Btw, if we're giving feedback, I find monks needing a feat tax to wield simple weapons to be lame. Granted, once you get to level 3 you can start ignoring resistances anyway, which obviates the need for slashing/piercing weapons, but until then you're useless to anything resistant to bludgeon (unless you take a stance, but which one is going to be useful? huhuhuhu). You need decent WIS and to take a ki feat to have any good ranged attacks at all. It's just going to feel annoying if I have to bust out my sling.
Thus, I think that flying enemies are the Monks bane. Or waist high fences you can't jump over. Zombies? Oh, you can go to hell if you didn't pick up tiger stance.
I understand not every character is supposed to be good at everything, but this feels like a liability.
Don't rogues get bonus damage against flat-footed characters? Because I can basically buff everyone with inspire courage and attempt to make one enemy flat-footed with daze every turn.
Yeah, that's the traditional method.
Stunning Fist targets their Fort save, as opposed to Dazes will save (also traditionally, abilities targeting Fort saves suck because monsters almost always have sky-high CON), and is obviously only usable in melee. Of course it actually does damage along with the effect. It also has a scaling effect that makes it better when critting, giving enemies actual stuns (can't act that round) or stupefying them (penalty to mental stat checks).
Tho if Egan is also playing a Monk and going stunning fists, I'll get something else. :V