Chaosmancer
Legend
The "hand to hand" (or hand to weapon, hand to claw, hand to spell, etc.) element is actually the least important distinction of a monk in the modern design, as it's mostly just a controlled damage boost unless the campaign is heavily reliant on magic weapons.
In class-based game design, characters are generally assumed to excel in only so many things at once. Tanks excel at endurance, durability, and protection, allowing them to protect glass cannons and durable healers, while skirmishers and assassins excel at targeted damage and mobility to bypass tanks and take out glass cannons and healers.
A high-damage, high-durability character gets you a barbarian, which actively burns through its own durability to boost damage, but they lack a monk's mobility and control abilities.
Monks are not intended to be front-line fighters like the barbarian, and certainly not anything like a fighter's damage-soaking focus. If they are to start stepping further on those toes, they need to start giving things up, or more of their abilities given to the barbarians, rogues, and fighters so they can keep up.
Rangers have a d10 HD, Medium Armor, and are focused on Ranged Combat, allowing them to to (with a single feat) hit any target within 600 ft. Fighters can also focus on Ranged Combat and can have Heavy Armor. Both classes deal excellent damage as well.
What have they given up that the monk has? Mobility? A Monk cannot strike a target 600 ft away from them, mobility is simply a function of reach, which Range gives.