Mingma

monk by Maxicons TH from the Noun Project

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

skills by Adrien Coquet from the Noun Project

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.
Reading by Template from the Noun Project

Skills

Skill Total Ranks Ability Class Misc
Acrobatics +14 11 4 0 -1
Stealth +14 11 4 0 -1
decision tree by Trevor Dsouza from the Noun Project

Feats

wood staff by Juicy Fish from the Noun Project

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]

Shield by Creaticca Creative Agency from the Noun Project

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]

Knight by Frey Wazza from the Noun Project

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.

Magic Scroll by Rena Rohrbacher from the Noun Project

Languages

  • Common
necklace by Smalllike from the Noun Project

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 by Smalllike from the Noun Project

Treasure

pp gp sp cp gems (gp value)
0 150 9 0 0

Mundane equipment