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He looks like he will have a high likelihood of getting killed, yes.
Why multiattack? Is this a monster race with more than three natural attacks?
If he's planning to fight mostly unarmed, imp sunder and PA/cleave seems like a bad choice. If he's set on barfighting, I'd look at using a goliath (powerful build) and at least switch to dungeoncrasher fighter (dungeonscape).
Now you can start making PA/cleave work by picking up Knockback. Also, I'd have him check out Oriental Adventures for more unarmed combat feats.
By "high kill game" do you mean that you expect to die a lot? Because with 12 Con you certainly will.
1. Needs more Con, or else he will get killed easily. 14 at MINIMUM, 16 if you want to be safe.
2. Post more info; level, race, class, expected party composition.
3. His mentals are dead weight, except for Wisdom, which can remain at 12. Dump Int & Cha, increase Con.
4. Imp Grapple/Sunder/Bullrush are very weak feats. If you're in a very low-op environment ("Monks are overpowered! Nerf Rogues!"), it could work. Imp. Bullrush is fine on a Dungeoncrasher, but is otherwise far too situational to be effective.
5. Why does he have Jack of All Trades on a Fighter? Fighters are the definition of "bad at skills", with a measly 2+Int, and the system all but commanding you to dump mentals. Might as well dump it for Great Cleave so you can pretend to be good against mobs.
6. What is Multiattack doing for him?
Originally Posted by Emperor Tippy
By level 20 though, you aren't capturing a wizard. A character lives to level 20 by being the most ruthless, lucky, capable, and paranoid bastard around. A wizard is throwing around a 30+ Int score and has, entirely in character, planned contingencies for his contingencies. He may well be running around with flat out total immunity to harm, he does not walk outside without an entire bevy of defensive magics around him and enough magic items to buy himself a nation.
If he is a fighter but is going to be using unarmed strikes, one of the only ways you can make him stand a chance is by allowing him to use the monk's unarmed strike damage at his character level. Allow him to be large or at least have a powerful build, then allow him to do more damage. This would also imporve the usefulness of the improved grapple, as large size would add another +4 to his rolls.
As far as weapons, you might allow him to wear enchanted gauntlets or a pair of ward cestus to keep relevance with enchanted longswords and the like. Ki strikes just don't really compete.
I would switch out improved bullrush for improved trip, or jack of all trades. An AoO as they get up is always welcome, especially if there are more than one person within range. 3 skill points per level is basically not worth noting.
He may also want to look more at barbarian as well. I've never seen a barfight that showcased a lot of skill, but a drunken-fueled rage is a constant. lol
I have been part of groups where the DM allowed improved grapple/trip/etc to be taken multiple times, stacking as they did. This would be more beneficial than the cleave feat for this build, at least until a huge monster comes along.
You'll need to put cross-class ranks into Tumble for the two Fighter levels to qualify for Drunken Master. But assuming you have a Monk's Belt, you'll be getting 2d6+1d8 damage out of each improvised attack that hits. Stagger will help him with mobility issues (sounds like it's a target-rich environment) as well as getting the most out of Shock Trooper. The saves (particularly Reflex, with Evasion) will make things a bit easier for the sorc if he's playing a blasty guy.
(If ToB is in play, you could almost certainly achieve a better result with Unarmed Swordsage, but if the other characters are low-op, you might want to hold off).
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AC Bonus (Wis +1 to unarmored ac but you also have the option of strapping on medium armor)
Unarmed Combat (2d6 per unarmed strike)
Flurry of Blows (still at -2)
Pounce (through the Complete Champion acf)
Whirling Frenzy (through the Unearthed Arcana acf)
Trap Killer (through the Dungeonscape acf)
Drink like a Demon
Improvised Weapons (dealing 2d6+1d8 per strike)
Swaying Waist (+2 to AC)
Through Poison Healer he can heal himself a low amount (his constitution modifier) every time he successfully saves against a poison. Alcohol is a poison, so this guy heals himself by pounding drinks. Knowledge Devotion supplies a way to turn Knowledge: Local (as provided by Apprentice: Philosopher) into a bonus to attacks & damage, in addition to making the character tied to the inner-workings of the world of bars. Finally Knock Down allows your character to initiate a trip attack, for free, whenever he deals more than 10 points of damage to an opponent. This is where his main form of combat comes as he should be easily getting 10 points of damage on anyone who fights him in a bar (and once they're on the ground, the fight is going to turn real nasty for them).