{"name":"Ylysya the Human Monk","character_name":"Ylysya","player_name":"","experience_points":"","class":"Monk","ancestry__heritages":"Human (Skilled)","size":"Medium","alignment":"NG","traits":"Humanoid","deity":"Yddras the Brilliant (gold dragon)","background":"Fortune Teller","level":"20","hero_points":"","strength":"16","dexterity":"22","constitution":"18","intelligence":"14","wisdom":"20","charisma":"14","class_main_ability":"DEX","class_dc_proficiency":"6","class_dc_item_bonus":"","armor_class_cap":"6","armor_class_item_bonus":"0","armor_class_proficiency":"8","unarmored_proficiency":"8","light_armor_proficiency":"0","medium_armor_proficiency":"0","heavy_armor_proficiency":"0","shield_armor_class_bonus":"","shield_hardness":"","shield_break_threshold_":"","shield_max_hp_":"","shield_current_hp_":"","max_hp":"288","current_hp":"","temporary_hp":"","resistances_and_immunities":"","conditions":"","perception_proficiency":"4","preception_item_bonus":"","senses":"","simple_weapon_proficiency":"6","martial_weapon_proficiency":"0","other_weapons_proficiency":"Weapon | Proficiency Level\r\nUnarmed | Master","fortitude_save_proficiency":"4","fortitude_save_item_bonus":"","reflex_save_proficiency":"6","reflex_save_item_bonus":"","will_save_proficiency":"6","will_save_item_bonus":"","saving_throws_notes":"Success on Will or Reflex = critical success.","acrobatics_proficiency":"8","acrobatics_item_modifier":"","acrobatics_armor_penalty":"","arcana_proficiency":"0","arcana_item_modifier":"20","athlethics_proficiency":"0","athlethics_item_modifier":"20","athlethics_armor_penalty":"","crafting_proficiency":"0","crafting_item_modifier":"20","deception_proficiency":"0","deception_item_modifier":"20","diplomacy_proficiency":"2","diplomacy_item_modifier":"","intimidation_proficiency":"0","intimidation_item_modifier":"20","medicine_proficiency":"6","medicine_item_modifier":"","nature_proficiency":"0","nature_item_modifier":"20","occultism_proficiency":"2","occultism_item_modifier":"","performance_proficiency":"0","performance_item_modifier":"20","religion_proficiency":"2","religion_item_modifier":"","society_proficiency":"0","society_item_modifier":"20","stealth_proficiency":"0","stealth_item_modifier":"20","stealth_armor_penalty":"","survival_proficiency":"0","survival_item_modifier":"20","thievery_proficiency":"2","thievery_item_modifier":"","thievery_armor_penalty":"","lores":"Fortune Telling | Legendary (d20 + Lvl + 8 + Int)","melee_strikes":"Weapon | Attack | Damage | Type\r\nFist | +26 + 3 (gauntlets) | 1d6 + 3d10 (striking rune)  + 5 (dex) + 6 (weapon specialization) | Bludgeoning, Cold Iron, Silver, Magical\r\nDragon Stance Strikes | +26 + 3 (gauntlets) | 1d10  + 3d10 (striking rune) + 5 (dex) + 6 (weapon specialization) | Bludgeoning","ranged_strikes":"","speed":"55ft","movement":"","language":"","feats_freeform":"BEAM of FREEDOM\r\n-------------------------\r\nFREEDOM OF MOVEMENT - You are immune to any effect that would make you Restrained, Controlled, Slowed, Grabbed, Paralyzed, or reduce your movement speed.\r\nUNABATED - When you Interact with an object with a lock, it counts as unlocked. \r\nFREE THE SPIRIT - When you Interact with a creature, you can remove from them one condition that you are immune to.\r\nUNTETHERED - You gain 4th level Air Walk as a Divine Innate spell that you can cast at will (like a cantrip). In addition, you gain Spell Turning as a 7th level Divine Innate spell that you can cast once per day.\r\n\r\nRAY of JUSTICE\r\n--------------------------\r\nThe first time you damage an evil, tyrannical, or oppressive creature with a Strike on your turn, they must succeed a Fortitude Save against your Monk Save DC. If they fail, they are Stunned 1. If they Critically Fail, they are Stunned 2. If your attack is a crit, then increase the Stunned value by 1.\r\nYou can spend a Ki Point, in which case they are instead Stunned 3 on a Failure, and Petrified on a critical failure.\r\n\r\nFORTUNE TELLER ABILITY\r\n---------------------------------------\r\nTrained in Occult and Fortune Telling Lore.\r\n\r\nFORTUNE TELLER FEAT\r\n----------------------------------\r\nOddity Identification (+2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or Scrying traits).\r\n\r\nHUMAN FEATS\r\n--------------------- \r\nNatural Ambition (gain a second 1st level Monk Feat)\r\nArcane Tattoo - (cast Daze at will)\r\nOrnate Tattoo - (cast Befuddle once per day)\r\nInfused Tattoo - (cast Paralyze once per day)\r\n\r\nMONK ABILITIES\r\n-------------------------\r\nPowerful Fist (Fists do 1d6+2 damage and are lethal), \r\nFlurry of Blows (once per round, make two attacks with one action, and only apply damage resistances once)\r\nIncredible Movement (+30 movement speed while not armored)\r\nMystic Strikes (unarmed attacks are magical).\r\nMetal Strikes: (unarmed attacks are Silver and Cold Iron and Adamantine)\r\nWeapon Specialization: (simple weapon and unarmed strikes do +2 damage, which is included above)\r\n\r\nMONK FEATS\r\n--------------------\r\nDragon Stance - (enter the stance for one action, your attacks do 1d10 Bludgeoning damage and are Brawling, Backswing, Nonlethal, and Unarmed).\r\nKi Strike - (you have a Focus Pool with 1 point. Use that point to add a +1 to attack and +1d6 Lawful, Force, Negative, or Positive damage).\r\nDancing Leaf - (add 5ft to jump distance and jump height when jumping. When taking fall damage, do not count distance fallen while adjacent to a wall).\r\nStand Still - (make an Attack of Opportunity if someone uses a Move action within 5ft of you, if you crit, they also can't move that turn)\r\nKi Blast - (spend a Ki point to activate. 1 Action: 15ft cone, 3d8 Force damage; 2 Actions: 30ft cone, 4d8; 3 Actions: 60ft cone, 4d8 damage)\r\nWind Stance - (spend a Ki point to enter the stance for 1 action. Punches do 1d6 Force damage and have a range of 30ft)\r\nWind Jump - (spend a Ki point to fly until the end of your turn)\r\nSTANCE SAVANT - (activate a stance is a free action)\r\nWILD WINDS GUST - (while in Wild Winds Stance, use 2 actions to punch everyone in a 30ft cone or a 60ft line. Each punch counts against the multiattack penalty, but not until afterwards.)\r\n\r\nSKILL FEATS\r\n-------------------\r\nStudent of the Canon (Religion) - (Critical Fails when deciphering religious writing or recalling religious knowledge are just Fails. Recalling Knowledge about your own faith, a Fail is a Success, and a Success is a Critical Success).\r\nKip Up - (standing up is a free action that does not trigger reactions)\r\nUnmistakeable Lore - (crit fails on a Lore roll that you are Trained in are regular fails instead)\r\nAerobatics Mastery - (+2 to Acrobatics to Maneuver in Flight, and you can combine 2 maneuvers into 1, using the DC of the higher maneuver)\r\nBattle Medicine - (make a Treat Wounds check (using Medicine skill) as a single action. Can only apply to each person once per day)\r\nCAT FALL - (no fall damage)\r\nTELL FORTUNE - (use Lore (Fortune Telling) to cast Augury a number of times per day equal to your Wisdom modifier.)\r\n\r\nGENERAL FEATS\r\n------------------------\r\nDIEHARD - (you die at Dying 5 instead of Dying 4)\r\nUntrained Improvisation - (add your level instead of 0 to Untrained checks, but do not count as Trained for meeting prerequisites)\r\nCLOUD JUMP -  (when you long jump (2 actions; max distance = your speed), tripple the result on your Acrobatics check to determine jump distance. Spend an extra action to add 50 to the max distance)\r\nWALL JUMP - (If you end a jump next to a wall, you don't fall as long as your next action is a jump. Your next jump can be either a Long Jump, Height Jump, or Leap.)\r\n\r\n\r\nQUIVERING PALM (monk) - (as 2 actions, make an unarmed Strike. If it hits a living target, then for the next month you can spend an action and speak a word to make them make a Fortitude save.\r\nCrit Success: the spell ends and they are immune to Quivering Palm for 24 hours.\r\nSuccess: The target is stunned 1 and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours.\r\nFailure: The target is stunned 3 and takes 80 damage, and is immune to the death word of Quivering Palm for 24 hours.\r\nCrit Failure: The target dies.\r\n\r\nKI FORM (monk) - (+2 to resist Mental effects, -2 vs Emotion effects.You gain a fly speed equal to your normal speed. Your skin glows, and choose Force, Law, Negative or Positive damage. All your Strikes deal 1d6 extra damage of the chosen type, and creatures who start their turn within 5ft of you take 2d6 of the damage type. You can spend an action to increase the radius of the damage to 30ft until the beginning of your next turn. The aura Counteracts darkness effects.)\r\n\r\nWHIRLING DRAGON STANCE (monk, Fuse Stance) - (Fuse of Wild Winds and Dragon Stance. Just like Dragon Stance, except your attacks gain a 30ft range, and add you Strength to the damage when ranged.)\r\n\r\nTRUE SEEING (fortune telling skill feat) - Use a Concentrate action to gain Truesight or turn it off. In certain situations, it may require more actions or a check to turn it off.)\r\n\r\nTUMBLE THROUGH - (make an Acrobatics check. For every 10 you roll, you can step an extra 5ft.)\r\n\r\nPARAGON BATTLE MEDICINE (medicine skill feat) - (When you use Battle Medicine, you can also reduce Sickened, Enfeebled, or Clumsy by 1)\r\n\r\nBOUNCE BACK - (when you recover from Dying, once per day as a free action, do not increase your Wounded value)\r\n","ancestry_feats_and_ability":"244552","skill_feats":"231638","general_feats":"","class_feats_and_abilities":"","inventory":"These dinosaur-leather gloves are embedded with carefully crafted shards of the primary fang of one of the first dragons who ever lived. \r\n\r\nWhen the wielder misses an unarmed attack, the attack does not count toward the multiple attack penalty for that round.\r\n\r\nWhen this weapon deals damage to an enemy that serves a different deity than the wielder, increase the number of damage dice rolled by 1. If the victim's deity's alignment is directly opposite of that of the wielder, then the victim is also Stunned 1.\r\n\r\n============================\r\n\r\nThe Surprise. +2\r\n--------------------\r\n+2 to attacks.\r\n3d6 Piercing damage.\r\n\r\nRange Increment 60ft -2 for every additional 30ft if in Wind Stance range penalty is -1 instead. \r\n\r\n\r\nIf the enemy hit is within 30ft you teleport to an adjacent space and deal 4D10 force damage to all enemies within 10 feet.  And enemies must make a reflex save to avoid being knocked prone.  Teleporting to an enemy reloads the crossbow.\r\n\r\nOn a miss you can use an action to teleport to the bolt no damage done.\r\n\r\nIf the enemy hit is more then 30ft you may use an action to teleport to an adjacent space.  All other rules apply.","equipment":"512585","caster_ability":"WIS","tradition":"Divine","spell_attack_proficiency":"6","spell_save_proficiency":"6","spellbook":"DAZE\r\n--------------\r\nCast Two Actions somatic, verbal\r\nRange 60 feet; Targets 1 creature\r\nSaving Throw Will; Duration 1 round\r\nYou cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.\r\nHeightened (+2) The damage increases by 1d6.\r\n\r\n\r\nBEFUDDLE\r\n--------------\r\nCast Two Actions somatic, verbal\r\nRange 30 feet; Targets 1 creature\r\nDuration 1 round\r\nYou sow seeds of confusion in your target\u2019s mind, causing their actions and thoughts to become clumsy.\r\n\r\nCritical Success The target is unaffected.\r\nSuccess The target is clumsy 1 and stupefied 1.\r\nFailure The target is clumsy 2 and stupefied 2.\r\nCritical Failure The target is clumsy 3, stupefied 3, and confused.\r\n\r\n\r\nPARALYZE\r\n------------------\r\nCast Two Actions somatic, verbal\r\nRange 30 feet; Targets 1 creature\r\nSaving Throw Will; Duration varies\r\nYou block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save.\r\n\r\nCritical Success The target is unaffected.\r\nSuccess The target is stunned 1.\r\nFailure The target is paralyzed for 1 round.\r\nCritical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.","focus_spells":"","focus_points":"4","innate_spells":"","cantrips":"","spells1":"","spell_slots_1":"","spells2":"","spell_slots_2":"","spells3":"","spell_slots_3":"","spells4":"","spell_slots_4":"","spells5":"","spell_slots_5":"","spells6":"","spell_slots_6":"","spells7":"","spell_slots_7":"","spells8":"","spell_slots_8":"","spells9":"","spell_slots_9":"","spells10":"","spell_slots_10":"","tags":"","isShared":"on","templateId":"4357","blockId":"498930","world":"6c90f293-020e-4416-98ac-a4a0b2201368","folder":""}