Level 20 Human Monk Character Sheet
Level 20 Human Monk Character Sheet
Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes
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
Weapon
Survival 10 =WIS 10 +0 +0
x Swim 24 =STR 11 + 10 +3
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Totals 8 0 0% 1 lbs.
Chokehold AC Bonus
Combat Reflexes Abundant Step
Headband Qty. lbs.
Wholeness of Body
Ring of Protection +5 1
Play Notes
Racial Traits
Background Traits
Reactionary
Finding Your Kin
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
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
IMPROVED GRAPPLE
IMPROVED TRIP
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
POWER ATTACK
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
Notes
Custom skill points added to build