And even if that were the case, they would still have to make sure that what they do actually affects the caster in a meaningful way.
Any attack that hits someone who uses a d4 for HP is meaningful
At least they make a decent entry to Sacred Fist/Enlightened Fist.
Depending on your build, a monk may make a better dip than a fighter to acquire feats too.
Lost's guide to Monks
[spoiler]
1. Focus on your role
Monk's are very skilled movement experts, earning up to a +60ft. enhancement to their speed. They have the following movement related class skills as well; balance, climb, hide, jump, move silently, swim, and tumble.
So the first step is to recommend starting with at least 16 int so you can take the maximum ranks in each of those skills. Secondly, you must pick up the Winged template in Savage Species. A monk that cannot fly is not a master of moving around. Also did in the MiC under the set stuff, there is a crystal that gives a +5 moral bonus to speed, you can use it with your bracers of armor. Pick up a ring of freedom of movement later on and you're set.
2. AC, and more AC.
It is very important to to have high AC as a monk, however this is harder than it looks since monks cannot use greater mage armor, or even a +5 padded shirt without facing some form of loss to their AC. Due to this, you'll use bracers of armor a lot. The ideal monk uses rings of deflection, amulets of natural armor, bracers of armor, and +5 defending weapons in each hand.
3. Planning
As a monk, you have to get into the mind set required to play one. As practice I suggest setting your watch to chime hourly, on each chime you should note all your exits and how to get to them. As a monk you must always know which way to run and how to get around monsters, traps, guards, ninja-doors, and dinosaurs so your movement is never hampered.
4. Initiative is your greatest foe.
You should buy a +1 eager warning initiative fingerless black glove and focus on increasing your dex. Consider hiring a local farmer to march fifty feet in front of you so the encounter's surprise round is spent killing him.
5. Bringing it together.
With your high initiative, high AC, and even higher movement you should have no trouble running away from fights. At later levels due to FoM, flight, and a good swim check you can even use waterfalls to your advantage. If you pick up a cloak of sandswimming from the sandstorm book you can even use the ground as a path if need be. Always remember to tumble to prevent AoOs when required, and never, I repeat never fight anything not worn out, dirt covered, old, and carrying a pitchfork.
6. Death.
Death happens, consider playing a walker of the waste next time to prevent this.[/spoiler]