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Pink - AI-generated fantasy Character

Pink

Human · Monk (Way of the Kensei) · Level 10 · Urchin

Pink

Pink is observant, dryly funny, and intensely practical.
AC16
HP64/64
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 64 · 50 ft.
AlignmentChaotic GoodGenderFemaleAge28 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Shortswords,
Longswords,
Shortbows,
Kensei weapons: longsword and shortbow

Tools

Thieves' tools,
Disguise kit,
Gaming set, knucklebones

Languages

Common,
Dwarvish

Features

26 features

Bonus action

  • Kensei Flurry

    When After taking the Attack action with a monk weapon

    Pink makes two attacks with her longsword or shortbow, then makes one unarmed strike as a bonus action when using Martial Arts.

  • Flurry of Blows

    When After taking the Attack action

    Pink spends 1 ki point to make two unarmed strikes as a bonus action.

  • Patient Defense

    When On her turn

    Pink spends 1 ki point to take the Dodge action as a bonus action.

  • Step of the Wind

    When On her turn

    Pink spends 1 ki point to Dash or Disengage as a bonus action, and her jump distance is doubled for the turn.

  • Martial ArtsLevel 1

    Pink can use Dexterity instead of Strength for monk weapons and unarmed strikes. She can roll a d4 in place of the normal damage of her unarmed strike or monk weapons. When she uses the Attack action with an unarmed strike or monk weapon, she can make one unarmed strike as a bonus action.

Reaction

  • Deflect MissilesLevel 3

    Pink can deflect or catch a ranged weapon attack with a reaction, reducing its damage by 1d10 + 14. If the damage is reduced to 0 and the missile is small enough, she can spend 1 ki point to make a ranged attack with it.

Always on

  • Stunning StrikeLevel 5

    When After hitting with a melee weapon attack

    Pink spends 1 ki point when she hits with a melee weapon attack. The target makes a DC 16 Constitution saving throw or becomes stunned until the end of Pink's next turn.

  • Deft StrikeLevel 6

    When After hitting with a Kensei weapon

    Pink adds one Martial Arts die to the damage of one Kensei weapon attack each turn by spending 1 ki point.

  • Unarmored DefenseLevel 1

    While unarmored and not using a shield, Pink's AC equals 10 + her Dexterity modifier + her Wisdom modifier.

  • KiLevel 2

    Pink has 10 ki points, regained after a short or long rest. Ki options include Flurry of Blows, Patient Defense, and Step of the Wind.

  • Unarmored MovementLevel 2

    Pink's unarmored speed increases by 20 feet.

  • Ki-Empowered StrikesLevel 3

    Pink can use simple melee weapons and shortswords as monk weapons. Through her Kensei training, she also gains proficiency with her chosen longsword. Her unarmed strikes and monk weapons count as magical for overcoming resistance and immunity to nonmagical attacks and damage.

  • Slow FallLevel 4

    When Pink falls, she can use her reaction to reduce falling damage by 50.

  • Extra AttackLevel 5

    Pink can attack twice whenever she takes the Attack action.

  • Kensei Weapons and Agile ParryLevel 3

    Pink can choose two martial weapons to become Kensei weapons. She has chosen her longsword and a shortbow. When unarmed and wielding only a Kensei melee weapon, she gains +2 AC after making an unarmed strike as part of her Attack action.

  • Kensei's ShotLevel 3

    When Pink makes a ranged attack with a Kensei weapon as part of the Attack action, she can deal 1d4 extra damage on a hit, provided she makes no melee attacks during that action.

  • One with the BladeLevel 6

    Pink can make herself invisible for 1 minute, or add a +3 bonus to one attack and damage roll with a Kensei weapon for 1 minute by spending ki. She can also make her Kensei weapons count as magical, if they are not already.

  • EvasionLevel 7

    When Pink succeeds on a Dexterity saving throw for half damage, she takes no damage instead, and takes half damage on a failure.

  • Stillness of MindLevel 7

    Pink can use her action to end one effect causing her to be charmed or frightened.

  • Purity of BodyLevel 10

    Pink is immune to disease and poison damage and has advantage on saving throws against being poisoned.

  • Ability Score IncreaseHuman+1 to all six ability scores.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language.
  • Human versatilityHumanA broad range of physical and cultural aptitudes, represented by the +1 increase to every ability score.
  • City SecretsUrchin

    Pink knows the secret patterns and shortcuts of the cities she has lived in. She can find passages through urban districts that ordinary residents would miss, and can locate food, shelter, or basic aid for herself and her companions when within a settlement.

Gear

12 items

Weapons

  • Pink-wrapped longsword
    A balanced longsword with a plain steel blade and a grip wrapped in worn pink silk. It is Pink's Kensei weapon and can count as magical through One with the Blade.
  • Shortbow
    A shortbow selected as Pink's second Kensei weapon.
  • Small knife
    A small knife used for cutting cord, fruit, and occasionally more dangerous things.
  • 10×
    Dart
    Ten balanced darts used for throwing and practice.

Tools

  • Disguise kit
    A disguise kit containing cosmetics, wigs, false facial hair, and small costume pieces.

Gear

  • 20×
    Arrow
    Arrows carried in a leather quiver.
  • Explorer's pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Common clothes
    A set of ordinary, patched clothing suitable for blending into crowded streets.
  • Token from her parents
    A tiny brass token stamped with a crooked sun, the only object Pink kept from the alley where she was abandoned.
  • Pet mouse
    A small gray mouse that lives in a ventilated travel cage and is released whenever Pink enters a new neighborhood.
  • Gaming set, knucklebones
    A set of weighted knucklebones used for street games and reading strangers' habits.

Purse

  • 10×
    Gold pieces
    Money saved from courier work, temple errands, and jobs that required someone small and quiet.

Appearance

Pink is a lean human woman of average height, with tightly braided black hair threaded through with faded rose-colored cord. Her eyes are dark brown and watchful. She wears practical layered travel clothes in muted reds, browns, and cream, with a sleeveless fighting coat cut short for movement. A broad-backed longsword hangs at her left hip, its grip wrapped in worn pink silk that has become dark and shiny where her palm rests. Within a minute of meeting her, most people notice the faint scent of clove oil and old iron around her. She does not realize the clove smell comes from the oil she uses on the sword's grip.

Mannerisms

Pink tests the balance of any object placed in her hand, even spoons and strangers' walking sticks. Before answering a difficult question, she touches the worn pink silk on her sword grip with her thumb. She speaks plainly, often in short sentences, but becomes unexpectedly poetic when describing sword technique.

Personality

Pink is observant, dryly funny, and intensely practical. She notices exits, loose floorboards, and who is pretending not to listen. She dislikes grand speeches but quietly performs acts of loyalty that would embarrass her if praised. Around children, animals, and anyone who is being underestimated, her guarded manner softens almost immediately.

Ideals

Freedom is not the absence of rules. It is the right to choose which promises deserve your life.

Bonds

The longsword belonged to a caravan guard who died protecting refugees during the wreck. Pink has promised to learn the truth of the attack and return the sword to the guard's surviving family if they can be found. Until then, she treats the blade as a witness, not property.

Flaws

Pink assumes every offer has a hidden price, and she sometimes rejects genuine kindness so quickly that she creates the betrayal she expected. She also has a stubborn need to prove that the sword chose her, which makes her reckless when anyone calls it an ordinary blade.

Quirks

Names every alley cat she meets, but never remembers the names afterward.
Keeps one knucklebone in each pocket and rolls them when deciding whether to trust someone.
Refuses to let anyone else oil the sword grip.
Leaves a small piece of fruit near the nearest shrine whenever she enters a new town.

Background

Pink was given that name by the woman who ran a cramped fighting school above a dye merchant's shop. The school used colored cords to mark students by discipline, and Pink's cord was the one she refused to replace even after it faded nearly white. She learned to fight first with a broom handle, then with a short blade, and finally with a longsword recovered from the wreck of a caravan outside the city. The sword was plain except for its strange balance. In Pink's hands, it seemed to answer intention before movement, and monks from a nearby temple recognized the discipline in her footwork. They took her in, though she never stopped sleeping better near a locked door than beneath a monastery roof.

“The school used colored cords to mark students by discipline, and Pink's cord was the one she refused to replace even after it faded nearly white.”
From their backstory
Background
Urchin

Connections

Species

Human

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