Gardner

Jason Fury's page

108 posts. Alias of DFang.


Full Name

Jason Fury

Race

Stormborn Sorcerer 3 / Flowing Monk 3 (Archmage T1) | HP: 27/27 | Spells: 5/6 | Mythic Power: 5/5 | AC: 19, T: 15, FF: 17 | Fort: +3, Ref: +5, Will: +6 | BAB: +2, CMB: +5, CMD: 20 |

Classes/Levels

Init: +4 | Perception: +10 | Concentration +8 | Load: 37.5 (Light: 58) | Effects: Mage Armor

Gender

Male

Size

Medium

Strength 14
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 16
Charisma 18

About Jason Fury

Jason Fury
Gestalt Stormborn Sorcerer / Flowing Monk
Archmage Mythic Path
CG Medium Humanoid (Aasimar)

LINK TO INVENTORY TRACKING SHEET

DESCRIPTION & PERSONALITY
Jason is usually garbed in a hooded black suit with light blue flowing symbols and runes. Although he looks too slim, he's actually lean and well muscled underneath. His eyes remind anyone who stares into his hood of the storms upon the open seas and his hair always look like it's been swept back by strong winds. Many scars mar his back that Jason usually hides underneath his tunic and cloak.

Despite his intimidating demeanor, Jason respects the opinions of others. Being of holy descent, he tries to put his blessed powers to help those he deems pure and worthy. His hatred of demons however runs deep and will do all he can to destroy the taint of corruption upon the land.

SPELLS:

Level 0 - Infinite
Detect Magic, Light, Ray of Frost, Read Magic, Resistance
Level 1 - 6/day
Burning Hands, Mage Armor, Shocking Grasp, Vanish

STAT BLOCK:

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DEFENSE
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AC 15, Touch 15, Flat-footed 13 (+2 Dex, +3 Misc)
HP 27 (3d8 +0(CON) +3(Favored))
Fort +3, Ref +5, Will +6
Resist acid 5, fire 10, cold 5, electricity 5, sonic 5

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OFFENSE
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Speed 30 ft.
Melee:
Unarmed Strike +4 (1d6+2)
Flurry of Blows +3/+3 (1d6+2)

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STATISTICS
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Str 14, Dex 14, Con 10, Int 10, Wis 16, Cha 18
Base Atk +2; CMB +4; CMD 20

Skills [Total Ranks: 12 = 12 + 0 (favored)]
Format: Total Modifier - Skill Name - Ability - Ability Mod|Ranks|Class|Other Mods

+7 Acrobatics* - DEX - 2|2|3|0
+8 Bluff* - CHA - 4|1|3|0
+6 Climb* - STR - 2|1|3|0
+6 Diplomacy* - CHA - 4|0|0|2 (racial trait)
+8 Intimidate* - CHA - 4|1|3|0
+4 Knowledge (Arcana)* - INT - 0|1|3|0
+4 Knowledge (Nature)* - INT - 0|1|3|0
+10 Perception* - WIS - 3|2|3|2 (racial trait)
+7 Sense Motive* - WIS - 3|1|3|0
+9 Survival* - WIS - 3|2|3|1

Languages Common, Celestial

FEATS:

Eschew Materials: 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.
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Spell Focus (Evocation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Greater Spell Focus (Evocation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Mythic Spell Focus (Evocation): Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus for that school increases by 1. You can expend one use of mythic power as part of casting a spell from your chosen school to force any of the spell's targets to roll their saving throws twice, taking the lower result. +2 to Evocation Spells DC

SPECIAL ABILITIES:

--RACIAL TRAITS--
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

--SORCERER CLASS FEATURES--
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. 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.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st 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.
Bloodline Arcana: Whenever you cast a spell with the electricity or sonic descriptor, increase the save DC by 1.

--BLOODLINE POWERS--
Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

--MONK CLASS FEATURES--
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
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.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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.
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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.
Redirection (Ex): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
Unbalancing Counter (Ex): At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates).
Flowing Dodge (Ex): At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1). This ability replaces fast movement.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

--ARCHMAGE MYTHIC PATH--
Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
Elemental Bond - Fire (Su): You are connected to one of the elemental planes. Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell. You gain resistance 10 against an energy type associated with your chosen plane—electricity for air, acid for earth, fire for fire, and cold for water. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30.
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.
Mythic Power (Su): 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.
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.

--TRAITS--
Orphaned: You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Desperate Resolve: You are adept at casting spells even in the most precarious situations. You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.
Headstrong: You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.

BACKGROUND:

Age? 10
Parent/s? Murdered
Race? Half-human. Possibly an aasimar.
Starting Bid? 1000gp

Orphaned and a slave to a minor noble in Cheliax named Duraga, Jason was living a life of relative peace, able to survive from day to day. Years later however Jason would fall for a baker's daughter named Nikole. She lives in the other end of the city but Jason saw her when he opened the door to receive the cake for his master house one morning. Needless to say, he was stunned that he couldn't speak as he stared at her until she reminded him for the third time regarding payment. Days later, Jason would find the courage to sneak out of the house just to find her. He'd usually sneak away once a week but after a month Jason would meet with Nikole nearly every day, happiness filling him from just being beside her. Sadly it wasn't meant to last...

It was six months after their first meeting when the house guards suddenly stormed into Jason's room during his sleep, clamped him into chains and threw him in the basement dungeons without explanation. His fears where confirmed the next morning when the guards brought him into the ritual chamber where he discovered that they too had taken Nikole prisoner. Like him, she was tied up and unconscious, her head down as she hanged from her hands whose chains were attached to the ceiling. The guards left as Duraga entered the chamber dressed in his summoning garb and Jason feared the worst more than ever.

Duraga smiled and approached Nikole, stroking her cheek with a long nailed finger "You have chosen a very fine sacrifice for me Jason. She served me well last night and will do so again for the great lord." Jason ceaselessly struggled against his binds and screamed his rage into his gag, but it was all for naught as Duraga began chanting. The summoning circle in the middle of the chamber glowed red, becoming brighter and brighter until it filled the room with its reddish tinge. Jason could feel the corruption filling the room, although he knew that the circle was supposed to protect them from whatever was beyond the magic. Duraga laughed as he drew out a dagger and looked at Jason who continued to struggle wildly against his bonds. Staring straight into Jason's eyes with malicious intent, Duraga plunged the dagger into Nikole's chest who woke up from the pain, screaming.

Not again.... Noooooo!

A bright flash of blue light erupted from the core of Jason's being as his bonds exploded in a shower of metal shards. He never felt so much power within him! It was as if he was a god who can do whatever he wished, and right now there was only one thing he wanted to do. Channeling his power into his right hand, he dashed towards the stunned man in front of him with lightning speed and drove two of his fingers into Duraga's eyes before unleashing it. A great shock of electricity enveloped Duraga's head which grew and boiled from the heat. Drawing back his hand, Jason hears the door to the basement slam open. He watched Duraga fall silently whose face seem to melt into the hard stone floor, marring the runes and destroying the ritual. As the guards came running down the steps, the one in front stopped as he saw the spectacle before him.

Red light from the ritual circle was receding as Jason stood over Duraga lying dead on the floor. Sparks of lightning flow around Jason, traveling in arcs from head to arms, hands and feet as if every part of him that was exposed to the air was a conductor. Then Jason turned to look at them, his eyes glowing with bluish energy were undoubtedly filled with uncontrollable rage. As if a bolt of lightning passed between them, the guards were also slain mere seconds later. Their skin and armor burnt in places where Jason touched them, their eyes and teeth crusted black and smoking from the heat.

Finally having expended his power and rage, Jason regained himself. He was observing himself kill these men as a different person watching behind the same set of eyes which belonged to a madman, but understood that this was power he alone possess. He ran back into the ritual chamber, picked up the keys from Duraga's body and freed Nikole. It was too late however... Her beautiful eyes stare past him and into the ceiling as Jason knelt beside her. He bowed his head over hers as he cried in sorrow, tears dripping upon her smooth cheeks while he closed her eyes with a bloody hand.

After what felt like years of wallowing in grief, Jason realized that he cannot stay much longer. He picked Nikole up, carried her upon his back and using Duraga's keys, he opened the door to the secret passage behind the banner bearing Asmodeous' symbol of an inverted 5-pointed star. He had seen Duraga accessing this doorway several times before and with him bearing the only set of keys, none may follow lest they trigger the trap to bring down the whole house. Locking the door behind him, Jason proceeded to escape the city of Cheliax.

Days later, Jason is found kneeling next to a fresh grave in Barrowood with a tombstone bearing the name of Nikole. Celestial runes are roughly carved upon the stone's surface:

Here lies Nikole Maria
The love of my life,
and the light of my days.

Tears leak past Jason closed eyes as he recalls the horror in the ritual chamber...
Never again! I will never be so weak again that I cannot protect those that I love... I will learn these powers granted to me by my heritage and become a master upon myself. This I swear to you... Nikole.

As Jason opens his eyes, it flashed for a moment with bluish energy once again before returning back to normal. He stands up, dried his eyes with the sleeve of his tunic and took his first step to begin his journey that will take him across the land. He learned to hunt his own food in the wilds and trade any excess for silver to ride along caravans. Over the years, Jason will find himself poring over books in vast libraries of major citues, meditating with monks of Irori, and learning magic with acolytes of Nethys. Now, it seems as if destiny has called for him as he travels to the place where he shall leave his mark upon the world, or die trying.