Sajan

Mirai Nozomu's page

No posts. Alias of TheWaskally.


Full Name

"Great Hero" Mirai Nozomu

Race

Human

Classes/Levels

Unchained Monk/Fighter (Great Hero) 8th

Gender

Male

Size

Medium

Age

23 (looks 19)

Alignment

Lawful Good

Languages

Common, Celestial, Oni, Draconic, Vanara, Sylvan

Occupation

Great Hero

Strength 21
Dexterity 14
Constitution 15
Intelligence 14
Wisdom 18
Charisma 14

About Mirai Nozomu

Initiative: +2
Senses: Perception +15
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AC 26 (13 Touch, 21 FF)(+2 Dex, +5 CMB, +7 AC Bonus, +1 natural, +1 deflection)
Hp 112/112 (1d10(max) + 2 Con + 2 Fast Learner/level)
Fort +13, Ref +13, Will +9
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Speed 50 ft (30 ft Base)
Melee Unarmed Combatant +14/+9 (1d10 + 5, x2), Flurry of Blows +14/+14/+9 (1d10 + 5, x2), MW Broadsword, Nine-Rings +15/+10 (1d8 + 5, x3)
Ranged Shruiken +10/+5 (1d2 + 5, x2, 10/10)
Special Attacks Stunning Fist Fort DC 18, Smite Rival (Su) 1x/day +2 to attack, +8 dmg.
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BAB +8/+3, CMB +13, CMD 29
Feats Fast Learner,Emergent Divinity: Divine Portfolio I Heavens Lure of the Heavens (Su), Dodge, Stunning Fist, Unarmed Combatant, Deflect Arrows, Deft Maneuvers, Extra Talent Force of Brawn (Su), Scorpion Stance, Emergent Divinity: Battle Lord I (Ex), Gorgon's Fist, Extra Talent Smite Rival (Su), Monkey Style
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Skills 6/Level, +1 Human, +1 Fast Learner, +4 Background
Acrobatics +20 (8 Rank, 3 Class, 5 Str, 4 Physical Avatar)
Climb +21 (5 Rank, 3 Class, 5 Str, 4 Physical Avatar, 4 Monkey Style)
Craft +2 (0 Rank, 0 Class, 2 Int)
Diplomacy +20 (8 Rank, 3 Class, 5 Str, 4 Physical Avatar)
Escape Artist +12 (3 Ranks, 3 Class, 3 Dex, 4 Physical Avatar)
Handle Animal +13 [background] (8 Rank, 3 Class, 2 Cha)
Intimidate +20 (8 Rank, 3 Class, 5 Str, 4 Physical Avatar)
Knowledge (dungeoneering) +2 (0 Rank, 0 Class, 2 Int)
Knowledge (engineering) +7 [background] (2 Rank, 3 Class, 2 Int)
Knowledge (history) +13 [background] (8 Rank, 3 Class, 2 Int)
Knowledge (local) +7 (2 Rank, 3 Class, 2 Int)
Knowledge (religion) +12 (6 Rank, 3 Class, 2 Int, 1 Trait)
Linguistics +6 (4 Rank, 2 Int)
Perception +15 (8 Rank, 3 Class, 4 Wis)
Perform (string instruments) +15 [background] (8 Rank, 3 Class, 2 Cha, 2 MW instrument)
Profession +4 (0 Rank, 0 Class, 4 Wis)
Ride +10 (1 Rank, 3 Class, 2 Dex, 4 Physical Avatar)
Sense Motive +15 (8 Rank, 3 Class, 4 Wis)
Stealth +12 (3 Rank, 3 Class, 2 Str, 4 Physical Avatar)
Survival +9 (2 Rank, 3 Class, 4 Wis).
Swim +13 (1 Rank, 3 Class, 5 Str, 4 Physical Avatar)

SQ:

More than Mortal (Ex)
You treat your fighter level as your godling level for all prerequisites, and count as both a clever and mighty godling. Also use your fighter level as your godling level for all godling abilities you acquire.
Unstoppable (Ex) +3
The more a foe attempts to destroy the great hero, the more resilient and dangerous the great hero becomes. At 1st level when a foe scores a critical hit or sneak attack against a great hero, the hero gains his heroic bonus as a dodge bonus to AC against future attacks from that foe. If the great hero loses his Dexterity bonus to AC he loses this dodge bonus (even if the hero doesn’t have a Dex bonus). If a great hero fails a saving throw against a spell or effect from a foe, the hero gains his heroic bonus to future saving throws from spell or effects from the same foe.
The heroic bonus of a great hero is equal to 1 +1/4 his great hero class levels (+2 at 4th level, +3 at 8th level, and so on). The great hero only applies this bonus against a single foe. If a new foe activates the heroic bonus, it no longer applies to attacks and effects from previous foes.
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.
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.
Armor Training (Ex)
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Advanced Armor Training
Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level.
Ki Power (Su)
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Wholeness of Body (Su)
A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.
Diamond Mind (Su)
By spending 1 point from his ki pool as a swift action, a monk with this power can suppress a fear effect affecting him as if using remove fear, using his monk level as his caster level. He can spend 2 ki points to activate this ability even when frightened or panicked. A monk must be at least 6th level before selecting this ki power.
Diamond Body (Su)
By spending 1 point from his ki pool, a monk with this power can remove one toxin from his body as if using neutralize poison, using his monk level as his caster level. He can remove only one poison in this way per use of this ability. A monk must be at least 8th level before selecting this ki power.
Still Mind (Ex)
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike (Ex)
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
Leg Sweep
The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.
Divine Traits
At 5th level, the great hero receives 1 rank to spend on divine traits. He gains +2 ranks at 9th level, +3 ranks at 13th level, +4 at 17th level, and +5 at 20th level.
Paramortal I
The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
Scion of Fate
At 6th level, and again at 12th and 18th level, a great hero may select a scion talent or greater scion talent.
Physical Avatar (Ex)
The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.

Racial Traits +2 to One Ability Score (Str), Medium, Normal Speed, Bonus Feat, Skilled, Languages.
Traits Pragmatic Polytheist (human) and Affable (social)
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Items A bag of holding (type II), a monk's kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin), a monk's outfit, a MW musical instrument (kokyü), a lb. of salt, a headband of ki focus, a pair of slippers of spider climbing, a hammock, a medium tent, an ioun torch and several small bags holding 779gp.
Combat Gear MW Nine-Ring Broadsword +1, (10) Shruiken.

Wealth 779gp, 9 sp
Carrying Capacity
Light (153 lbs or less); Medium (154-306 lbs.); Heavy (307-460 lbs.)
Current Load: 31
Height 5'10", Weight 180 lbs., Eyes Light Brown, Hair Black, Skin Tan
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Description:
Mirai Nozomu is a human Tian-shu male of average height; beyond that, this monk is not average. Mirai's body is tanned by the sun from his travels and field work, and bulging with large, rippling muscles from his intense monk training and daily workouts. He has begin to grow and braided topknot on top of his head, to hopefully make it down to his waist.
'Great Hero' Mirai dresses in traditional monk garb, with a headband with a symbol of 'ki' on his brow. His slippers are jet black with intricate webbed designs sewn through it. Mirai travels with his 'impossible bag' and is armed with a beautifully-crafted nine-ring broadsword with a small sash holding about 10 shruiken. If he must travel at night or work in the dark, the monk likes to bring out his 'little treasure', a fully-functioning ioun stone that Mirai found in a riverbed after a seasonal flood.

Personality:
Mirai Nozomu is a man of contradictions. This beefy human monk, whom radiates a strong physical and intimidating presence; is really a genial and pleasant man, happy to help those around him. The monk is quick with a smile and quick to forgive the genuinely remorseful. But being quick with smile does not mean that Mirai is a fool; many bandits, drunken bullies, and dishonest merchants have found that the smile quickly fades when others are being taken advantage of, to be replaced with an intimidating mien, that is said to make court magistrates whither.

Mirai Nozomu likes to meet new people and experience new things. His travels has broadened his perception and perspectives. One of his passions is playing his kokyü. Whether at a crossroads, city center, or local bar, whenever the monk has a quiet moment, 'Great Hero' Mirai likes to take out his expertly-crafted kokyü and play for a few coins or for the sheer enjoyment of making music. After many years of practice, the monk is quiet good, and can often draw a crowd.

During his travels, Mirai Nozomu came across The Haiiro no Shinigami , strange cultists who worship a dead Goddess of Death. These cultists would often keep their distance from the traveling monk, but would watch Mirai wherever he went, always looks as if they wished to ask him something. When it comes to organized religion, 'Great Hero' Mirai did not feel any strong leaning toward god worship. The monk respected the Gods, especially those who held the tenets of good, fairness, and justice; but not enough to join a cloister.

Background:
Mirai Nozomu was born to the Mirai family in the lowlands of Quain. Nozomu is the eldest son and older brother to 3 younger brothers and two younger sisters. The Mirai family comes from a long line of rice farmers, living their simple lives without the benefits of a proper education or knowledge of the sciences. Several nights after Nozomu's birth, a strange thin man, dressed in courtly garb, played a visit to the Mirai household. He said he was an eunuch astronomer from court. He asked if a child had been born recently, which the Mirai family was scared to reveal. They thought somehow the family had upset the government for some reason. The eunuch gently convinced the family he meant no harm to the rice farmers. The astronomer came to see the child for unbeknownst in the night sky, the heavens foretold of a 'great hero' to be born under a cluster of three stars, which the two parents, who never gave the night sky much attention went outside to see that, yes, three stars hung in the sky above their hut. Strange. The eunuch left the family with a bag full of coin, and a letter. Sadly, the Mirai family could not read, and asked their neighbor, who was a small tinker who knew words and writing to read it to them.

Young Nozomu, which meant 'hopeful', grew up fast and true, helping his father and mother harvest the rice and raise his siblings. At times, Nozomu could do as much work as his father, abound with youthful energy and considerable strength. When Noromu was 10, his father and mother sent their oldest son to travel up the mountains to Dragon Temple, holding the letter the enuch left when he was born. The tinker told Noromu's parents it was an invitation of a monastic education at Dragon Temple, bought and paid for by the eunuch astronomer all those years ago. Nozomu's father asked a favor from a merchant who was traveling to Dragon Temple to let his son ride in a cart full of temple supplies there. After getting out of the cart, presenting the letter to the temple gate guard, being escorted to the temple masters, and handing them the court manuscript, Mirai Nozomu began his education at Dragon Temple.

Mirai proved to be an ardent and wondrous student. Upon starting his training, the temple instructor asked the young acolyte how he was able to leave no trace of his passage on sand or mud. Mirai could not explain, for he always could do so. The temple instructors surmised Murai was a natural master of the Light Steps discipline, which surprised everyone except the temple masters. With the Dragon Temple, Mirai learned to read and write, and hone his innate skill in combat, feeding his mind and body, allowing it to grow as a lotus in rich soil. Whenever Mirai could scape together a few coins, he would compose a letter to his family's tinker neighbor, to read to his family of how the young acolyte was doing. Despite his successes, Mirai had to deal with the jealousness of his fellow pupils, who were not so gifted. Despite his exceptional ability to grasp new concepts, Mirai would often get in trouble, defending himself from ambush from his fellow acolytes. Despite these hardships, Mirai was able to win his fellow students over, helping them to improve and make their daily chores easier with help. During this time at Dragon Temple, Mirai found he has an ear for music, which helped him keep tempo during weapons training. After trying several instruments, the instructors of Dragon Temple found the acolyte Mirai worked best with string instruments. He became quite good, sometimes playing music for the instructors and masters during moon-lit evenings. After many long years of study and training, Mirai had graduated from Dragon Temple as it's champion. Upon graduation, the full-fledged monk was gifted with a temple weapon of his choice. Mirai chose the nine-ring broadsword he wears to this day.

After graduation, Mirai came home to visit his family, who were prospering with the help of his aged father and three strapping young brothers. When Nozomu insisted in staying to help his brothers keep the farm, the monk's father adamantly said no. Nozomu's father told his eldest son that his destiny does not lie at the bottom of a rice paddock but in using his considerable strength and wisdom to help Tian Xa, and to become greater than a rice farmer's son. With a heavy heart, Mirai left his family home to roam the hills and valleys of Quain, helping those who needed and defending those who could not defend themselves. Murai traveled all throughout Quain, and into nearby Lingshen, Goka, and Shokuro. Murai's deeds became well-known in many regions. People would call the heavily-muscled monk 'Great Hero' Mirai, which stook.

Recently Mirai traveled back through Lingshen to help a vanaran colony recover after a devastating centralized earthquake. For a season, the human monk lived among the vanara, helping to rebuilt there homes, remove debris, and help with reestablishing irrigation pathways. During this time, 'Great Hero' Mirai learned the vanaran language and was taught Monkey Style by several vanara monks.