- Karen Maximoff
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Human (Vanilla) Monk Level 13 Background : Guild Artisan Age : 20 Height : 5' 4" Weight : ". . . No."
- Languages
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Common (human) Draconic (human) Dwarvish (guild artisan)
Appearance Current  Past Appearances Debut & First Half Clothing  TBA/Winter Clothing  (She still keep her cap and the hairstyle on the normal clothing) Theme SongFor Battlemap  Reference : (Genderbend)Terry Bogard (Fatal Fury/King of Fighters), Blue Mary(Fatal Fury/King of Fighters)
- Ability Scores
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Original Score : 11 15 15 10 12 8 +1 ALL, +1 WIS, +1 CHA, +2 DEX[ASI] STR 12 (+1) <+5> DEX 20 (+5) <+9> CON 16 (+3) INT 11 (+0) WIS 14 (+2) CHA 10 (+0)
HP 107 (8+5+5+5+5+5+5+5+5+5+5+5+5 Monk + 3+3+3+3+3+3+3+3+3+3+3+3+3 CON) AC 17 (Unarmored Defense 10 + DEX + WIS)
Speed : 30ft + 20ft (Unarmored Movement)
- Proficiencies
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Armor and Weapons : Simple Weapons, Short Sword Skills : Acrobatics (m), Athletics (m), Insight (bg), Persuasion (bg) Saves : Strength (m), Dexterity (m) Tools : Artisan Tools - Weaver (m), Artisan Tools - Cook(g)
- Ranks
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Proficient (First Rank Free) X O O O - Short Sword
X X X X X - Acrobatics X X X X X - Athletics X X X X - Insight X X X X - Persuasion
X X X X - Weaver's Tools X X X X - Cook's Utensils
X X X X X - Strength Save X X X X X - Dexterity Save
Not Proficient
X X X X - Medicine X X X X - Perception X O O O - Short Bow X X X O - Investigation Total Upgrades : 33
- Features
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Background : Guild Artisan: Advantage on Wisdom (Insight) checks. Monk: Unarmored Defense (10 + DEX + WIS = 16) Martial Arts - 1d8 Magical Ki - 13 points Unarmored Movement - 15ft (Can also move on vertical surfaces and across liquid) Deflect Missiles - reaction(got hit by ranged weapon attack) - Reduce damage by 1d10+4(DEX)+10(Monk Lv.) Slow Fall - reaction(falling) - reduce falling damage by 5xMonkLv. Extra Attack Stunning Strike - Spend 1 Ki on hit (Target must roll Con save or be stunned) Evasion - Take half damage when failing an effect that requires rolling DEX save, Take no damage if succeed the DEX save Stillness of Mind - Can use action to end Charmed or Frightened Purity of Body - Immune to Disease and Poison Tradition - Way of the Open HandOpen Hand Technique - Choose one of the effect when you hit a creature by Flurry of Blows
- It must succeed on DEX save throw or be knocked prone
- It must succeed on STR save throw or be pushed for up to 15ft
- It can't take a reaction until the end of your next turn
Wholeness of Body - Action - Regain Hitpoint equals to 3xMonk Level Tranquility - At the end of a long rest, you gain the effect of a sanctuary spell that last until the start of your next long rest (can end early as normal).
Feats - Lucky
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You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one o f your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome o f a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points w hen you finish a long rest.
- Sentinel
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You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
- Ability Score Increase
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Level 8 - DEX +2 Level 12 - DEX +2
Level Up Rank Upgrades - Level 1
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Acrobatics (cost 1) Athletics (cost 1) Insight (cost 1) Weaver's Tools (cost 1) Total Upgrades : 4 Rank Points Spent : 4
- Level 2
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Strength Save (cost 1) Dexterity Save (cost 1) Medicine (cost 2) Total Upgrades : 3 Rank Points Spent : 4
- Level 3
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Medicine (cost 2) Perception (cost 2) Total Upgrades : 2 Rank Points spent : 4
- Level 4
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Perception (Cost 2) Short Bow (Cost 2) Total Upgrades : 2 Rank Points spent : 4
- Level 5
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Acrobatics (cost 1) Athletics (cost 1) Insight (cost 1) Weaver's Tools (cost 1) Total Upgrades : 4 Rank Points spent : 4
- Level 6
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Strength Save (cost 1) Dexterity Save (cost 1) Medicine (cost 2) Total Upgrades : 3 Rank Points spent : 4
- Level 7
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Perception (cost 2) Investigation (cost 2) Total Upgrades : 2 Rank Points spent : 4
- Level 8
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Investigation (cost 2) Cook's Utensil (cost 1) Persuasion (cost 1) Total Upgrades : 3 Rank Points spent : 4
- Level 9
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Athletics (cost 1) Acrobatics (cost 1) Strength Save (cost 1) Dexterity Save (cost 1) Total Upgrades : 4 Rank Points spent : 4
- Level 10
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Insight (cost 1) Weaver's Tools (cost 1) Medicine (cost 2) Total Upgrades : 3 Rank Points spent : 4
- Level 11
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Persuasion (cost 1) Cook's Utensil (cost 1) Perception (cost 2) Total Upgrades : 3 Rank Points spent : 4
- Level 12
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Persuasion (cost 1) Cook's Utensil (cost 1) Investigation (cost 2) Total Upgrades : 3 Rank Points spent : 4
- Level 13
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Acrobatics (cost 1) Athletics (cost 1) STR Save (cost 1) DEX Save (cost 1) Total Upgrades : 4 Rank Points Spent : 4
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