Is my character good??? [Archive] - Wizards Community

Post/Author/DateTimePost
darksamuari

04-13-04, 11:50 PM
I wanted to know if my character was becuase i am about to start a new game over aim. I am kind of new to d and d so it may not be the best. The rules were level 10, no elves. okay here it is.

Yonug
Human, 20 Years Old, Height 5;8 Weight 125
Level 10 Monk, Lawfully Good

Statistics
Strength .14 +2
Dexterity .16 +3
Constitution .11
Intelligence .13 +1
Wisdom .12 +1
Charisma .10

Misc. Statistics
Health Points: 75
Armor Class: 16
Base Land Speed : 60ft
Touch : 16
Flat-footed : 12
Initiative : +4
Fortitude :9
Reflex :11
Will :7
Base Attack Bonus : 7/2
Grapple : 10
Spell Resistance : 0

Weapons
Weapon Attack Damage Critical
Strike, unarmed 11/6 10d+3 20/x2
Nunchaku 9/4 1d6+3 20/x2

Equipment
Bedroll : hangs over the neck the left.
Nunchaku : With a Nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). One the right side of the belt.
Hat Disguise : This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. Duration: 10 min./level (D)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Monks Belt : This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus function just like the monk’s AC bonus
Monks Outfit : : This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.
Flint & Steel : Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long. In the belt pouch
Belt Pouch : Contains Flint & Steel and Small Rations.
Flask : on the left side of the belt.

Skills
Apprasie 2
Balance 8
Climb 13
Concentrate 2
Craft 2
Dephire Script 2
Diplomacy 13
Disable Device 2
Escape Artist 19
Forgery 2
Hide 4
Jump 17
Knowledge (Arcane, Architecture and Engineering, Dungeoneering, History, Local, Nature, Nobility and Royalty, and The Planes) 2
Knowledge Religion 12
Knowledge Geography 8
Listen 10
Move Silently 17
Search 2
Sleight of Hand 4
Speak Language 2
Spell Craft 2
Swim 3
Tumble 21

Feats, Abilities, Language
Feats
Run : When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Toughness : You gain +3 hit points.
Acrobatic : You get a +2 bonus on all Jump checks and Tumble checks.
Agile : You get a +2 bonus on all Balance checks and Escape Artist checks.
Weapon Focus (Strike, unarmed) You gain a +1 bonus on all attack rolls with the selected weapon.
Monk abilities
Unarmed Strike : At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Flurry of blows: +7/+7/+2
Still mind :A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Evasion :At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Improved Unarmed Strike
Ki strike (lawful) : 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.
Stunning Fist : 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 action). A stunned character can’t act, 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.
Slow fall (50 ft.) :At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
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.
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.
Improved Disarm : You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
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.
Purity of body : At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases

Languages
Halfling
Under Common
Common
Gnome

Traits
1. Fiddles and Fidgets nervously
2. Thin
3. Clean
4. Hot Tempered
5. Energetic
6. Jokester

Tell me if it is alright or what i need to fix.
Dauntless

04-14-04, 03:30 AM
Try posting in the character optimization forum.