Hill Giant Monk Lvl 19 male
height: 10.1 ft
Movement speed: 100ft
Unarmored Monk bonus: +60ft
Weapon: Javelins (15)
Armor:Explorer clothes (no ac bonus)
Strength: 31 (+10)
- Carry weight:
Dexterity: 17 (+3)
Constitution: 22 (+6)
Intelligence: 10 (0)
Wisdom: 13 (+1)
Charisma: 10 (+0)
Size mod: -1 to attack mod
Racial base attack bonus: +8
Your attack bonus with a melee weapon is:Base attack bonus + Strength modifier + size modifier
Example attack: 14 + 10 – 1 + 8
With a ranged weapon, your attack bonus is:
Base attack Bonus: (melee)
1st: 14 + 10 – 1 + 8
2nd: 9 + 10 – 1 + 8
3rd: 4 + 10 – 1 + 8
Furry of blows attack bonus:
1st: 14 + 10 – 1 + 8
2nd: 14 + 10 – 1 + 8
3rd: 14 + 10 – 1 + 8
4th: 9 + 10 – 1 + 8
5th: 4 + 10 – 1 + 8
Skills (skill_ability_total skill lvl_ability modifier_ranks
Hide Checks: -4
Feats= ( feats that can be taken multiple times look like "toughness (number of times taken) " )
Many More Feats
Improved Initiative: You get a +4 bonus on initiative checks.
Improved Unarmed Strike: You are considered to be armed even when unarmed—that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
A Step Ahead: A Character with A Step Ahead gains an extra Standard action for the first round of combat when they have the highest initiative in the encounter. This extra action functions like a normal action, except that it may not be readied. The extra action is lost if the character loses first initiative, is tied for highest initiative and loses the deciding die roll, or delays their initiative to a point that would keep them from having highest initiative. The character also receives the extra standard action if the character gets a surprise round.
Normal: The character has one standard and one move action in a round.
Quivering palm: Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Counter Charge: You may declare a Counter Charge as a readied action against any opponent who charges you. The action is triggered the moment your opponent comes within 5’ of your reach. You take a 5’ step forward and make a single attack at your full base attack bonus. Your opponent suffers the -2 AC penalty for charging. On a successful attack you deal double damage. Stack this bonus damage with the weapon’s critical multiplier on a critical hit. While this shortens the distance your opponent has to charge, it does not alter the bonuses and penalties of the charge if the opponent moves less than 10’ because of your action.
Power Health: Use your Strength modifier in place of your Constitution modifier to calculate Hit Points.
Unarmed Combo Strike: Lets you make an additional attack for every 4 class levels.
Greater Flurry: When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.( Bonus: Improved Grapple): You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Improved Evasion: At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.(Bonus: Combat Reflexes):You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Ki Strike (Adamantine): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness
Wholeness of Body: At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Tongue of the Sun and Moon: monk of 17th level or higher can speak with any living creature.
Empty Body: At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Wushu: You gain a +2 to all attack and damage rolls made with an unarmed strike. While fighting unarmed you are capable of redirecting attacks, gaining a +2 bonus to your Armor Class.
Diamond Body: At 11th level, a monk gains immunity to poisons of all kinds.
: Raised in a small fishing village far to the east, Johanne was found alone by a wandering Ranger in a cave when he was just a baby. Even at the tender yound age of one, he had a cock the size of a black dragon, and he named it mungo. Presumably abandoned by his parents, the ranger brought him to the nearby village and convinced a fisherman and his wife to look after him. Young Johanne very quickly proved to be a valuable asset to the village, as his immense size and strength made him capable of felling trees in one swing and harpooning whales from his rather peculiarly made boat. The village prospered, trade flourished, no soul went hungry. Johanne had his first taste of combat when a group of bandits calling themselves “The Edge Brothers” attacked, expecting little resistance, they were given a startling shock when a towering hunk of muscle decimated them before they could say “IS THAT A HILL GIANT!?” After that, Johanne became the village’s honorary defender, taking occasional trips around the countryside aiding farmers with wild predators stalking the hills surrounding the area. Everyone was happy, times had never been better, but it couldn’t last forever. It came in the night, trees were uprooted in its wake, each step sounding like an earthquake, its roar a volcano, it came down with the force of a landslide, killing everything in its path. Johanne, who had not yet made enough to purchase weapons or armor, did everything he could to buy the villagers time to escape onto their rafts out to sea, but try as he may, he was powerless against the awesome foe that was barreling toward him with a look of blind fury and hatred. Armed with only an armful of harpoons and his wits, (which didn’t happen to be very much,) Johanne collided with the beast in what was an incredible display of strength and agility on both parts, but the Troll eventually emerged victorious. Broken, the last thing Johanne saw was his father rushing to save him from the Stone Troll’s finishing blow, he watched his father torn in half and devoured, and that was the last thing he remembered when he awoke the next morning. After hours of searching, he found few survivors, who then moved on. Hating himself for not being good enough to save his family, Johanne decided to join the King’s Navy, as a marine. As it turned out, fate had other plans in store for him… Shortly before he was going to sign up, he heard a beckoning from a dark alleyway, where he was invited to participate in n underground fighting ring for a rather handsome pay, provided that he won. He accepted, and after beating the first thirty opponents to the brink of death, started realizing that he didn’t want to stop fighting. It didn’t take long for Johanne to become the champion fighter, but with time his heart grew colder and colder, for the beast that destroyed his village had gone unchecked for too long, and was terrorizing the countryside in an unstoppable rampage, and he knew his time had come to face this threat, but he wouldn’t be able to do it alone. His opportunity would come much easier than he expected, when he was approached by a man, who claimed to have been watching him for a very long time. After talking for almost an entire night, Johanne finally figured out who the man was, the Ranger who had found him in the hills and brought him to the village, the man he owed his life to. “I have come to bring you somewhere that can teach you how to live up to your full potential. Your quest will cross your path with many other adventurers, but before that happens, you have to learn.” These were the words the Ranger had spoken to Johanne before they set off for a monastery where he would hone his skills. His master, Batuo, was a very small man from a foreign land. It didn’t take long for the two to come to find a mutual respect for each other, Johanne was ready to learn, and Batuo was the man to teach him. After many years of training, Johanne had finally become a Monk, and was well on his way to becoming a Grand Master, but to his dismay, he found Batuo slain in the Courtyard, assassinated, but by who? Within an hour, The Ranger, named Barclay, arrived with warnings that his time to leave had come, and without question, Johanne struck out, not knowing where, and no longer cared. The Road would lead him to his Destiny.