Mingma
A fighter pretending to be a monk, or maybe he thinks he is one?
Basics
Level: 11th
Race: Human
Class: Fighter 11
Alignment: Chaotic Neutral
Age: Adult
Ability | Score | Modifier | Temp Score | Temp Mod | |
---|---|---|---|---|---|
Strength | 19 | +4 | 23 | +6 | |
Dexterity | 19 | +4 | |||
Constitution | 12 | +1 | |||
Intelligence | 10 | +0 | |||
Wisdom | 10 | +0 | |||
Charisma | 8 | -1 |
• Strength enhanced with Belt of Giant Strength +4
Initiative: +4 (+4 dex)
Speed: 30
Traits
- Martial Manuscript (faith): You gain a +2 trait bonus on rolls to confirm critical hits when you’re using an unarmed strike or monk weapon.
- Monk Weapon Skill (combat): Select one monk weapon with which you are proficient (quarterstaff). You gain a +1 trait bonus on damage rolls with this weapon.
Favored Class: Fighter
Favored Class Bonus
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
Human Racial Traits
- Size: Medium
- Dual Talent: These humans pick two ability scores and gain a +2 racial bonus in each of those scores (str, dex). This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Skills
Skill | Total | Ranks | Ability | Class | Misc |
---|---|---|---|---|---|
Acrobatics | +14 | 11 | 4 | 0 | -1 |
Stealth | +14 | 11 | 4 | 0 | -1 |
Feats
- Adv. Weapon Training (Focused Weapon): Gain adv. weapon training option
- Double Slice: Add your Str bonus to off-hand damage rolls
- Following Step: Move up to 10 feet as an immediate action
- Greater Two-Weapon Fighting: Gain a third off-hand attack
- Greater Weapon Focus (Quarterstaff): +1 bonus with one weapon
- Improved Two-Weapon Fighting: Gain additional off-hand attack
- Power Attack: Trade melee attack bonus for damage
- Step Up: Take a 5-foot step as an immediate action
- Step Up and Strike: Follow adjacent creature and attack immediately
- Two-Weapon Fighting: Reduce two-weapon fighting penalties
- Weapon Focus (Quarterstaff): +1 bonus on attack rolls with one weapon
- Weapon Spec. (Quarterstaff): +2 bonus on damage rolls with one weapon
Attack
Weapon Proficiencies: All simple and martial weapons
Quarterstaff (primary hand): +24/+19/+14 (11 base, 6 str, 4 weapon training, 2 greater weapon focus, 3 enhancement, -2 two-weapon fighting)
Damage: 1d10+16 (6 str, 4 weapon training, 2 weapon specialization, 1 trait, 3 enhancement)
Quarterstaff (off hand): +22/+17/+12 (11 base, 6 str, 4 weapon training, 2 greater weapon focus, 1 enhancement, -2 two-weapon fighting)
Damage: 1d10+14 (6 str, 4 weapon training, 2 weapon specialization, 1 trait, 1 enhancement)
Quarterstaff (primary hand, power attack): +21/+16/+11 (11 base, 6 str, 4 weapon training, 2 greater weapon focus, 3 enhancement, -2 two-weapon fighting, -3 power attack)
Damage: 1d10+22 (6 str, 6 power attack, 4 weapon training, 2 weapon specialization, 1 trait, 3 enhancement)
Quarterstaff (off hand, power attack): +19/+14/+9 (11 base, 6 str, 4 weapon training, 2 greater weapon focus, 1 enhancement, -2 two-weapon fighting, -3 power attack)
Damage: 1d10+20 (6 str, 6 power attack, 4 weapon training, 2 weapon specialization, 1 trait, 1 enhancement)
Quarterstaff (two-handed): +26/+21/+16 (11 base, 6 str, 4 weapon training, 2 greater weapon focus, 3 enhancement)
Damage: 1d10+19 (9 str, 4 weapon training, 2 weapon specialization, 1 trait, 3 enhancement)
Quarterstaff (two-handed, power attack): +23/+18/+13 (11 base, 6 str, 4 weapon training, 2 greater weapon focus, -3 power attack, 3 enhancement)
Damage: 1d10+28 (9 str, 9 power attack, 4 weapon training, 2 weapon specialization, 1 trait, 3 enhancement)
Composite Longbow: +16/+11/+6 (11 base, 4 dex, 1 enhancement)
Damage: 1d8+6 (6 str)
• +2 to confirm critical hits with monk weapons [Martial Manuscript]
• Increase base weapon damage as a Warpriest's sacred weapon [Focused Weapon]
Defense
Armor Proficiencies: All armor and shields
Armor Class: 26 (4 dex, 11 armor, 1 deflection)
Flat-Footed AC: 22 (11 armor, 1 deflection)
Touch AC: 15 (4 dex, 1 deflection)
Combat Maneuver Defense: 31 (11 base, 6 str, 4 dex)
Saving Throws | Total | Base | Ability | Resistance | Misc |
---|---|---|---|---|---|
Fortitude | +11 | 7 | 1 | 3 | 0 |
Reflex | +10 | 3 | 4 | 3 | 0 |
Will | +9 | 3 | 0 | 3 | 3 |
Hit Points: 87
• +3 to Will saves [Armed Bravery]
• DR 3/- when wearing heavy armor [Armored Juggernaut]
Fighter Class Features
Bravery (link)
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (link)
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (monk) (link)
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Advanced Armor Training (Armored Juggernaut) (link)
When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.
Advanced Weapon Training (Armed Bravery) (link)
The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.
Advanced Armor Training (Armor Specialization) (link)
When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.
Languages
- Common
Magic Items
Slot | Item | Price | Weight |
---|---|---|---|
Shoulders | Cloak of Resistance +3 | 9,000gp | 1lb |
Armor | Mithral Full Plate Glamered +2 | 18,350gp | 25lb |
Belt | Belt of Giant Strength +4 | 16,000gp | 1lb |
hands | Gloves of Dueling | 15,000gp | - |
ring | Ring of Protection +1 | 2,000gp | - |
wielded | Greenwood Quarterstaff +3/+1 | 20,500gp | 4lb |
Wielded | Composite Longbow 6 Str | 1,000gp | 3lb |
Treasure
pp | gp | sp | cp | gems (gp value) |
---|---|---|---|---|
0 | 150 | 9 | 0 | 0 |
Mundane equipment
-
(Items in Handy Haversack)
- Bedroll (5lb)
- Cooking kit (16lb)
- Efficient tent (15lb)
- Cold-weather outfit (7lb)