Amin Jalento

Jayce Smith's page

27 posts. Alias of Zotsune.


Full Name

Jayce

Race

Human

Classes/Levels

Void-Touched Sorcerer | 2

Gender

Male

Size

Medium

Age

18

Special Abilities

Black Motes (8/day 1d4+1 cold damage)

Alignment

NG

Languages

Common

Strength 8
Dexterity 16
Constitution 12
Intelligence 8
Wisdom 13
Charisma 20

About Jayce Smith

Back story:
Jayce’s life was a living hell when he was five to twelve. He was picked on by all of the other orphans he lives with. Most days it is just names but every once in a while they beat him up with their fists, stones and any sticks the kids can find and the caretaker turns a blind eye to it all. Sometimes while he sleeps he hears an eerie voice saying the same thing every time, "They fear what you can become, unleash your inner potential and show them what they should truly fear... The DARK". He doesn't want to know what the voice means by that and dismisses it as a bad dream every time it happens.

On Jayce’s 12th birthday Bruce, the main bully of the orphanage, beat up Jayce within an inch of his life and that is when Jayce unleashed his inner potential. Icy rocks fell in a 5 ft. wide, 30 ft. tall column from the sky on top of Bruce seriously injuring him. Immediately after Jayce became unconscious, a culmination of the beating and using his power for the first time. The voice came back and said "Good job, you have taken your first step in realizing your full potential. You will no longer be the only one alone, soon whoever you want will feel the same way you do". That was the last time he heard the voice.

When Jayce awoke all of the orphans were frightened as if they had just seen a murderer. Jayce rolled over and saw Bruce with his own eyes in a space opposite of him, his face was something Jayce had never seen on Bruce before. Fear. He knew then what had happened and cried, in between the sniffling and sobbing some could hear "Why didn't he just leave me alone. I didn't want to hurt him. Why are people so cruel! Beating up those who don't have friends, I swear if I had even just one friend this wouldn't have happened!"

He didn't get any sympathy out of anyone, in fact the caretaker kicked Jayce out of the orphanage as soon as he stopped crying saying "Sorry kid but I can't have you around here anymore. No one will adopt you after that incident and I don't want my orphanage to have a bad rep of some kid killing other kids".

The next day Jayce had vowed to learn how to control his new power so that he would never be taken over by the DARKNESS again.

Each day for the past six years Jayce had learned how to control his power by trying it and by asking people who were able to accomplish similar feats to his falling rocks trick. Some would ask him to read a page in their spell book and see if he could do anything, others would just show him a basic spell and ask if he could recreate it. He had a tough time with those asking to read first and then show them if he could accomplish the task, but for those who just showed him something and recreate it he was able to do it, depending on what the spell for recreation was. He had an easy time learning how to do some spells rather than others and he figured that he wasn’t going to learn something through force, just let it come naturally and learn to control it through repetition. All of the people who had asked him to perform his magic all said the same thing while he was performing it “Your eyes change color when you use magic. They became darker than the blackest night! I have never seen anything quite like it before. I would love to train you but I’m afraid that you will have to learn as you go just like the rest of us magic users”.

He had finally felt a sort of kinship with someone and that would be with all of the people who had talked to him like he was an actual person and not just something to be feared. He has just started to learn how not everyone can be a bad person when he heard the call for adventures to settle the ‘Stolen Lands’ and figured that he could at least be of some help now that he has mastered his powers. Well that and he had heard tale of adventurers getting a lot of money, Jayce has forgotten the last time he had a good meal.

On his journey to New Stetven, from the Rostland Plains, he thought he saw something he knew was impossible. “I’m so hungry I thought I just saw a family of purple squirrels. How crazy is that?”

Racial:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (+2 Cha)

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Features, Feats, Traits:

Spells
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities.

Void-Touched
Bloodline Arcana:
Whenever you cast an evocation spell, you may select one affected target that fails its save to suffer the choking airlessness of the void, silencing it (as silence, but affecting only the target) for 1 round. This is a supernatural ability.

Black Motes:At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of cold damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier (16). You may use this ability a number of times per day equal to 3 + your Charisma modifier (8).

Eschew Materials
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Feats
Human: Elemental Spell (Cold): Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.

Level Increase: +1 (an elemental spell uses up a spell slot one level higher than the spell’s actual level.)

Skill Focus (Perception): +You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Traits
Winter's Soul: You may cast ray of frost once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Volatile Conduit: Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.

Spells:

Spell-like Ability: Ray of Frost(1/day): 1d3, close range, vs. touch ac.
Level 0:
Dancing Lights
Flare
Ray Of Frost
Prestidigitation
Detect Magic

Level 1 (4/day +1 Cha mod):
Ear-Piercing Scream
Magic Missile

Skills:

Bluff 1 rank, Knowledge (Arcana) 1 rank, Perception 1 rank, Spellcraft 1 rank.

Bluff total: 9, Knowledge (Arcana) total: 3, Perception total: 5, Spellcraft total: 3

Equipment:

Morning Star: 8 Gold 6 lbs. Damage: 1d8 B and P Crit: x2
Dagger: 2 Gold 1 lb. Damage: 1d4 P or S Crit: 19-20 x2
Crossbow, light: 35 Gold 4 lbs. Damage: 1d8 P Crit: 19-20 x2
Bolt(s), crossbow (10) x4: 4 Gold 4 lbs.
Horse, heavy: 200 Gold Carrying Capacity: 266 | 532 | 800 | 800 | 1600 | 4000
Light Wagon: 50 Gold Weight: ?
Animal feed (per day) x5 : 2 Silver 5 Copper lbs. 50 lbs.
Outfit, Explorer's: free 8 lbs.
Outfit, Courtier's: 70 Gold (with jewelry)
Backpack, masterwork: 50 Gold 4 lbs.
Sorcerer's Kit: 8 Gold 19 lbs. Contains: Backpack, Bedroll, Belt Pouch, Flint and Steel, Iron Pot, Mess Kit, Soap, Torches (10), Trail Rations (5 days), and a waterskin
Bathtub, Collapsible: 15 Gold 20 lbs.
Blanket: 5 Silver 3 lbs.
Tent, Small: 10 Gold 20 lbs.
Rope, Silk: 10 Gold 5 lbs.
Sack x12: 1 Gold 2 Silver 6 lbs.
Jug: 3 Copper 9 lbs.
Mug/Tankard: 2 Copper 1 lbs.
Ink x4: 32 Gold
Inkpen x10: 1 Gold
Parchment x20: 2 Gold
Journal: 10 Gold 1 lb.
Alchemical Glue: 20 Gold
Alchemical Glue Accelerant: 25 Gold
Potion of Cure Light Wounds x4: 200 Gold
Total Gold Remaining: 291 weight of Gold: 7.22 lbs.
Total Carrying Weight: 17.5 (Morning Star, Outfit, Explorer's. Belt Pouch, 50 Gold in Belt Pouch, Dagger, Journal/Money Log) My Carrying Capacity: 26 | 53 | 80 | 80 | 160 | 400
Total Weight in Wagon: 192.22
Total Weight on Horse: 192.22 + Wagon... however much a wagon weighs

Combat:

Defense
AC: 13, FF: 10, T: 13
HP: 15
Saves: Fort +1, Ref +3, Will +4
Movement: 30ft.
Offense
Melee to hit: 0
Ranged to hit: +4
Base Save DC on Level 1 Spells: 16