Legend of Angor
GUNNAR ENVERSE: male githzerai monk 5 / drunken master 3; CR 9; medium humanoid; HD 8d8+16; hp 80; Init +7; Spd 40 ft.; AC 22, touch 17, flat-footed 20; Base Atk +5; Grp +7; Atk +12 melee (1d8+2, unarmed strike); Full Attack +12 melee (1d10+2, unarmed strike) or +10/+10 (1d8+2, flurry of blows); SQ Darkvision 60’, Drink Like a Demon, Evasion, Flurry of Blows, Improvised Weapons, Ki Strike, Psionics, Purity of Body, Spell Resistance 13, Stagger, Still Mind, Swaying Waist; AL CN; SV Fort +9, Ref +14, Will +7; Str 14, Dex 24, Con 14, Int 6, Wis 14, Cha 10.
Skills and Feats: Balance +8, Craft (leatherworking) +0, Hide +7, Jump +7, Listen +4, Move Silently +7, Spot +4, Tumble +15; Combat Reflex, Dodge, Great Fortitude, Improved Disarm, Stunning Fist, Weapon Finesse (unarmed)
Drink Like a Demon (Ex): Each drink Gunnar takes during combat reduces his Wisdom and Intelligence by 2 points but increases either his Strength or his Constitution by 2 points for 11 rounds.
Evasion (Ex): If Gunnar is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Flurry of Blows (Ex): Gunnar may use a full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at his highest base attack bonus, but this attack and each other attack made in that round take a -1 penalty apiece.
Improvised Weapons (Ex): Gunnar can use almost anything at hand to attack his foes. An improvised weapon deals 1d6 points of damage (type of damage depends on the weapon’s shape). Long items have reach, and items with many protrusions give Gunnar a +2 bonus on disarm attempts.
Ki Strike (Su): Gunnar’s supernatural strike can deal damage to a creature with damage reduction as if the blow were made with a magic weapon.
Psionics (Sp): 3/day- Psionic daze (DC 9), catfall, concussion, inertial armor
Purity of Body (Ex): Gunnar has immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.
Stagger (Ex): Gunnar doesn’t need to move in a straight line when making a charge, and he can tumble through threatened squares to avoid attacks of opportunity during a charge.
Still Mind (Ex): +2 bonus on saving throws against spells and effects from the enchantment school.
Swaying Waist (Ex): Gunnar gains a +2 dodge bonus against any one opponent he chooses during his turn. This benefit does not stack with the benefits of the Dodge feat.
Possessions: Gloves of Dexterity +2, Ring of Protection +2.
Gunnar is exceptionally paranoid and believes he is being perpetually stalked by vampires. As such, he sleeps only during the day and wears numerous holy symbols on his body (along with a necklace made of garlic and vampire fangs). He carries a bag of stakes with him everywhere he goes and refuses to invite any into his house, insisting they enter on their own (if they can). If they enter, they are met by a full-length mirror standing before the entrance (to allow Gunnar to examine their reflections).
Gunnar has a penchant for screaming “CONSTANT VIGILANCE!” at odd times.