Sajan

Mintash's page

45 posts. Alias of natloz.


Full Name

Mintash

Race

HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin

Classes/Levels

Unchained monk (10) Unchained Rogue (3)

Size

Medium

Languages

Common, Quor

Strength 10
Dexterity 22
Constitution 16
Intelligence 10
Wisdom 20
Charisma 11

About Mintash

Mintash
Unchained Monk (enlightened monk) 10, Unchained Rogue (dark lurker) 3
LG Medium Kalashtar
Init +6; Senses Perception +24

Trackable:
HP: 134/134
Ki points: 16/17
Stunning Fist: 10/11
Action points: 11/11 (best of 2d6)
Psionically Focused: [x]
Racial Mindlink: 1/1
Boots of speed rounds: 9/10
Unfettered shirt: []
Ki in ring: 2/2
==DEFENSE==
AC 34, touch 27, flat-footed 28 (+3 armor, +6 dex, +3 monk bonus, +5 wisdom, +2 deflection, +1 insight, +4 Barkskin)
hp 134 (10d10+3d8+(3*13)+6)
Fort +14, Ref +19, Will +12
Defensive Abilities
Monk AC Bonus
Still Mind (Ex): +2 bonus on saving throws vs enchantment spells and effects.
Dream Native: +2 will save vs mind affecting
Purity of Body (Ex): immunity to all diseases, including supernatural and magical diseases.
Improved Evasion (Ex)
Danger Sense(EX): +1 AC & Reflex vs Traps
==OFFENSE==
Spd 60ft/x4
Melee Unarmed Strike +21/+16/+11(2d8+8) 20/x2
Melee UaS Flurry +21/+21/+16/+11(2d8+8) 20/x2
Melee Haste Flurry +22/+22/+22/+17/+12 (2d8+8) 20/x2

Abilites by using ki
Barkskin: +4 natural armor for 100 mins; 1 ki
Force screen: +4 shield bonus for 1 min; 1 ki
Catfall: Reduce fall damage by 50ft per point spent; 1 ki
Vanishing Trick: Swift action disappear (as vanish spell) for 3 rounds; 1 ki
Abundant Step: Dimension Door; 2 ki
Empty Body: Become ethereal for 10 rounds; 3 ki
Extra attack during flurry: swift action 1 ki

Special Attacks Flurry of Blows, Improved Unarmed Strike, Stunning Fist (DC 21 Fort Save), Style Strikes (Hammerblow, Flying Kick 30 ft), Pummeling style (all Unarmed Strikes on a turn count before DR), sneak attack (+3d6 damage), +1 damage if psionicly focused, 6 AOO's per turn, Ki Strike(Magic, Cold Iron/Silver, Lawful), Blind-Fight, Can do precision damage to foes with cover.

==STATISTICS==
Str 10, Dex 22 (16+2+1+1+2), Con 16(+2), Int 10 (9+1), Wis 20 (16+4), Cha 11
BAB +12, CMB +12, CMD +40
Favored Class: Enlightened unchained monk. +6hp & +1 ki (4lvls)
FeatsImproved Unarmed Strike, Weapon Focus (Unarmed strike), Stunning Fist (11x), Combat reflexes(6), Pummeling style, Psionic Fist, Up the walls, Unlocked talent, Wild Talent, extra ki, Weapon Finesse, Accomplished Sneak Attacker, Monastic Legacy, Extra Rogue Talent, Medusa's Wrath, blind-fight

Skills 64 ranks
Acrobatics +23 (13 ranks, +3 class skill, +6 Dex, +1 luck)
Acrobatics [jump] +39
Autohypnosis +10 (1 rank, +3 class skill, +5 wis, +1 luck)
Climb +5 (1 rank, +3 class skill, +1 Luck)
Disable Device +21 (10 ranks, +3 class skill, +6 Dex, +1 class feature, +1 Luck)
Know Local (Sarlona) +5 (1 rank, +3 CS, +1 luck)
Know planes +5 (1 rank, +3 CS, +1 luck)
Perception +24 (13 ranks, +3 CS, +5 wis, +1 Luck, +2 race)
Sense motive +20 (9 ranks, +3 CS, +5 wis, +1 luck, +2 racial)
Sleight of Hand +11 (1 Rank, +3 class skill, +6 dex, +1 luck)
Stealth +25 (13 ranks, +3 class skill, +6 Dex, +1 luck, +2 racial)
Swim +5 (1 rank, +3 CS, +1 luck)

Languages Common, Quor

Special Abilities:

RACIAL
Naturally Telepathic: Psi-Like Ability: 1/day, Mindlink (as per Psionics Unleashed). The manifester level for this ability is the kalashtar's character level. Charisma is the related attribute.

Dream Native: +2 racial bonus vs. mind-affecting saving throws and are immune to dream-based effects.

Naturally Suspicious: Kalashtar have many enemies and know they could be hiding anywhere. They get a +2 racial bonus to Perception, Sense Motive and Stealth. This racial trait replaces naturally social.

Bonus Feat: All Kalashtar gain the Wild Talent feat as a bonus feat. If they ever take a level in a class that gives them a manifester level, that bonus feat is replaced with the Psionic Talent feat instead

Enlightened monk

Improved Unarmed Strike: You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes
while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Monk Stunning Fist (Ex)At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Psionic training: An enlightened monk unlocks his psionic power and learns to use it in combat. The enlightened monk gains the Wild Talent and Psionic Fist feats as bonus feats.
This ability replaces the bonus feat gained at 1st level.

Psionic Fist: While you maintain psionic focus, your unarmed strikes or attacks with a natural weapon deal an extra 1 point of damage. Additionally, if you expend your psionic focus as part of an unarmed strike or an attack with a natural weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this option prior to making an attack. If your attack misses, you still expend your psionic focus.

Psionic Stunning Fist: When an enlightened monk uses his Stunning Fist ability, he can choose to expend his psionic focus to gain a +1 bonus to the save DC of that Stunning Fist attack. If the enlightened monk expends his psionic focus for the Psionic Fist feat as part of a Stunning Fist attack, he gains this bonus in addition to the bonus damage from Psionic Fist.

Monk AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feats: At 2nd level, 10th, 14th, & 18th a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Improved evasion: At 9th level, a monk's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

Fast movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed

Ki Pool:
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Psionics:
An enlightened monk can use his ki points in place of power points for special abilities including manifesting powers. In addition, the enlightened monk can spend 1 ki point to use catfall as a psi-like ability with a manifester level equal to his class level.
This ability replaces the slow fall ability.

Still Mind: At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Powers: At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
slow fall: Replaced by archetype
Quingong power (Barkskin): Cast barkskin for 1ki point. +4 natural armor
Abundant step: A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk's caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.
Empty Body: A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk's ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.

Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Augmented Stunning Fist: An enlightened monk of 6th level can channel power points into his Stunning Fist attacks to make them more devastating. When the enlightened monk uses his Stunning Fist attack, he may choose to spend up to his class level in power points on the attack. If he does, he gains an insight bonus to the damage if the attack is successful equal to the number of power points spent. For every two power points spent adding damage, the save DC of the Stunning Fist attack increases by 1. The enlightened monk cannot spend more power points on this ability than his monk level.
This ability replaces the bonus feat gained at 6th level.

Psychic Stunning Fist: When an enlightened monk uses his Stunning Fist ability, he can choose to expend his psionic focus to gain a +1 bonus to the save DC of that Stunning Fist attack. If the enlightened monk expends his psionic focus for the Psionic Fist feat as part of a Stunning Fist attack, he gains this bonus in addition to the bonus damage from Psionic Fist.

Style Strike: At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

-Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.

-Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Unchained Rogue
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: (3d6) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: (1) 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 (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 (unarmed strike). 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.

Blades from the Shadows (Ex):
A rogue gains the ability to make attacks of opportunity against foes with cover, though not foes with improved cover or total cover). This ability replaces evasion.

Blind-Fight (Ex):
At 2nd level, a dark lurker gains Blind-Fight as a bonus feat.
This ability replaces the rogue talent gained at 2nd level.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
- Lvl 2 Talent replaced by blind-fight
- (extra Rogue Talent)- Ninja Trick - Vanishing Trick- As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

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. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Feats
Pummeling Style: Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.

Up the Walls: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. You may expend your psionic focus while using Up the Walls and gain its benefits until the end of your turn.
Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

Stunning Fist (feat): 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 turn). A stunned character drops everything held, can't take actions,
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.

Unlocked Talent (force screen): You gain 2 power points. In addition, when you take this feat, select any one 1st level power. You treat this power as a power known and can manifest this power with a manifester level of 1 as long as you have a Charisma score of at least 11. Use your Charisma modifier to determine any applicable save DCs. If you have manifester levels from a psionic class, you may instead use the manifester level from that class when manifesting the power gained from this feat, as well as the appropriate key ability modifier.

Special: The manifester level when manifesting the power granted from this feat is not a true manifester level and does not count as a manifester level for purposes such as bonus power points, feat, item creation, or prestige class prerequisites.

Extra Ki: +2 ki points per day

Accomplished Sneak Attacker: Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Monastic Legacy: Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base unarmed strike damage. This feat does not make levels in classes other than monk count toward any other monk class features.

Extra Rogue Talent: Ninja Trick - Vanishing Trick

Medusa's Wrath:
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

Blind Fight:
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.


Equipment:
Headband: Headband of inspired wisdom +4 16k gp
Shoulder: Cloak of Resistance +2 4k gp
Neck: Amulet of mighty fists +2 16k gp
Chest: Unfettered Shirt 10k gp
Body: monks robe 13k gp
Ring 1: Ring of ki mastery [x][x] 10k gp
Ring 2: Ring of protection +2 8k gp
Wrist: Bracers of Armor +3 4.5k gp
Belt: Belt of physical might (con/dex) +2 10k gp
Feet: Boots of speed 12k gp
Slotless: Stone of Good Luck 20k gp
Ioun stone (dusty rose prism) 5k gp
Ki Mat 10k gp

Total cost:138500

Item Descriptions:

Ring of ki mastery: This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.

As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts.

As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point).

Boots of speed: As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect's duration need not be consecutive rounds.

Unfettered shirt: This loose, often ruffled, shirt is cut in a style designed to avoid hindering its wearer's movement.
Once per day on command, the wearer can gain the benefits of freedom of movement for 10 minutes.

Monk's Robe: When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage are treated as a monk of 5 levels higher. If donned by a character with the Stunning Fist feat, the robe 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 (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.

Stone of Good Luck: This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.

Dusty Rose Prism ioun stone: +1 insight bonus to AC

Ki Mat: This humble pad of woven river reeds allows its owner to recover his mental fortitude and ki pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 + the monk's current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ki point.


MW Backpack
Belt pouch
Blanket
50 ft rope
Soap
Torches (10)
Trail rations (5 days)
Water skin

potion of Blur 300 gp
potion of protection from evil x2 100 gp
potion of CLW x4 200 gp
oil of bless weapon 50 gp

Coinage: 850 GP

Description:

Somewhat short for a male human at 5'6" he has unnaturally blemish free skin for as tanned as it is. He dresses in plain clothes to fit in as a worker or farmer or whatever he needs to be to stay unnoticed. Lithe and quick he carries himself confidently. He keeps his head shaved not as a style but to minimize grabbing points in combat. His taut skin belies his 52 years of hard training and combat.

background:

Raised in Tashalatora, Mintash was always focused on being a better fighter. He grew up constantly under threat from a Riedran invasion. He began his training with the monks at a young age always striving to perfect his art. He excelled in part thanks to his Kalishtar heritage and his ability to combine psionics and martial prowess. After taking part and eventually leading hunting parties to track and eliminate Riedran scouting groups he was approached by the elite fighting force known as The Fists of Dal Quor.
His training only got more intense as time went on. High in the mountains he learned to defy gravity by force of will. In the Shanjueed Jungle he learned to strike hard and fast to deny his opponents a chance to fight back. He meditated with masters to harden his mind against intrusion. He was eventually assigned to travel to Khorvaire to fight the Dreaming Dark abroad. He made his way to Dvaarnava to begin the long sea voyage to leave Sarlona behind.
He spent the next several years going from contact to contact always hunting down the inspired where he could find soft targets. One morning during his meditation he received a message from Venerable Thatari herself telling him that the situation has changed. "The Dreaming Dark is no longer satisfied to work behind the scenes. They have come out and attacked the royalty of Khorvair in their meeting chambers. Go to Sharn, your path will be made clear to you." Mintash immediately gathers his meager belongings and heads for the City of Towers.

build details:

Lvl 1: Enlightened Unchained Monk (EUM)-1
HP-10
-Dream Native
-Naturally Telepathic
-Wild Talent
-Weapon Focus (Unarmed Strike)
-Stunning Fist
-Improved Unarmed Strike
-Flurry of blows
-Monk AC Bonus
-Psionic Training (replacing Bonus Feat)
-Extra Ki (replacing duplicated Wild Talent)
-Psionic Fist
-Psionic Stunning Fist

Lvl 2: Unchained Rogue (UR)-1
HP-8
-Trapfinding
-Finesse Training (weapon Finesse)
-Sneak attack (1d6)

Lvl 3: EUM-2
HP-7
-Evasion
-Accomplished Sneak Attacker (+1d6 Sneak attack; 2d6 total)
-Combat Reflexes

Lvl 4: EUM-3
HP-5
-Fast Movement
-Ki Pool
-Ki Strike (magic)

Lvl 5: EUM-4
HP-7
-Ki Psionics {replacing Ki Power (Slow Fall)}
-Still Mind
-Monastic Legacy

Lvl 6: EUM-5
HP-6
-Style Strike (Hammer Blow)
-Purity of Body

Lvl 7: EUM-6
HP-5
-Ki Power (Qinggong Power--Barkskin))
-Augmented Stunning Fist (Replacing Bonus feat)
-Unlocked Talent(Force Screen)

Lvl 8: EUM-7
HP-9
-Ki Strike (Cold Iron/Silver)

Lvl 9: EUM-8
HP-9
-Up the Walls
-Ki Power (Abundant Step)

Lvl 10: EUM-9
HP-7
-Style Strike (Flying Kick)
-Improved Evasion

Lvl 11: UR-2
HP-5
-Blind Fight replacing Rogue Talent
-Extra Rogue Talent (Ninja Trick--Vanishing Trick)

Lvl 12: UR-3
HP-6
-Finesse Weapon (Unarmed Strike)
-Danger Sense +1
-Sneak Attack (3d6)

Lvl 13: EUM-10
HP-5
-Pummeling Style
-Bonus Feat (Medusa's Wrath)
-Ki Power (Empty Body)
-Ki Strike (Lawful)