy Steel Shield. +3 AC, 9,170 gp
3. +2 Ring of Protection. +2 AC, 8,000 gp.
4. Dusty Rose Ioun Stone. +1 AC, 5,000 gp.
5. Boots of Speed. +1 AC when activated, 12,000 gp.
AC: 29, 30 when using Boots of Speed.
Touch: 13, 14 when using Boots of Speed.
Flatfooted: 28
Other equipment:
+2 Spiked Chain, 8,325 gp.
Amulet of Health +4, 16,000 gp.
Gauntlets of Strength +4, 16,000 gp.
Cloak of Resistance +3, 9,000 gp.
Leftover gold: 849 gp.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.