: Enhanced by the Ruby Sage's parting gift, Charis feels stronger than ever. She hopes it's enough for the difficult road ahead.
Ability Score Increase: Wis +2
Hit Points +12
Hard to Kill
Mythic Power 9
Amazing Initiative +3 - At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Surge - You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed.
Exceptional Deeds (2)
Exceptional Deeds - Absorb Blow
Exceptional Deeds - Surprise Strike
Fortitude 2 Fig + 3 Mon + 2 Con + 1 Cloak = 8
Reflex 0 Fig + 3 Mon + 3 Dex + 1 Cloak = 7
Will 0 Fig + 3 Mon + 3 Wis + 1 Cloak = 7
Cloak of Resistance - +1 to all saves.
Defenses and Movement:
HP: 10 Fig + 5 * 3 Mon + 8 Con + 12 Mythic = 45
AC: 10 + 3 Dex + 3 Wis + 1 Dodge + 1 Armor = 18
Touch: 10 + 3 Dex + 3 Wis + 1 Dodge = 17
Flat footed: 10 + 3 Wis + 1 Armor = 14
Exceptional Deeds - Absorb Blow (Mythic) - As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Hard to Kill (Mythic) - Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Recuperation (Mythic) - At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Manuever Bonus: When performing combat Manuevers, use her Monk levels instead of her Monk BAB. (Effective CMB: 6)
Amazing Initiative - As a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Surprise Strike (Mythic) - As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Combat Reflexes: The Maiden can make an additional 3 AoOs per turn thanks to high Dex.