Spell Sovereign

Sagacious Jian's page

141 posts. Alias of Dodekatheon.


Full Name

Sagacius Jian

Race

Panache Points:
1/1
Ki Points:
5/6

Classes/Levels

Spells Prepared:
0- Create Water, Detect Magic, Light, Read Magic | 1- Charm Animal, Entangle, Faerie Fire | 2- Hold Animal, Stone Call

Gender

LN Male Half-Elf Gestalt Unchained Monk (Kata Master) 4/Druid (Feral Shifter) 4 | Init +5 | Perception +14 | HP 51 | AC 19, touch 19, FF 15 | Fort +7, Ref +8, Will +9 | Speed 40 ft | +1 Urumi +11 (1d8+8/18-20)

Location

Sandpoint

Languages

Common, Elven, Goblin, Druidic, Sylvan, Minkaian, Tienese

Strength 21
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 18
Charisma 13

About Sagacious Jian

Statistics:
Sagacious Jian
Gestalt Unchained Monk 4/Druid (Feral Shifter) 4
LN Medium humanoid (human/elf)
Init +5; Perception +14; low-light vision
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Defense
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AC 19, touch 19, flat-footed 15 (+3 Dex, +4 Wis, +1 Dodge, +1 Monk)
hp51 (4d10+8+4 FCB)
Fort +7, Ref +8, Will +9

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Offense
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Speed 40 ft.
Melee +1 Urumi +11 (1d8+8/18-20)
Ranged Masterwork composite longbow (+4 str) +7 (1d8+4/x3)
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Statistics
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Str 21, Dex 16, Con 14, Int 12, Wis 18, Cha 13
Base Atk +4; CMB +9; CMD 22
Feats Weapon Focus- Urumi, Asectic Style, Dodge, Deflect Arrows, Deific Obedience- Irori
Traits Elven Reflexes, Giant Slayer, Weapon Style- Urumi
Skills Acrobatics 10 (4), Climb 9 (1), Intimidate 7 (3), Handle Animal 7 (3), Knowledge Nature 7 (1), Knowledge Religion 7 (3), Linguistics 4 (3), Perception 14 (4), Sense Motive 9 (1), Spellcraft 5 (1), Stealth 7 (1), Survival 10 (1), Swim 9 (1)
Languages Common, Elven, Druidic, Sylvan, Goblin, Minkaian, Tienese
Other Gear +1 Urumi, Monk's Kit, Wand of Mage Armor (48 Charges), Sihedron Medallion
242 GP
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Special Abilities
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Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Weapon Familiarity: Half-elves raised among elves often feel pitied and mistrusted by their longer-lived kin, and yet they receive training in elf weapons. They gain the elf ‘s weapon familiarity trait. This racial trait replaces adaptability.

Weapon Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Panache: At 1st level, a kata master gains the swashbuckler’s
panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler’s derring-do and opportune parry and riposte deeds. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds. This ability replaces stunning fist.

Ki Pool (Su): At 3rd level, a kata master can treat ki points
as panache points for any swashbuckler deed gained through
this archetype. This ability alters ki pool.

Panache (Ex): Grit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement.

More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

The damage for Small or Large monks is listed below.

Evasion: At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Pool (Su): At 3rd level, a kata master can treat ki points
as panache points for any swashbuckler deed gained through this archetype. This ability alters ki pool.

Menacing Swordplay (Ex): At 4th level, a kata master gains the swashbuckler’s menacing swordplay deed. This ability replaces still mind.
At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

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

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Animal Focus (Su): At 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter’s animal focus class feature. The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time.

This ability replaces nature bond.

Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.

Ki Powers:
Qinggong Power- Barkskin (1 ki point, CL equal to Monk Level)

Appearance:
Jian, called "Sagacious" by his sensei, is a relatively attractive, very young half-elf. He wears the traditional colours of his style, blue and silver. His manner of dress is Tienese and suited to his combat style; loose robes that, while flowing, are not so long as to risk impeding his movement. Jian is disciplined, and so is fastidious, regularly cleaning and grooming himself. This is not out of vanity, but of hygiene. Jian's human heritage is obvious in his dark hair and well-groomed goatee. Always around his waist (unless in use) is what, at first glance, appears to be a strange metallic belt. When danger is present, those in proximity find out swiftly that Jian's "belt" is, in fact, his chosen weapon, the Urumi once wielded by his mother.

Jian has the height of an Elf and the bulk of a Human. He stands somewhere between six foot seven and six foot eight and weighs approximately two hundred and ten pounts. His bulk is all muscle, though the big man moves with an almost feline grace and a supreme awareness of his own body. Jian usually keeps his long dark hair tied back and out of the way.

Personality:
Jian is, at present, a man of few words. Growing up, he was taught to truly think before he spoke, and so is not given to rash, impulsive comments. What he does say is normally insightful and well-reasoned. Jian doesn't make many jokes, but does appreciate them, and has begun to display a wry sense of humor.

Jian is inexperienced with things like liquor and women. He knows of such things, but has never experienced them himself, because of how regimented his life and training have been. It's entirely possible a group of adventurers that he travels with could open Jian up to new experiences.

The tragedy of what happened to his home has left Jian with a hatred of Giants that he finds difficult to control. It has also left him slow to truly trust and open up to people, but once he does, he will regard them as more precious than any riches, and they will find a lifelong friend willing to die for them.

Background:
"What is right for me may not be right for others."

This was the central tenet of Iro-Shu, called Irori outside of Tian Xia, and for years, it was how Jian, his parents, Kazuma and Sayuki, and the rest of his monastery lived their lives. They had felt stifled, stunted in Tian Xia, and left for Varisia when Jian was still a child. They founded a new monastery, in between Magnimar and Sandpoint, and for many years, Jian was a happy, if relatively sheltered, child.

Until the time he was sixteen, Jian had never been more than a day's journey away from his family, and that suited him just fine. From the time he was old enough to hold a bo staff, his skill was obvious. Jian was a prodigy, but so were several in his monastery, so his ego was always kept well in check. The style of martial arts they practiced was known as the Even Flow, a style revered throughout Tian Xia. The Even Flow had begun as a Five Animals style, but had evolved, utilizing the Five-Animals techniques as a base but focusing on adaptability. One of the founders of the Even Flow had preached that to achieve skill and enlightenment, one must strive to be like water. That water, put in any vessel, would adapt, and become that vessel. In becoming, it would overcome. That was the essence of the Even Flow.

Jian was diligent in his studies, and it became apparent that, even among the talented, he was exceptional. His sensei, Daidoji, eventually gave up teaching group classes to focus solely on training Jian.

When Jian was fourteen, he found out how truly he had been blessed by Iro-Shu. Jian, meditating after practicing many katas, began to hear the whispers of the earth and animals around him. At first he thought he had gone mad, but soon discovered that this was hardly the end of his abilities. Jian found that he had divine power, the ability to cast spells and commune with the natural world, which he believes is a gift from Iro-Shu and another tool for Jian on his path to enlightenment. Jian has, at times, felt as though he may as well be wearing the skins of the animals he emulates.

Jian's childhood was somewhat cloistered. Their monastery was humble, and located in the wilderness between Magnimar and Sandpoint. That made it ideal for training, but the decision to live in the wilds would prove fateful.

When Jian was sixteen, he, his father Kazuma, and Daidoji had gone to Magnimar to trade for supplies. When they returned...

Their first hint that something was wrong was the smoke. Their monastery seldom burned any fires in the daytime. As they got closer, they could see that the gates to their home had been smashed open, as though something the size of a tree trunk had laid into them. They found dozens of their people dead, and those remaining huddled in their main temple. Many were injured. Littered around the monastery were the corpses of several large humanoids...Giants. For Jian, the deepest cut of all was the revelation that Sayuki, his mother, had been killed in the battle. She lost her life saving others, shepherding them into the main temple and shielding them from the stones thrown by the Giants.

Daidoji, Kazuma and Jian (who were, coincidentally, now the three most powerful surviving warriors) all dealt with the attack in different ways.

Daidoji decided to move their monastery closer to Magnimar, to rebuild and to provide safety for their remaining people. He also decided to open the school to any in Magnimar that wished to join, to increase their number.

Kazuma was beside himself with grief and anger, and decided to join the Order of the Black Arrows, dedicating himself to protecting the people of Varisia from the threat of Giants.

Jian had more than his share of hatred for Giants as well. However, after seeing the way his father reacted, he came to see this hatred as a burden, a flaw, a roadblock on the way to self-perfection. Jian knew in his heart that he could never be truly free of the hatred, so he resolved to become a better person in spite of it. Jian knew in his heart that Iro-Shu had given him the capability to rise above this tragedy, and he would not squander that gift.

Jian has spent the last two years traveling the wilds of Varisia, living off the land and helping the smallfolk where he may. He came to Sandpoint to witness the dedication of the Cathedral, and was grateful to have been present to blunt the worst of the Goblin attack. Since then, many strange things have happened, and Jian has come to believe that Iro-Shu has guided him here for a reason; that this path is the correct one, and following it will take him further along his journey to self-perfection.