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 About Embreth TileaniPlumekith Halfling Aasimar Unchained Monk (Menhir Guardian) 1/Unchained Rogue 3 (Knife Master)/Alchemist (Vivisectionist) 1
 hp 38 (1d10+4d8+5+3 favored class) Fort +5 (twist away), Ref +12 (+13 vs traps, evasion), Will +5
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 Melee Flurry of Blows (Any two of the following):
 Ranged +11 dagger (1d3+2 17-20x2) and +9 shuriken (1) or heavy crossbow +9 (1d8) --------------------
 Ref +14 Flurry of Blows (Any two of the following):
 [dice=Attack 1]1d20+14[/dice][dice=Damage 1]1d3+13[/dice][dice=Sneak 1]3d8[/dice]
 CMD 23
 Feats crane style, dodge (b), improved unarmed strike (b), piranha strike, single blade style (b), weapon finesse (b), throw anything (b), twist away Skills Acrobatics +15 (4 rank, 3 class, 6 dex, 2 race), Bluff +5 (2 ranks, 3 class), Caft (Alchemy) +5 (2 ranks, 3 class), Diplomacy +5 (2 ranks, 3 class), Disable Device +14 (5 ranks, 3 class, 6 dex), Escape Artist +13 (4 rank, 3 class, 6 dex), Knowledge (Local) +5 (2 ranks, 3 class, 0 int), Knowledge (Religion) +5 (2 rank, 3 class, 0 int), Perception +12 (5 rank, 3 class, 4 wis), Sense Motive +9 (1 rank, 3 class, 4 wis, 1 morale), Spellcraft +4 (1 rank, 3 class), Stealth +10 (1 rank, 3 class, 6 dex), (+2 racial to acrobatics and fly) Languages Common, Halfling Gear (3,198 GP): +2 glammered Keen Dagger, Belt of Incredible Dex +2 (4,000), Bracers of Armor +2 (4,000), shuriken x(20) --------------------
 This replaces the monk’s weapon and armor proficiency. Claws (Ex) A menhir guardian learns to draw upon natural forces to subtly change his body. He gains the shifter’s shifter claws class feature and treats his monk level as his shifter level for the purposes of this ability. The menhir guardian cannot use the ki strike aspect of ki pool. This replaces unarmed strike and alters ki pool. Wild Flurry (Ex) A menhir guardian gains flurry of blows. He can use this ability with the natural attacks provided by his shifter claws ability or the weapons specified above under weapon and armor proficiency. This alters flurry of blows. Rebuking Strike (Ex) At 1st level, a menhir guardian can channel his ki into a devastating strike that repels his enemies. A menhir guardian must declare that he is using rebuking strike before making a natural attack with his claws. On a hit, a foe damaged by the menhir guardian’s claws must succeed at a Fortitude saving throw (DC = 10 + half the menhir guardian’s level + his Wisdom modifier) or be pushed back 5 feet directly away from the menhir guardian, plus an additional 5 feet for every 4 levels the menhir guardian has beyond 1st. If this movement would be blocked by a solid object, the target of rebuking strike takes 1d6 points of damage per 10 feet moved and falls prone at the end of the movement. Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training (Dagger) (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Sneak Attack +3d6 (3d8 with daggers) Evasion (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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 the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Rogue Talents Combat Trick (single blade style) Danger Sense (Ex) At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. Mutagen (Su) At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. Throw Anything (Ex) All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Alchemy (Su) Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects....When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. Background notes -Tried the menhir guardian/druid thing with auntie Ryli.  He was not into it
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