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Sajan Gadadvara

Jun Fah's page

14 posts. Alias of DarkestHeart.


Race

Human

Classes/Levels

Monk of the Four Winds Lvl 20 / Bard Lvl20

Gender

Male

Age

-

About Jun Fah

JUN FAH “The Wandering Mountain”
Human Male Monk(Monk of the Four Winds) Lvl20 / Bard Lvl20
LN Medium Immortal (human)
Init +16 Senses Perception +90

DEFENSE
AC58, touch +, flat-footed, DR 10/Epic, Spell Resistance/54
(+15 Nat Arm( Due to Deity rules), +8 Dex, +5 Bonus AC, +5 Protection, +1 Dodge, +1 Ioun, +4 Divine, +9 Cha Deflection, )
hp540 Temp hp []
Fort +34, Ref +46, Will +44

OFFENSE
Speed 270ft
Melee Unarmed Strike +46/+41/+36/+31/+26/+21/+16/+11/+6 (2d10+9/x2)
Elemental Fist +46/+41/+36/+31/+26/+21/+16/+11/+6 (2d10+9+5d6Elemental/x2)
Flurry of Blows +51/+51/+46/+46/+41/+41/+36/+36/+31/+31/+26/+26/+21/+21/+16/+11/+6 (2d10+9/x2)
FoB & EF +51/+51/+46/+46/+41/+41/+36/+36/+31/+31/+26/+26/+21/+21/+16/+11/+6 (2d10+9+5d6/x2)
Scimitar +47/+42/+37/+32/+27/+22/+17/+12/+7 (1d6+12/15-20x2)
Ranged
Special Attacks Flurry of Blows (+18/+18/+13/+13/+8/+8/+3), Elemental Fist (+5d6)

STATISTICS
Str 28, Dex 34, Con 25, Int 28, Wis 32, Cha 28
Base Atk +30/+25/+20/+15/+10/+5; CMB +42; CMD +61
Feats Agile Maneuvers, Combat Reflexes, Defensive Combat Training, Mobility, Spring Attack, Wind Stance, Deflect Arrows, Snatch Arrow, Lightning Stance, Acrobatic Steps, Combat Casting, Endurance, Weapon Proficiency (Scimitar), Weapon Focus (Scimitar), Weapon Finesse, Dervish Dance, Weapon Proficiency (Longbow), Weapon Focus (Longbow), Point Blank Shot, Precise Shot, Improved Precise Shot, Improved Initiative.
Monk Bonus Feats Lvl1- Toughness, Lvl2- Stand Still, Lvl6- Dodge, Lvl10- Improved Unarmed Strike, Lvl14- Nimble Moves, Lvl18- Extra Ki,
Skills Acrobatics +35, Knowledge (All) +52, Linguistics +28, Perception +90, Perform Dance +29, Perform String+29, Spellcraft +31, Stealth +35; 0Ac Penalty
Languages Common, (+24 Others)(I know I can speak them all but I assume I can only write these 25)

SQ Monk:
Flurry of Blows, Unarmed Strike, Elemental Fist, Evasion, Fast Movement (60ft), Still Mind, Maneuver Training, Ki Pool (22/day), Slow Fall (Any), High Jump, Purity of Body, Wholeness of Body, Improved Evasion, Ki Pool (Lawful), Diamond Body, Slow Time, Diamond Soul, Quivering Palm, Ki Pool (Adamantine), Aspect of the Tiger, Tongue of the Sun and Moon, Empty Body, Immortality, Unarmed Damage (2d10), Vow of Cleanliness (+5 Ki)

SQ Bard:
Bardic knowledge, bardic performance (47/day), cantrips, countersong, distraction, fascinate, inspire courage +4, inspire competence +6, Versatile performance(String), well-versed, lore master 3/day, Suggestion, Versatile performance(Dance), Dirge of Doom, Inspire greatness, Jack-of-all-Trades, Versatile performance(Wind), Soothing performance, Frightening tune, Versatile performance(Oratory), inspire heroics, Mass suggestion, Versatile performance(Sing), Deadly performance

Spell Like Abilities:
At will - commune, dream, etherealness, geas/ quest, greater dispel magic, greater teleport, magic jar, sending, tongues; 4/day - wish. Caster Level equal to total Hit Dice/Levels + 4 (Divine Bonus). (The save DCs are Charisma-based.)

Deity Abilities:

*Damage Reduction (Su): Quasi-deities gain Damage Reduction 10/ Epic
*Divine Bonus (Ex): Quasi-deities add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.
*Divine Senses (Ex): The senses of a quasi-deity are three times superior to that of the base creature.
*Godly Realm (Var.): The size of its godly realm is equal to the radius of its divine aura multiplied by the number of years it has ruled over the area. Within that area it can impose a divine penalty to any or all characters (even more powerful deities) equal to its divine bonus. In this case -4.
*Grant Spells (Su): Quasi-deities can grant up to 7th-level spells. A quasi-deity with a divine sponsor can grant spells of any level.
*Immortality (Ex): A quasi-deity does not age, requires no air to breathe, no food or drink, nor sleep.
*Immunities (Ex): A quasi-deity is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by magical cold, magical disease, magical fire etc. e.g. A quasi-deity would be unaffected by the coldness of outer space. However, the same quasi-deity would be susceptible to damage from a
cone of cold spell.
*Spell Resistance (Su): Quasi-deities gain Spell Resistance equal to their total Hit Dice/Levels +14 (10 + Divine Bonus Special Quality).
*Divine Aura (Su): Short range (25 ft. +5 ft. per 2 Hit Dice/Levels)
*Saves (Ex): Quasi-deities gain a +4 Divine Bonus to all Saves (See Divine Bonus Special Quality).

Light Load 133lbs or less
Monk Gear Belt of Physical Perfection +6, Amulet of Natural Armor(+5), Bag of Holding (IV), Ring of Protection (+5) Tome of Understanding (+5), Tome of Leadership and Influence (+5), Ioun Stones (Scarlet and Blue, Dusty Rose, Iridescent), Cloak of Resistance (+5), Tome of Clear Thought (+5), Monk Outfit x5; 157,490Gp
Bard Gear MWK Instrument and Powerful Keen Rapier; (Monies)

SpellBook
Cantrips – All
Lvl 1- Chord of Shards, Cure Light Wounds, Cause Fear, Charm Person, Disguise Self, Sleep
Lvl2- Blur, Enthrall, Mirror Image, Locate Object, Suggestion, Rage,
Lvl3- Blink, Cure Serious Wounds, Haste, Sculpt Sound, Invisibility Sphere, Confusion
Lvl4- Zone of Silence, Modify Memory, Dimension Door, Rainbow pattern, Shadow Conjuration, Shout
Lvl 5- Shadow Walk, Shadow Evocation, Dream, Song of Discord, Mislead
Lvl6- Analyze Dweomer, Irresistible Dance, Veil, Animate objects, Permanent Image

APPEARANCE
Height- 6ft 11
Weight- 210lbs
Hair Color- Bald
Eye Color- Cerulean

HISTORY:

Jun Fah was born in a small mountain settlement, in the shadow of the Qiang Tan, on the continent of Tian Xia, in the world of Golarion. The clan was poor, his family poorer still. His parents could not afford to keep both he and his brother so Jun was abandoned. He had heard how his father had made the trek, Jun not five months old yet, up the mountains, to leave Jun on the steps of the Temple of the Four Winds, which rested in the heights over looking his little town.

The Monks, though poor and facing some tough times ahead, took the child in and raised them in their ways. Jun Fah grew up with a gaggle of orphans, spending his days running wild around the peaceful little temple, when he was not confined to one of the inner sanctums, lost in study or prayer. He grew up healthy and loved, with a family much larger and more varied, than the one he would have ever had.

The Monks of the temple of the Four Winds spent their days honing their skills in the martial art, that their little temple had been named for. It was quite common to see one of the monks splitting logs with a palm imbued with elemental power, or tending to weeds in the fields, in much the same manner. Jun, when he was old enough, took the vows of the order and began his training, all the while unaware of the secret that lay within the temple walls.

In his 18th year, Jun Fahs’ world came crashing down. The Temple had been home to an ancient blade, named the God Killer. Its powers allowed the wielder to do grievous harm to even the Immortal. During his 18th year, the Temple was set upon by a powerful Lich and his army of undead. The Monks fought valiantly, but in the end were defeated.

Jun had been given the task of taking some of the new trainees higher up in to the mountain, to a small altar, there to meditate. Upon returning to the Temple, he found it in ruins, its inhabitants either dead or dying. He found the Grand Master of the Temple, lying wounded by the statue, to which they gave prayer daily. With his dying breath, the old man told Jun about the swords existence, and imparted on him a task. As the last surviving Monk of the Temple, it was down to him to hunt the monsters who had taken the blade, and take it from them.

Jun spent only long enough in the temple to bury the dead, before leaving with the Trainees in tow. He took them to a nearby village and left them there in the care of an old Trader, who swore to see them safely to the next Temple.

Many years passed, Jun honed his skills, travelling far and wide in search of the Lich, helping where he could, all the while growing stronger. He travelled far and wide in the company of an ever shifting group of adventurers, felling many a foe, till he finally got wind of the Lich and his mob.

Leaving his companions behind, Jun travelled on alone, to meet the Lich in battle. A struggle ensued, wherein Jun nearly fell, more than once and was only saved by his old companions, who had decided to follow him, regardless of his wishes. The battle raged on for many hours, till finally Jun stood before the target of his quest, Fa’Zan the Jade Lich. Fa’Zan had been a powerful Wizard, in the time before the first Empire. He had struggled for years against the forces of good, and had been turned back again and again. It was not till he had learned about the hidden blade, till he truly had found his time to make his move for ultimate power.

For Jun and his companions, the outcome looked bleak. Fa’Zan was a powerful being, and they were still but mortals. The battle raged on through the night, claiming the lives of most of his companions, till only Jun and one of his companions remained, a holy priest of some dying cult.

Their power almost spent, they launched a last attack, Jun providing a distraction while the Priest struck at the phylactery itself, the core of the Lichs’ power. As the stolen blade bit deep in to Juns’ torso, the Lich gave out a powerful scream. Fighting through the pain, Jun lashed out as the world went black, hammering his fist in to the creatures face and watching as it melted away, cleansed by the holy fire of his order, and the Priests own divine light.

Jun came to, many days later and many miles from the scene of the battle. His companion had saved him and dragged him to safety in a nearby village. The sword was waiting for him when he awoke but the man was gone. He had fulfilled his own goals and left seeking new days.

Filled with a sense of happiness Jun, when his strength had returned, made his way back to his old temple, there to inter the sword forever, in its stone halls, bringing peace to the fallen souls of his brethren at long last.

But now what to do? Jun had finished his quest. It had taken twelve years of his life, but now he was at a dead end. What was he to do?

He had learned he enjoyed travel and new experiences, during his quest. Could that be the answer? Could he spend his days travelling the world, learning as much as he could? It seemed like a good idea as any to him. He would travel and learn all he could, perhaps document as he went. Yes, this seemed like the life for him.

What happened next, few know but Jun. He travelled but never aged, for years he stayed the same, for decades, long past his life should have ended. He travelled and learned and wrote, till finally he had to give up. In this time he had learned a new form of peace and opened himself to many new powers. He took the path of the Bard, learning to imbue his music and words with power, as he had his fists.

He found his way, by some dark forgotten path, to the World Serpent Inn, where he has spent the majority of his last years, learning new things from the patrons and teaching those who sought him out. He still makes a point of returning to the material plane now and again, to keep an eye on things and, since he has taken residence within the Inn, has moved the artifact of his order there, to provide it some form of protection.

Jun is not sure when or how it happened, but he is enjoying his new station in life and is quite the compassionate deity. He feels for all his worshipers and aids them in whatever small way he can.

Life is full of interesting new experiences and Jun means to have them all!


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