General Stom

Hymn's page

76 posts. Alias of JMG021283.


Full Name

Current vital info with spell effects::
HP: 59/59, AC: 22(+2vs Evil) _ T: 14(+2vs Evil) _ FF: 18 _ Saves(+2 vs evil) Fort +8 _ Ref +9 _ Will +8 Spells in effect: Bless, Halo, Protection from Evil

Race

Basic: Vital:
HP: 59/59, AC: 22 _ T: 14 _ FF: 18 _ Perception +6, Darkvision 60 ft., Initiative: +8, Fort +8 _ Ref +9 _ Will +8 , CMB: +12, CMD: 20, Speed: 60 /20 Fly(perfect)

Classes/Levels

Jann-/Bard-0

Gender

Male

Size

Medium

Age

40

Alignment

Chaotic Good

Deity

Desna

Occupation

Weaponsmith

Strength 22
Dexterity 19
Constitution 17
Intelligence 17
Wisdom 16
Charisma 20

About Hymn

Character Link: http://www.dndsheets.net/view.php?id=68817)
Hymn the Jann
Male Janni Bard-0 Mytic(Champion)-1
CG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 22, touch 14, flat-footed 18(+5 armor, +2 shield, +4 Dex, +1 natural)
hp 59 (6d8+15+5(mythic))
Fort +8, Ref +9, Will +9; resistance to fire 10

Gear: Mithral Heavy Shield(spiked), Mithral Chain Shirt, Amulet of Natural Armor +1.
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Offense
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Speed 60 ft.[Fly]20(perfect)
Melee Mithral Heavy Shield-spiked + 13/+7 (1d6+6/x2) and
. . Longsword(Masterwork)+13/+7 (1d8+6/19-20x2)
. . Masterwork composite shortbow+11/+6 (1d6+4/x2)
If both Sword and Shield used(Two weapon fighting)
Mithral Heavy Shield-spiked + 9 (1d6+6/x2) and
. . Longsword(Masterwork)+9/+3 (1d8+6/19-20x2)

Spell-Like Abilities(Caster level based on HD)(6lvl)

3/day—invisibility (self only), speak with animals. Once per day a janni can create food and water and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.
2/day-Change Size (Sp)
Elemental endurance, plane shift, resistance to fire 10, telepathy. 100 ft.
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Statistics
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Str 22, Dex 19, Con 17, Int 17, Wis 16, Cha 20
Base Atk +6; CMB +12; CMD 20
Feats Improved Shield Bash, Two-weapon Fighting, combat reflexes, Improved Initiative(3 by rare, one defaulted from race)
Traits Armor Expert, Indomitable Faith

Skills ::

(54/54 used)
Acrobatics +5, (1 rank, +0 CS, +4 dex, +0 MW items)
Appraise +7, (1 rank, +3 CS, +3 Int, +0 MW items)
Bluff +6, (1 rank, +0 CS, +5 Cha, +0 MW items)
Climb +7, (1 rank, +0 CS, +6 Str, +0 MW items)
Craft (Weaponsmith) +5, (2 rank, +3 CS, +0 Int, +0 MW items)
Diplomacy +9, (4 rank, +0 CS, +5 Cha, +0 MW items)
Escape Artist +8, (1 rank, +3 CS, +4 Dex, +0 MW items)
Fly +5, (1 rank, +0 CS, +4 Dex, +0 MW items)
Intimidate +6, (1 rank, +0 CS, +5 Cha, +0 MW items)
Knowledge (arcana) +7, (1 rank, +0 CS, +3 Int, +0 MW items)
Knowledge (dungeoneering) +4, (1 rank, +0 CS, +3 Int, +0 MW items)
Knowledge (engineering) +4, (1 rank, +0 CS, +3 Int, +0 MW items)
Knowledge (geography) +4, (1 rank, +0 CS, +3 Int, +0 MW items)
Knowledge (history) +4, (1 rank, +0 CS, +3 Int, +0 MW items)
Knowledge (local) +4, (1 rank, +0 CS, +3 Int, +0 MW items)
Knowledge (nature) +4, (1 rank, +0 CS, +3 Int, +0 MW items)
Knowledge (nobility) +6, (3 rank, +0 CS, +3 Int, +0 MW items)
Knowledge (planes) +8, (5 rank, +0 CS, +3 Int, +0 MW items)
Knowledge (religion) +4, (1 rank, +0 CS, +3 Int, +0 MW items)
Linguistics +8, (2 rank, +3 CS, +3 Int, +0 MW items)(rank in ignan and Shae)
Perception +11, (5 rank, +3 CS, +3 Wis, +0 MW items)
Perform +14, (5 rank, +3 CS, +5 Dex, +1 trait)
Sense Motive +11, (4 rank, +3 CS, +3 Wis, +0 MW items)
Sleight of Hand +5, (1 rank, +0 CS, +4 Dex, +0 MW items)
Spellcraft +4, (1 rank, + CS, +3 Int, +0 MW items)
Stealth +12, (5 rank, +3 CS, +4 Dex, +0 MW items)
Use Magic Device +6, (2 rank, +0 CS, +4 Dex, +0 MW items)

Languages :

1st: Common - Native Qadiran - (Fluent)
2ed: Ignan - (Fluent)
3rd: Celestial - (Basic)
4th: Shae - (Fluent, but at the moment unknown to Hymn)

Gear:

Magic
Wand of Cure Light Wounds:1d8+1 (50/50 charges)
Ioun Torch
Traveler's any-tool
non-magic
Backpack
bedroll
belt pouch
flint and steel
ink
inkpen
Flute
Journal
Arrows(150)
mirror
Rope 50ft x2
Trail Rations (10 days)
Waterskin
Adventures Clothes
Caul (Clothing-Royal/aristocrat)
Currency:
Pp:
Gp:397
Sp:10
Cp:


History::

Hymn grew up in a port town in Qadira called Katheer. Hymn’s family consisted of a mother, father and a crazy uncle who would tell him stories. Along with being a weapon smith and a fairly wealthy merchant, Hymn father was very well known and imposing man. He was a very shrewd business man and known for his somewhat shady deals. Hymn always heard rumors that his mother and father weren’t what they seemed. This made him start to wonder why he looked so different from the rest of his family(his uncle), both being pale skinned and having dull life-less eyes. After some investigation Hymn found that his father apparently remarried shortly after his birth.

Wasn’t till Hymn spoke to a relative that he found some of the answers he was looking for. Much like Hymn, his uncle Zanbur had very bronze skin and blue eyes that almost looked like swirling pools of elemental power. Zanbur use to tell Hymn stories of Janni and Efreet when he was young, impressing the fact of how powerful and superior they were to other beings. Zanbur would instruct Hymn on what they could do, if they put their mind to it. Hymn probably spent as much time with his father learning his trade as he did learning Zanbur’s stories. Shortly, after Hymn learned of rumors he asked Zanbur about them, seeing that it is not likely that he will get the truth from either of his parents.

Zanbur explained to Hymn that his mother is not what she seems… His mother Anzawa(Zanbur’s sister) was sold by her father to an Efreet! Hymn’s father was a lowly poor weapon smith who wasn’t great at what he did. Anzawa fell for him in a quick manor which Zanbur could not explain. She used her abilities to forge weapons and armor for him, which was of a superior quality the town. It brought great wealth to Hymn’s father. Then along came Hymn, Anzawa knew of Hymns birth (Full Jann) and informed his father. Hymn’s father informed Anzawa that they would sell Hymn to the Efreet Sulesh, the same that gave him the ring to control Anzawa. Anzawa, fighting the whole way, made the deal that she would work for the Efreet Sulesh if Hymn would be free to live under the tutelage of her brother Zanbur. Shortly, after Hymn’s birth she left for her binding to the Efreet. Little did she know that Hymn’s father had planned all along to take control of Zanbur. Hymn’s father gave Zanbur instructions to instruct but never tell Hymn of what happen… Upon doing so Zanbur starts to turn into a mist and slow starts seeping into a bottle. With his last words Zanbur tells Hymn to run and that they now know.

After several years of running Hymn found himself traveling with a group of fellow Janni/outsiders, most were a mix of half breeds and suli. They were a very proud and arrogant bunch which does not take an insult lightly. Hymn’s abilities really shined among them. He would perform in their dances even make weapons for the group. Being a roaming group of Janni/outsiders it wasn’t long till Sulesh took notice. Sulesh is an evil Efreet that is well known for enslaving Janni and Zhyen into his army. Sulesh knew of Hymn from his mother and father. Also knew that Hymn has very little knowledge of what he can do, which made him a very easy target even in a band of half breeds. Confronted by Sulesh’s army Hymn’s group fell quickly. Capture and indentured to Sulesh, Hymn’s thoughts were taken away and servitude was all that was left.


Current Story::

At the time Hymn was under his fathers and Sulesh's control. Sulesh was working with the demon army for his own agenda. Being sent on the mission to deal with a certain Skyship Captain/Leader. Hymn and his father, approached the Skyship when Keeya's father was the captain. Seeking out parley and seeming friendly enough Hymn was brought aboard. After gaining trust of the Captain Hymn and his father, were to carry out their plan. Hymn liked Keeya's father, he could tell he was a good man from a few conversations they had late at night. But Hymn knew eventually the Captain would be a very dead man, specially when Hymn was given the word.

The night came, the Captain invited Hymn and his father for a drink in his cabin. Only several days after they met. Mostly likely based on the relationship that Hymn and the Captain built. He trusted the Jinn, maybe too much. When the door closed Hymn struck at the Captain, at the request of his father. A glancing blow caught the Captain in the shoulder. With a quick leap, the Captain had his own trick though. A small air cannon hidden which aimed at the door, blasted Hymn. Staggering back feeling like he would die, Hymn went into the Ethereal plane to escape the next blast which was certain to come. Hymn's father(fat pompous man) was left calling for Hymn to return. Hymn's father tried to strike at the Captain but was cut down in a mighty blow.

Hymn being injured, finds himself being summoned by his father who is in dire need. Before he is fully summoned, somehow stuck between the ethereal plane and the material world, watches as his father is split in two by a mighty cleave from Keeya's Father which also destroys the ring by which he is being held….Hymn felt the shock from that same blow, knocking him unconscious. When he awoke he was surrounded by the crew of the Skyship and it's Captain which he was meant to kill, but no longer felt that urge. He almost felt a sense of relief; he no longer was under the control of that ring. Even death would have been better than the control of Sulesh and his Father.

The Captain showed him mercy, mercy which Hymn did not deserve. To that he owed the Captain a debt, one which he would pay back in full. Sadly, anything in past 20 years Hymn cannot remember. He has some grasp on what his crazy uncle use to tell him, which is that he is a Janni. There are two things he does know: First-After he pays back Keeya Swift for what she had done, Hymn has a debt to Sulesh that will be paided back eye for an eye and release the artifact in his possession. Second- Is to release his mother and uncle provided they are still alive.


Personality(Quirks/Flaw::

Hymn’s word is his law. If he says he will do something he will do it or find a way to do so.

Hymn will stand by those whom he feels are friends, but will not put himself out for anyone who is not.

Hymn follows the teachings of his uncle: So, he will not stand for being called a human or anything other than Janni. It is a grave insult which he is willing to fight to the death over.

Hymn knows what he can do, just not how to do it. He’s lost the last 20 years of his life, in which he had full knowledge and potential of his abilities. This makes him very confused and almost angry at times, with himself. It’s an internal struggle he’s not quite fond of.

Hymn loves a good song or dance, he finds them amusing and they seem to calm him.

Appearance::

Hymn’s skin is a dark bronze color. He has very shocking blue eyes that almost looked like swirling pools of elemental power. When traveling he’s in simple adventuring gear, which seems to blend in the scenery for a very imposing character. This is very distinctive contrast when he’s wearing his brightly colored(Gold, Purple and Blue) Caul.

Hymn’s lost years(Mythic path, Elemental Power and additional background)::

Hymn knows little of the past twenty years. But they are probably what have affected him the greatest. The ring that his father had gave the wearer the ability to completely control a jann. Hymn could fight this but it would take a will that is near impossible to achieve. Hymn’s father took up Sulesh’s cause and offered to control his son for a territory in Sulesh’s reign. Knowing the Janni’s will and urge to fight against the efreet, Sulesh had a way to solve this problem. An artifact in Sulesh’s possession allowed him to make Janni forget who they were. Under Sulesh’s tutelage those Janni became powerful forces in his army, without the thought of rebellion. Hymn had been one of those Janni.
With all of Sulesh’s knowledge he had very little understand of the artifact he had been using. This artifact had a mind and agenda of its own. The artifact had the power to manipulate Janni, Efreet and other djinn types, other than the welder. This allowed the artifact to instill powers and take away memories, by the welders’ choice or its own. This artifact the “Bottle of Amon” sought to be free of Sulesh, but still had to obey his orders. When Sulesh commanded taking Hymns memories away, Amon did so but installed some extra powers into him. The artifact hoped that Hymn would one day be the one to remove Sulesh from control.
Hymn was a lead general in Sulesh’s army, with the power given to him, he known for his speed and how ruthless he was with a blade. He was a Champion among Sulesh’s army and a terrifying sight for the enemy. Hymn would dance through combat and strike so swiftly that his opponents would rarely have a chance to react. It almost seemed if they were unarmored when the blow would land, as Hymns sword would cut into them. Then he would race across the battle field with what seemed to be magical aid. Once Hymn was surrounded and thought dead by his allies, he appeared shortly back into what seemed to be a ethereal form and shifted back to this plane. This is when he had become known among the ranks as a champion of Sulesh. Hymn seemed almost invulnerable.
There was once a story of the fire of Hymn’s rage. In the middle of a battle which Hymn had all but basically lost, he let loose a song of fire. The song itself set fire to the air all around him, charring all those in its path. Those who were there left to witness this display some had thought that the song had channeled fire to come to Hymn’s aid, some wind, some water and some air. They all conclude whatever he had summoned they were happy not to be in its path.
Amon had set Hymn’s memories based on the ring that his father owned. Upon the removal or destruction of the ring Hymn would regain his memories and have the ability to fight its power along with the power of Sulesh. Wasn’t till that day when the adventures rescued Hymn from his fate of being a walking prisoner, that he regained his own thoughts for the first time in a very long time. Amon’s magic and the rings when it was destroyed, cause Hymn to lose his memories of those past 20 years. This might have been a good thing. As he slowly regains them he realizes how horrible he was and feels the need to make amends to those he may have wronged. Forcing him to feel the need to do good, more so than ever.
Mythic Path: Champion
Mythic Abilities:
Hard to Kill (Ex): 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.
Surge (Su): 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. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Mythic Power (Su)(5/5): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Champion Strike:
Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Champion Path Abilities
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Elemental Power:
Song of (Air, Fire, Water, Earth): Hymn gains the ability to channel elements while using a preform ability. It acts like a Clerics Channel ability but with variant channeling of those different types of damage. (3d6 damage) 5 times a day.