Lago PARANOIA wrote:Hmmm. I wonder which monks sucked more: 3.0E monks or 3.5E monks?
I might be talking out my arse here, but I recall a wealth of handy monk things buried away in 3.0 splats. Including/especially OA. Something that lets you take an extra 5' swindle per turn (aside from that psionic Prestige Class that also lets you do that and also hover off the ground). The ability to, with a Tumble check, turn your 5' swindle into a 10' swindle (combine the two and now your free movement per round is equal to a dwarf's move action).
For Good Monks (alignmentwise, not "effective monks"), there were three different "Your _____ attacks deal extra damage against evil" feats - one for natural weapons, one for manufactured and one for monk's unarmed strike. So you take all three.
If the game starts above level 1 you could even put serious consideration into the Feral template (3.0), which works okay for Monks. Then find a way to get Fire Resistance 1 (thus, immunity to lava and by extension molten metal), dip your fists/claws in boiling adamantine, then go and get them enhanced (because they now count as masterworked) etc. etc.
Actually I think the lava immunity thing is still there in 3.5, but still. You probably had more weird little rule things from OA, and random feats and shit that 3.0 Monk was bet... was less shit. Though if you're using backwards-compatible mode, then your 3.5 monk can do all that and also take Superior Unarmed Strike.
Also, seeing as the way to make a monk work involves doing hilarious bullshit and trying to jack your unarmed damage to retardedland, I suggest, after getting him the metal hands, finding a way to pick up Cold Resist 10 and then covering his magical adamantine fists in brown mold.