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Level 20 Human Monk Character Sheet

This document provides character details for a level 20 human monk. It lists the character's abilities, skills, armor class, saving throws, and other stats. The character has high strength, dexterity, and wisdom with numerous skills at high ranks related to those abilities.
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0% found this document useful (0 votes)
105 views6 pages

Level 20 Human Monk Character Sheet

This document provides character details for a level 20 human monk. It lists the character's abilities, skills, armor class, saving throws, and other stats. The character has high strength, dexterity, and wisdom with numerous skills at high ranks related to those abilities.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Monk Lawful Good

Character Name Alignment Player

Monk (20) Not set Not set


Character Level Deity Homeland Campaign

Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
280 Movement
STR
Strength
32 +11 Total nonlethal Damage

90 ft. 18 sq. 90 ft. 18 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
24 +7
Wounds / Current HP

CON 24 +7 Initative 9 7 2 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
14 +2 Damage Skill Names Total Abilit Ranks Misc
Reduction
x Acrobatics 30 =DEX 7 + 20 +3
WIS 30 +10
Wisdom Ki Pool Appraise 2 =INT 2 +0 +0

CHA
x Artistry 2 =INT 2 +0 +0
Charisma
13 +1 Power 2
Bluff 1 =CHA 1 +0 +0
x Climb 24 =STR 11 + 10 +3
AC
Armor Class
51 =10+ 8 + 0 + 7 + 0 + 5 + 5 + 16
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 2 =INT 2 +0 +0
x Craft (b) 2 =INT 2 +0 +0
Touch AC 38 Flat Footed AC 43
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 1 =CHA 1 +0 +0
FortitudeConstitution
24 = 12 + 7 + 5 + 0 + Disable Device* =DEX + +
Disguise 1 =CHA 1 +0 +0
Reflex 24 = 12 + 7 + 5 + 0 +
Dexterity x Escape Artist 20 =DEX 7 + 10 +3

Will 27 = 12 + 10 + 5 + 0 +
Fly 7 =DEX 7 +0 +0
Wisdom

Handle Animal* =CHA + +


Spell Energy Heal 10 =WIS 10 +0 +0
B.A.B. 15 Resistance Resistance
x Intimidate 9 =CHA 1 +5 +3
CMB 31 = 20 + 11 + 0 + 0 Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 64 =10+ 15 + 11 + 7 + 0 + 21 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon x Knowledge (history) 10 =INT 2 +5 +3
(Flurry) (Power Attack) Unarmed strike +5 Knowledge (local)* =INT + +
Critical Type Range Ammo
Knowledge (nature)* =INT + +
19-20/x2 B Knowledge (nobility)* =INT + +
Attack Damage
Knowledge (planes)* =INT + +
+29/+29/+24/+24/+19/+19/+14 2d10+28 x Knowledge (religion) 20 =INT 2 + 15 +3
Weapon Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo x Perception 33 =WIS 10 + 20 +3
x Perform (a) 9 =CHA 1 +5 +3
Attack Damage x Perform (b) 1 =CHA 1 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride 15 =DEX 7 +5 +3
Critical Type Range Ammo x Sense Motive 28 =WIS 10 + 15 +3
Sleight of Hand* =DEX + +
Attack Damage Spellcraft* =INT + +
x Stealth 30 =DEX 7 + 20 +3

Weapon
Survival 10 =WIS 10 +0 +0
x Swim 24 =STR 11 + 10 +3

Critical Type Range Ammo Use Magic Device* =CHA + +


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Bracers of Armor +8 8 Bracer 0 0% 1 lbs.

Totals 8 0 0% 1 lbs.

Feats Other Specials Equipment Qty. lbs. Head Qty. lbs.

Chokehold AC Bonus
Combat Reflexes Abundant Step
Headband Qty. lbs.

Dodge Diamond Body


Greater Grapple Diamond Soul
Greater Trip Empty Body Eyes Qty. lbs.

Improved Critical: Unarmed strike Evasion


Improved Grapple Fast Movement
Shoulders Qty. lbs.
Improved Trip Flurry of Blows
Improved Unarmed Strike High Jump Cloak of resistance +5 1
Jabbing Dancer Improved Evasion
Neck Qty. lbs.
Jabbing Master Ki Pool
Jabbing Style Maneuver Training Amulet of natural armor +5 1
Medusa's Wrath Perfect Self
Chest Qty. lbs.
Mobility Purity of Body
Power Attack Quivering Palm
Rapid Grappler Slow Fall Body Qty. lbs.

Stunning Fist Still Mind


Weapon Focus: Unarmed strike Timeless Body
Tongue of the Sun and Moon Belt Qty. lbs.

Wholeness of Body

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Ring of Protection +5 1

Play Notes

Racial Traits

Background Traits

Reactionary
Finding Your Kin

Light 692 lbs. or less Lift Over 2080 lbs.


Load Head PP 0 Experience Points
GP 0
Medium 696-1384 lbs. Lift Off 4160 lbs.
Load Ground
SP 0 Next Level
Heavy 1388-2080 lbs. Drag or 10400 lbs. CP 0
Load Push
FEATS

CHOKEHOLD

Requirements: Improved Grapple, Improved Unarmed Strike, base attack bonus +6 or monk level 5th.
While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat
maneuver with a -5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a
chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe
or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold
his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical
hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

COMBAT REFLEXES

Requirements: None
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you
may also make attacks of opportunity while flat-footed.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DODGE

Requirements: Dex 13.


You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the
benefits of this feat.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

GREATER GRAPPLE

Requirements: Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved
Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make
two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks.
You only need to succeed at one of these checks to maintain the grapple.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

GREATER TRIP

Requirements: Combat Expertise, Improved Trip, base attack bonus +6, Int 13.
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip.
Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED CRITICAL

Requirements: Proficient with weapon, base attack bonus +8.


When using the weapon you selected, your threat range is doubled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED GRAPPLE

Requirements: Dex 13, Improved Unarmed Strike.


You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2
bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an
opponent tries to grapple you.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED TRIP

Requirements: Int 13, Combat Expertise.


You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2
bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an
opponent tries to trip you.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED UNARMED STRIKE

Requirements: None
You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes
while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

JABBING DANCER

Requirements: Dodge, Improved Unarmed Strike, Jabbing Style, Mobility; base attack bonus +9, brawler level 5th, or
monk level 5th.
Each time you hit with an unarmed strike while using Jabbing Style, you can move 5 feet without provoking an attack of
opportunity as long as you move to a space adjacent to the opponent you hit with the unarmed strike. If you use this
feat, you cannot take a 5-foot step during your next turn.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

JABBING MASTER

Requirements: Dodge, Improved Unarmed Strike, Jabbing Dancer, Jabbing Style, Mobility, Power Attack; base attack
bonus +12, brawler level 8th, or monk level 8th.
While using Jabbing Style, the extra damage you deal when you hit a single target with two unarmed strikes increases
to 2d6, and the extra damage when you hit a single target with three or more unarmed strikes increases to 4d6.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

JABBING STYLE

Requirements: Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature, or flurry of blows class
feature.
When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round,
you deal an extra 1d6 points of damage to that target.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

MEDUSA'S WRATH

Requirements: Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11.
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed
strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed,
staggered, stunned, or unconscious foe.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MOBILITY

Requirements: Dex 13, Dodge.


You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a
threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose
dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

POWER ATTACK

Requirements: Str 13, base attack bonus +1.


You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all
melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed
weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif
ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty
increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack
roll, and its effects last until your next turn. the bonus damage does not apply to touch attacks or effects that do not deal
hit point damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

RAPID GRAPPLER

Requirements: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk
level 9th.
Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift
action to make a grapple combat maneuver check at a -5 penalty.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

STUNNING FIST

Requirements: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the
attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2
your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw
is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions,
loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for
every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants,
undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON FOCUS

Requirements: Proficiency with selected weapon, base attack bonus +1.


You gain a +1 bonus on all attack rolls you make using the selected weapon.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


Description
A PFRPG character build.

Notes
Custom skill points added to build

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