Male half-orc unchained barbarian (spirit totem) 11/monk (martial artist) 11/gestalt 11/Champion 3 (Pathfinder RPG Advanced Player's Guide, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 8)
NG Medium humanoid (human, orc)
Init +7;
Senses darkvision 120 ft., scent; Perception +18
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Defense
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AC 25, touch 22, flat-footed 23 (+2 armor, +2 deflection, +2 Dex, +2 enhancement, +2 monk, +1 natural, +4 Wis)
hp 170 (11d12+38)
Fort +12,
Ref +12,
Will +14
Defensive Abilities danger sense +3, hard to kill, improved evasion, improved uncanny dodge;
DR 2/—;
Immune exhaustion, fatigue
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Offense
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Speed 100 ft.
Melee unarmed strike +21/+16/+11 (2d8+10/19-20/×3) or
. .
unarmed strike flurry of blows +30/+30/+25/+25/+20/+15 (2d8+10/19-20/×3) or
. . bite +17 (1d4+9)
Special Attacks flurry of blows, mythic power (9/day, surge +1d6), rage (36 rounds/day), rage powers (beast totem[APG], greater beast totem[APG], lesser beast totem[APG], brawler[APG], increase damage reduction +2), stunning fist (2/day, DC 20)
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Statistics
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Str 22,
Dex 14,
Con 14,
Int 10,
Wis 18,
Cha 10
Base Atk +11;
CMB +20;
CMD 37
Feats Combat Meditation, Deepsight[APG], Improved Critical[M], Improved Unarmed Strike, Keen Scent[APG], Meditation Master, Medusa's Wrath, Pummeling Style[ACG], Slow Time, Stunning Fist, Weapon Focus (unarmed strike)[M], Weapon Specialization (unarmed strike)
Traits bully, reactionary
Skills Acrobatics +13 (+52 to jump), Intimidate +17, Linguistics +11, Perception +18, Profession (Courier) +18, Sense Motive +10, Survival +18 (+20 to avoid becoming lost);
Racial Modifiers +2 Intimidate
Languages Abyssal, Celestial, Common, Daemonic, Dwarven, Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon
SQ aerial assault[MA], amazing initiative, exploit weakness, fast movement, fast movement, high jump, impossible speed[MA], maneuver training, mythic rage[MA], orc blood, pain points, physical resistance, recuperation, sudden attack[MA]
Combat Gear caltrops, vicious;
Other Gear bracers of armor +2,
stonefist gloves[MA], bedroll, belt pouch, belt pouch, belt pouch, belt pouch, belt pouch, blanket[APG], canteen[UE], chalk, collapsible plank[UE], compass[APG], cot[UE], everburning torch, folding chair[UE], folding ladder[UE], folding pole[UE], folding shovel[UE], folding table[UE], masterwork backpack[APG], mug/tankard, pot, scroll case, signet ring, small tent, star charts[ARG], tent cover[UW], twine (50')[APG] (4), 26,512 gp, 9 sp, 3 cp
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Special Abilities
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Aerial Assault (+30 ft) (Su) When charge use 1 power, add to jump distance & +1d6 wep dam/10 ft of height, or grapple and pull foe down.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Combat Meditation (11 rounds, 4/day) Can lose Med. Master bonus to roll a check 2x. As a full rd action, count as meditated for 1 rd/lvl.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Darkvision (120 feet) You can see in the dark (black and white only).
Exploit Weakness +15 (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the mar
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flurry of Blows +20/+20/+15/+15/+10/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
High Jump (+11/+31 with ki point) (Ex) +11 to Acrobatics checks made to jump.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Impossible Speed (+30 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Increase Damage Reduction +2 (Ex) While raging, DR increases by 2.
Maneuver Training (Ex) CMB = other BABs + Monk level
Meditation Master Meditate 1 hour after 8 hours of rest to get +1 Insight bonus to any roll over next day.
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Mythic Rage (+1 rounds) (Su) Recover rage rounds w/mythic power, attacks bypass DR for rest of turn.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Physical Resistance 2 (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum redu
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Rage (Unchained, 36 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Slow Time (1/day) (Ex) After using Combat Meditation: Gain effects of haste for 1 rd/2 lvls.
Stunning Fist (2/day, DC 20) You can stun an opponent with an unarmed attack.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +3 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Weapon Focus [Mythic, Unarmed strike] 1 MP: As a swift action, add half tier to attack with selected weapon.
Mythic notes:
Tier 3 Champion.
+2 Str
Champion's Strike: Sudden Attack
Path Abilities: Aerial Assault, Impossible Speed, Mythic Rage
Mythic Feats: Improved Critical [Mythic] - Unarmed Strike, Weapon Focus [Mythic] - Unarmed Strike