@timidobserver: They don't increase your accuracy. What @thelee meant was that they are not lowering your ACC like medium and large shields do (-4/-8).
High MIG on Forbidden Fist not only means +15% dmg for your attacks but also +15% dmg for the self damag of the Forbidden Fist curse. If you stack hich RES with some other items and food that redices hostile effect duration and maybe even Voidward then you can pump up MIG and you won't really feel it since the curse will last under 2 secs. If you use Clarity of Agony: even less significant.
The very early game can be a bit more challenging with high MIG compared to 10 MIG though. But totally doable. You just can't spam Forbidden Fist then because a stack of 2 or more will kill you quickly. 1 is no problem.
good race and items/food for a Forbidden Fist (besides the items which are genereally good, bold are my favorite) :
Race: Wild Orlan --> you don't want to suffer -5 RES from Shaken.
Gloves:
Hylea's Talons --> besides the awesome lashes they will also put a DoT on you. You won't get wounds from the damage but once the DoT effect espires you'll get one. With lots of RES, some -hostile effect items and Voidward you won't feel the damage but get wounds.
Bracers of Greater Deflection --> +7 Deflection
Mortification Bindings --> +2 Mortification
Neck:
Strand of Favor --> -10% hostile effect duration
Token of Faith --> +2 RES
Rings:
Ring of the Solitary Wanderer --> +1 to RES and -35% hostile effect duration (only when solo though)
Voidward --> -25% raw damage taken
Ring of (Greater) Regeneration --> +1/+3 health per 6 secs
Back:
Cloak of Poverty --> up to +5 RES if the party's poor
Cloak of the Theocrat --> +1 INT/+1 RES
Cloak of Greater Deflection --> +7 deflection
Head:
Death's Maw --> afaik its -15% dmg also works with self damage
Horns of the Bleak Mother --> resistence to Resolve Afflictions: you don't want to suffer -5 RES
Cap of the Laughingstock --> the -10 deflection hurts a bit, but so does it hurt your enemies and the immunity to RES afflictions is great if you want to prevent -5 RES altogether
White Witch Mask --> nice synergy with Parting Sorrow (monk passive, see below terrified enemies may break engagement and thus not only get a disengagement attack but also give the monk +1 wound
Boots:
Boots of the Stone --> +1 DEX/+1 RES and Resistance to MIG afflictions
Shorewalker Sandals --> +10% move speed, +1 RES
Waist: Trollhide Belt --> +1 health every 6 secs
Armor:
Fleshmender --> +5 health per 12 secs
Devil of Caroc Breastplate --> +2 health per 3 secs on crit, +2 Mortification
Cabalist's Gambeson --> Arcane Containment (-10% hostile effect duration)
Gipon Prudensco --> +5 RES via Steadfast at the start of the combat for 15 secs
Weapon: dagger + modal --> +10 deflection; as long as you are only using FFability you won't suffer the dmg loss while benefiting from the increased deflection
Shield:
Tuotilo's Palm --> Inward Spikes (10% chance of +1 wound on getting hit; works with Forbidden Fist), Balanced Shield (+1 defl. and reflex per wound), Pugilist or Precision Striker (+10% unarmed damage or +5 unarmed ACC) the last two also work with FFability
Cadhu Scalth --> Luminous Harmony (+5% dmg taken, afaik includes self damage; increases with Metaphysics)
The Best Defense --> the enchantment that terrifies enemies can be used in combo with Parting Sorrow (see below)
Food:
Rice Wine --> +2 RES, -1 DEX
Khapa Leaf --> -15% hostile effect duration
Khapa Tea --> -25% hostile effect duration
Mohorā Wraps --> -30% hostile effect duration (!), -20% recovery(!), +4 MIG
The nice thing about Forbidden Fist is that you can combine tankyness (=not getting hit) with a Monk and still get wounds while you have a very potent attack ability right away (it's really good). The bad thing is that in the early game you can feel a bit starved for wounds (because you can't spam the FFability and other afflictions will not hit you often since the enemies don't really apply them) and you have to manage the use of FFability a bit more. The more levels the better it gets.
Note that Mortification of the Soul and also (Enduring) Dance of Death work normally. They can give you wounds like they do for every other monk.
Abiliites that are especially nice (besides the ones that are always nice anyway) or expecially bad with Forbidden Fist:
Lesser Wounds doesn't work (can you even pick it nowadays?)
Clarity of Agony-->Enlightened Agony: obviously
Lightning Strikes --> Swift Flurry doesn't work with FFability, Lightning Strikes does
Enervating Blows can't stack with FFability#s enfeebled and therefore isn't worth it.
Duality of Mortal Presence-->Iron Wheel: the higher CON is nice for raising fortitude and the AR is good for a tanky char anyways. And raising INT by 10 points would prolong the curse's damage a lot. Iirc Turning Wheel didn't work with FFability but I'm not 100% sure anymore.
Crucible of Suffering --> obviously
Parting Sorrow --> in combo with any terrify effect this is nice
Rooting Pain --> generating wounds via FFability, Enduring Dance, Parting Sorrow, Inward Spikes etc. leads to a lot of interrupts
Imagined Pain --> get +1 wounds when missed in melee: superb with Forbidden Fist, just superb - also in combo with Rooting Pain
Very nice combo with a Forbidden Fist: a Wizard with Pull of Eora and giving the Monk an item that makes him immune to push/pull effects like Upright Captain's Belt. He can then roam in the Pull's AoE, getting lots of wounds from the short-lived pulls - but they don't really mess him up like they mess up the enemies.
Also works with an Elf or an items with resistance to Dexterity afflictions and Binding Web: Monk will only get hobbled for a very short amount of time, enemies will be stuck. Whenever the short hobble expires you get a wound.
Those can give you lots of wounds - but honestly with enough RES and items you can sam FFability all the time and get wounds nonstop anyway.
What someone else reported and what's pretty nice: a confused Berserker/Forbidden Fist can use the Footsteps of the Beast to give himself very short-lived hobbles which when they expire give you wounds.
Edit: by the way: all the hostile reffect duration and RES stuff and Voidward etc. work perfectly well for Sacred Immolation, too if I remember a post of some forum colleague correctly. So a Forbidden Fist/Paladin with Sacred Immolation should work well. Very little self damage from SI - but also no massive extra wounds like with normal monks of course.