Is this better than my previous character?
Kog Haltpast
Male Dwarf Fighter 3 / Monk 2
Lawful Neutral
Representing Fuzzyzergling
Strength 15 (+2)
Dexterity 17 (+3)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 6 (-2)
Size: Medium
Height: 3' 11"
Weight: 185 lb
Skin: Yellow
Eyes: Black
Hair: Gray Straight; Average Beard
Total Hit Points: 28
Speed: 20 feet
Armor Class: 16 = 10 +3 [dexterity] +3 [wisdom]
Touch AC: 16
Flat-footed: 13
Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
Fortitude save: +7 = 6 [base] +1 [constitution]
Reflex save: +7 = 4 [base] +3 [dexterity]
Will save: +7 = 4 [base] +3 [wisdom]
Attack (handheld): +6 = 4 [base] +2 [strength]
Attack (unarmed): +6 = 4 [base] +2 [strength]
Flurry of Blows: +4/+4 [includes strength modifier]
Attack (missile): +7 = 4 [base] +3 [dexterity]
Grapple check: +6 = 4 [base] +2 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.
Languages: Common Dwarven
Unarmed Damage: 1d6 +2 [strength]
Feats:
Combat Reflexes [monk]
Dodge
Endurance
Die Hard
Improved Initiative
Improved Unarmed Strike [monk]
Stunning Fist [monk]
Traits:
Appraise Int 2 = +0 +2
Balance Dex* 8 = +3 +5
Bluff Cha -2 = -2
Climb Str* 5 = +2 +3
Concentration Con 1 = +1
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 3 = +3
Forgery Int 0 = +0
Gather Information Cha -2 = -2
Heal Wis 3 = +3
Hide Dex* 3 = +3
Intimidate Cha -2 = -2
Jump Str* -4 = +2 -6 [speed 20]
Listen Wis 7 = +3 +4
Move Silently Dex* 5 = +3 +2
Perform_1 Cha -2 = -2
Perform_2 Cha -2 = -2
Perform_3 Cha -2 = -2
Perform_4 Cha -2 = -2
Perform_5 Cha -2 = -2
Ride Dex 5 = +3 +2
Search Int 0 = +0
Sense Motive Wis 3 = +3
Spot Wis 3 = +3
Survival Wis 3 = +3
Swim Str** 2 = +2
Use Rope Dex 3 = +3
* = check penalty for wearing armor
Dwarf:
+2 constitution / -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on solid ground
+2 racial bonus on appraise checks if stone/metal
Fighter:
Bonus Feats (already included)
Monk:
AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Fast Movement (already included)
Bonus Feats (levels 1 2 & 6)
Evasion (level 2)
Also, I made a character sheet on Myth-Weavers, what have I missed?
You haven't listed where the +1 to an ability went at level 4. I'm assuming Dexterity.
Dodge? Seriously, dodge?
It's a terrible feat, man. Endurance and Die Hard are a bit of a waste as well.
A suggestion, from Tome of Battle:
SUPERIOR UNARMED STRIKE
Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable areas.
Prerequisite: Improved Unarmed Strike, base attack bonus +3.
Benefit: You deal more damage with your unarmed strikes, as shown on the table below.
Level Damage
3rd 1d4
4th–7th 1d6
8th–11th 1d8
12th–15th 1d10
16th–20th 2d6
Special: If you are a monk, you instead deal unarmed damage as a monk four levels higher.
Also, for the record, I'm changing the way Flurry of Blows works, so it no longer sucks quite so much.
When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or anything else that gives you a melee attack), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. You take a –2 penalty on all attack rolls you make this round.
Like the old Flurry of Blows, the Monk gains a second extra attack at level 11 at their highest attack bonus.Basically, it does what flurry does, give you an extra attack, but it can be used after moving, making it much more useful. Also also, you can get your Extra monk damage when wearing gauntlets, and these can be enchanted. Or we can say Monks use magical Handwraps or something.
And I'll echo Mission when I recommend getting some source of AC. Bracers of Armour are good.