So you're judging monks based on a campaign where your major enemies are ones that monks do well on, and even then the question is partly how well does a Monk do compared with another class.
It's not an unusual campaign. Lots of published adventures. We did Castle Ravenloft as the last big plot arc, Count Strahd et al, doesn't get much more boilerplate D&D than that. He'd have been fine in Castle Ravenloft, I have no doubt. Almost everything in it is humanoid, most of the humanoids fight with a weapon, and almost everything would be eminently trippable.
I say humanoids purely because Crane Wing only works against weapon attacks, that doesn't mean he's an arena fighter, it means his feats work best against weapon attacks, which are pretty damn common it seems to me. If something has a weapon he's in the game. If something is trippable he's in the game. If something doesn't have a weapon and isn't trippable (bebilith) then he isn't. Nobody is god except maybe the wizard.
I hardly think the humanoid thing is a big deal. A cavalier of the standard 'charge on horseback for 70-100 damage' sort is ended completely simply by difficult terrain, which is everywhere. Or even a ladder for that matter, horses simply can't go some places. A ranger is ruined by fighting things he's not specialised in, which are fairly tightly defined in some cases. A paladin becomes a crap, albeit tough, fighter against things that aren't evil. I think the monk working best against things with 2 legs and some steel in their hand is pretty minor really.
Your initial gear list was all AC or stat boosting items apart from the monk's Robes, then you added a Holy Weapon and you were about 40000gp over the recommended wealth for the level
a) If you aren't geared specifically for arenas then you're doing things strangely
The 10th level paladin I've been playing for a year has got
+4 headband of charisma
+2 full plate
+2 small shield
+2 longsword
+1 holy mace
+2 amulet of natural armor
+2 ring of protection
A couple of pearls of power
So I picked, broadly speaking, similar stuff for the monk.
Bonuses to attributes are not defensive, they are all around good. A headband of wisdom +4 is an excellent pick for a martial artist monk, both offensively and defensively. It makes his stunning fist DCs higher, it makes his AC higher, it makes exploit weakness more likely to work, it improves willpower saves, it ups perception. It's a lot of bang for the buck, in all manner of things. It is emphatically not a purely defensive item.
And a belt of physical perfection is, of course, generalist, thats the whole point of it.
This sort of thing is good for monks because they have so many attributes that turn into bonuses. MAD is not a flaw if you up the abilities.
which means you're looking at comparing a Monk versus a paladin designed not to do damage.
And again, if you're turtling with combat expertise and fighting defensively why will the opposition give a stuff about targeting you?
It opens the way to go after the squishies...
Because I was standing in the way? The only way they were headed for squishies was through me. If this wasn't the case I wouldn't have been turtling (as it happened I didnt have a single swift action spare to even put up smite evil on something). Given I took 90 damage in one round if I wasn't there someone else woulda been dead, so mission accomplished.
It doesn't matter if I'm doing less damage if someone else is doing more damage. A paladin and an archer, working together, is essentially a gestalt entity which has AC 34 and does heinous damage with ranged attacks, and self heals itself with not much loss of damage output - you don't even need a cleric wasting actions to cast heals when a paladin is taking the hits.
We are digressing, though.
and the type of humanoids you're fighting can have a fair impact as well...
So long as they are armed and trippable, thats the main thing for that specific build.
But you don't
have to be a trip monkey with a whip in one hand, that coulda been weapon focus and weapon spec instead.
according to hero labs the fighter has 34 CMD, what bonus does your monk have to trip? Because if he gets 24 or less he goes prone rather than the fighter...
+18 by my reckoning - level 10 monk, +6 strength, +2 trip feat. He does, however, have a whip, which is a trip weapon.
The reason I gave him a whip is because as I said before, he works best 1 v 1, and a 15' trip reach weapon with 4 AoOs help keep the masses at bay while he works on someone.
If you're out of range he'd use exploit weakness offensively of course, which brings it up to +20, which will be good enough against most things he's likely to fight... even monsters. Clay golem is CMD 30, so 50/50, big earth elementals are 30... he's in the running.
The problem is the pretty low attack bonus which means you're flailing against things with high AC.
Admittedly a fighter is probably top of the attack bonuses but the other melee classes have ways of buffing themselves (Judgements, spells, smite, favoured enemies)
So does he - tripping up his opponents, judicious use of exploit weakness to get +2. Smite evil is grotesque though, of course it's not as good as that.
My fighter has +10 will saves,+12 on fortitude and +9 on reflex.
I believe those are the same or bettr as your first suggested monk build.
Only through magic items and odd attribute choices. The monk could have higher, its just a case of what priorities you choose to have. A fighter with +7 to will saves strikes me as rather unusual. The monk only has +4, and still has a slightly higher will save. The bottom line is, monk saves are considerably better than a fighters either way you cut it, how you choose to gear up or not is up to you.
at 10th level a few potions of invisibility will give the fighter a pretty good chance to hide, or a party wizard can do it.
boots of speed can give him some rounds of quick movement or boots of striding and springing give him reasonable mobility and he can afford to drop a feat on run if desired...
Well, the monk in our game would always be hasted without fail and would always have bless without fail if you want to bring up likely buffs from teammates. And probably prayer and maybe even enlarge as well. This is a line of reasoning that cuts both ways.
The problem is the pretty low attack bonus which means you're flailing against things with high AC.
Admittedly a fighter is probably top of the attack bonuses but the other melee classes have ways of buffing themselves (Judgements, spells, smite, favoured enemies)
Most monsters of CR10 have ACs below 25, and bear in mind a monk by the book is not expected to fight a CR10 critter on his own - the whole party together would fight a bunch of CR 8s or 9s. NPC humanoids of that sort of level will likely not have an AC of 30 unless they are seriously geared up by NPC standards, AC being as it is mostly dependent on equipment (in which case, the monk is gonna end up with a lot of loot and things will auto correct).
It's about in the same league as my 2 handed fighter, it'd be behind a sword and board fighter
So yeah, pretty much in the same league as the class with the highest AC in the entire game. Seems pretty good to me.
a) pathfinder is largely combat based in most campaigns
b) every round that opponents stay up is 1 round more that they can do things to the party
c) your suggested monks are doing so much to boost their AC defences that their offence suffers.
d) if you get double teamed quite a few of your abilities are only usable against 1 opponent.
You can change c) yourself if you want a more offensive monk. The whip is to limit double teaming - I think it'd be pretty effective at that when combined with combat reflexes, and trip is good as it means a lot of bad guys might essentially be losing their action for a round. However, it wouldn't need to be a whip, there's a lot of awesome monk weapons in UC, like kusarigamas. And I think four, maybe six, maybe even ten (or 11, with haste) attacks with natural strength 20 and fighter with two weapons BAB is pretty good, whether they are trips, punches or whatever.
It's the sort of thing which is really going to make the lower AC targets explode into gibs. And given even something like clay golem or a bebilith or a huge earth elemental only has AC < 25... I think this is more likely than you seem to think.
The problem you've got with power attack is that your attack bonus isn't that high to start with.
AoO really comes down to how many chances you get to use them and depending on your opponents that might not happen at all.
Two weapon style feats (or flurry) give you a lower chance to hit on each attack and you don't have bonus dice on your attacks.
His attack bonus IMO is perfectly adequate for what is essentially a 2W fighter. It's fighter BAB +3, assuming he fights defensively. Almost no magic items involved. Thats going to be 50/50 with his main attacks against most foes, before any tripping goes on.
AoOs, he's gonna get at least some except in unusual circumstances. He's got a 15' reach weapon, so bad guys attempting to close will almost certainly get 1, probably 2 on the way in. Vicious stomp means you may as well spam trips when they are right next to you as then you get an AoO when you succeed. Being hit with a weapon will cause an AoO as well. People getting up will be provoking as well, which will probably cause either punches to the face (if in base to base) or disarms (if not). If he chooses to trip with an AoO it'll be at full fighter BAB, so thats hardly a poor attack, it's an excellent attack.
This took feats, if he didn't have those feats he'd have other stuff though, like weapon specialisation maybe if you want more damage. Penetrating strike when he's a bit higher level. Whatever you want.
You didn't go with generalist stuff on the list you gave.
You went for
belt of physical perfection +2
headband of wisdom +4
monks robe
amulet of natural armour +3
ring of protection +2
bracers of armour +4
which gives you +12 to AC, a bonus to monk abilities and stat bonuses
you've got nothing generalist at all.
I'm trying to go RAW which means no brass knuckles +3 or some such, and he uses a whip. And he needs the other hand free to use crane wing. This means no magic weapon. If you wanted a more offensive monk you could lose the whip and get something else, like magic tonfa or something (another +1 AC when fighting defensively and you can rock the magic tonfa), but I'd prefer the whip personally. If you allow magic clothes and magic brass knucks then things would change but this is not RAW.
Amulet of mighty fists strikes me as a ripoff and unnecessary for a martial artist who can situationally ignore DR anyway. If he wasn't a martial artist I might rejig things a bit, but I do like that archetype, and I think that char has been designed to play to the archetypes strengths, ie 1 v 1.
If he was qigong monk instead, for example, he'd have barkskin as a qigong ability without a doubt, which means no amulet of natural armour, which means maybe he really would have an amulet of mighty fists instead.
If you want even more damage, three levels of fighter brawler and pick up all the weapon specialisation feats in fists. This guy here would be at +1 to hit +2 damage at level 11 if he then switched to fighter, +1/+4 damage at level 12, and +1/+7 damage at level 13 due to the brawler archetype. With so many attacks there, that is some evil class synergy going on, however I'm trying to keep multiclassing out of it.
I think a lot of your response was focused on too many magic items, so I have reworked that, and I've even made him rather more offensive though personally I'd not spend quite so much money on offensive stuff.
amulet of wisdom +4 16,000
amulet of physical might +2, dex/str = 10000
bracers of armour +3 = 9000
ring of protection +2 = 8000
wand of barkskin, CL 6 = 4500
wand of greater magic fang, CL 12 = 13500
10 less hit points, same AC after being wanded by a buddy, +3 fists for a working day after being wanded by a buddy.
I know some people don't like wands, but 50 charges a pop, assuming one use of each in every session you play, and assuming you D&D once a week, thats a 1 year campaigns worth of wandings, a pretty negligible cost really. Of course you might not need either wand, it depends on who is in the party, but aside from someone to zap you with it thats pretty self contained.
I am slightly puzzled though by what you want out of a monk. If it's simply to be able to stand next to the fighter and be essentially equivalent to him, then I do wonder why you would have a monk class at all, because at that point the monk would
be a fighter to all intents and purposes. The classes need to have some sort of different role after all. A cavalier wouldn't be very good at simply being a fighter either, at least, it certainly isn't playing to his strengths. You have to play to the strengths. Really fast, really mobile, more than competent in 1v1s... The maneuverability and the 1v1s thing obviously synergies really well.