Here, we see what our five very different monk builds from Parts 1 + 2 can look forward to at higher levels, and conclude with a breakdown of HOW EXACTLY Pathfinder 2e succeeded at making monks, varied, balanced, and fun.
This is Part 3 of a three-part series, "D&D Monks, But Good" about the Pathfinder 2e monk. I do it to showcase Pathfinder 2e and also to show TTRPG designers some solutions and mechanics that I think are effective at achieving PF2E's design goals.
"Monks Suck in D&D" (Treantmonk):
"Lawyer's Critique" series about D&D 6e/"One D&D":
https://youtube.com/playlist?list=PL5LfnOlAZRY5ZRZZc2OQZGLQtedoMv-f5
0:00 Intro
1:40 Level 6!
5:22 Higher-level class feats
9:28 Skill feats
11:10 Archetypes
12:45 Analysis starts
13:15 Can fight
17:21 Build variety
21:04 Not "MAD"
23:16 Not dependent on ki
25:01 Let's talk about Stunning Fist
28:01 Freedom
32:20 Outro