Mathus Mordrinacht

Bringer-of-Hope's page

13 posts. Alias of Jereru.


About Bringer-of-Hope

Intro, Defense & Offense:

Bringer-of-Hope, Homid Croatan Ahroun
Male Human Werewolf Runesinger Fighter / Spiritbound Shaman Gestalt

NG Humanoid (Human, Shapeshifter)

Languages
English
Lumbee
Croatan

Speed 30 ft
Initiative: +10

STR 12 (+1)
DEX 26 (+8) (19 Base +4 Race +1 Level +2 Mythic)
CON 16 (+3)
INT 14 (+2)
WIS 18 (+4) (16 Base +2 Race)
CHA 12 (+1)

DEFENSE
Defense 23, Touch 23, Flat-Footed 15 (10 Base +4 Unarmored Training +8 Dex +1 Deflection)
DR 6 (3/Silver, 3/Adamantite)
Critical Defense 15 (6 DR +1 Deflect +8 Dex)
Vigor 52 (4x10 +2 FCB +2x5 Champion)
Wounds 32 Threshold 16
Fort +8, Ref +13, Will +9
+1 vs Fear
CMD 24

OFFENSE
Melee
Mikinak, the Fang Dagger +13 1d4+11 S/P (17-20)x2
(+3 to hit, +2 dmg with AoO)
(+6 dmg in Startoss Style)
(-2 to hit, +2 Defense)
(-2 to hit, +6 dmg)
(May use an AoO to parry a ranged attack, rolling higher)
(1 AP from Mikinak: +1 dmg 1 minute)
(1 AP: +1 Enh 1 minute)
(1 MP or 1 LP: +1d8 to hit)

Ranged
Mikinak, the Fang Dagger +13 1d4+11 P (17-20)x2 200ft
(Range penalties only -1, no max range)
(+1 to hit & dmg at 30ft)
(+6 dmg in Startoss Style)
(-2 to hit, +6 dmg)
(Barrage: Make 2 attacks as standard and -2)
(Deadly Shot: Make an attack with possible extra damage. Can add runes and sniper effects)
(1 AP from Mikinak: +1 dmg 1 minute)
(1 AP: +1 Enh 1 minute)
(1 MP or 1 LP: +1d8 to hit)

CMB: +13


Class & Race Features:

FIGHTER FEATURES (Runesinger)
1-
Combat Training Expert, Wisdom
Martial Tradition: Fearless Thrower
Bonus Feats
Runes (Su)
Smoke Rune
Attack: Untyped d8 damage. No effect on creatures that don’t breathe or immune to poison.
Movement: Transform into smoke. Similar to Gaseous Form (but read).
Time Rune
Attack: No extra dmg. Roll twice on hit, take best. Roll twice on threat confirmation. If both attacks threat, autoconfirm.
Movement: Move up to speed. At any point of the turn, even interrupting, go back to where you started. If something is interrupted, 50% chance it failed.
2-
Bravery (Ex)

SHAMAN FEATURES (Spiritbound)
1-
Skills (Extra 3 from Magus List) Kn Arcana, Use Magic Device
Orisons
Spirit Magic
Ranged Spell Combat (Su)
Spirit (Su) Battle
·Battle Spirit (Su)
Spirit Weapon (Su) (see Mikinak, the Fang Dagger)
Arcane Pool (Su) but only ⅓ lvl + Wis
2-
Hex: Flight (Su)
3-
Far Spellstrike (Su)
4-
Hex: Eyes of Battle (Su)

Favoured Class Bonus (Class): +2 HP / +2 Lvl1 Spells

HUMAN FEATURES
+2 Dex
Bonus Feat: Extra feat at 1st level
Skilled: Extra skill point each level

GAROU FEATURES
+2 Dex, +2 Wis
Armor Class: +2 natural armor in hybrid and wolf form.
Speed: 50 ft in wolf form.
Change Shape (Su): Change shape between human, wolf and hybrid (Homid, Lupus, Crinos) as a move action.
Weapons of the Beast: Vicious Bite Gain Improved Trip and a bite attack in hybrid and woif forms, 1d6+Str damage. At 6th gain Trip with the bite. At 11th gain Greater Trip. At 16th is considered 1 size larger when tripping.
DR 3/Silver in hybrid and wolf forms.
Low-Light Vision
Lycanthropic Empathy (Su): Allows Diplomacy checks to alter attitude of canines. Gains +4 on these checks and Wild Empathy checks with canines.
Scent


Traits, Feats & Spheres:

TRAITS
Fate’s Favored (Faith)
Swap Rebel (Regional)
Seeker (Social)
Fencer (Combat)

FEATS
1-
Combat Reflexes
Startoss Style
Startoss Comet
Deadly Agility
Additional Traits
Startoss Shower (Fighter Bonus)
Extra Combat Talent (Human Bonus)
Improved Trip (Garou Bonus)
Alertness (Familiar Bonus)
Combat Expertise (Feat Tax)
Power Attack (Feat Tax)
Weapon Finesse (Feat Tax)
Combat Stamina (Granted)
2-
Extra Combat Talent
Fletcher’s Mark (Fighter Bonus) (May use rune attack abilities with Deadly Shot)
3-
Extra Combat Talent
4-
Extra Combat Talent
Weapon Specialization: Thrown (Fighter Bonus)

TALENTS
Huntsman Training (Martial Tradition)
Throwing Mastery (Martial Tradition)
Crushing Thrower (Martial Tradition)
Barrage Sphere (Martial Tradition)
1-
Equipment Sphere
Dagger Bravo (Equipment Sphere Entry Bonus)
Sniper Sphere (Extra Combat Talent)
2-
Scout Sphere
Hidden Eyes (Drawback)
Active Camouflage (Drawback Bonus)
Steady Shot (Snipe) (Extra Combat Talent)
3-
Duelist Sphere
Unarmored Training (Extra Combat Talent)
4-
Defensive Slice
Athletics Sphere (Extra Combat Talent)
Run Package


Mythic Features:

Mythic Tier: 2
Ability Score Increase: +2 Dex
Hard to Kill (Ex) Auto stabilize at 0 HP, die at 2xCon HP.
Mythic Power (Su) 3 + 2xTier (7)
Surge 1d6 (Su) Add to any d20 roll as Immediate Action.
Amazing Initiative (Ex) +Tier to Initiative. Spend a MP, gain a Standard Action (not a spell), 1 per round.

Mythic Feats
Mythic Power Attack
Mythic Precise Shot

Champion Features
5 HP per Tier.
Distant Barrage (Ex) Swift, 1 MP: Make a ranged attack. Ignore cover and concealment other than total cover, add Tier to attack roll, bypass all DR.
Ever Ready (Ex) +Tier to hit and dmg with AoOs.
Limitless Range (Ex) All ranges multiplied by 5, ignore all maximum ranges. Any melee weapon can be thrown with a 20ft range.

Hierophant Features
4 HP per Tier.
Inspired Spell (Su) Standard, 1 MP: Cast any one divine spell spending no slot. The spell must be in a divine spell list you have access to, must be of a level you can cast and must not be longer to cast than a standard. You can any metamagic you know. Your CL is 2 higher for level dependent effects.
Faith’s Reach (Su) Cast divine spells with range=touch at 30ft. Melee touch attacks become ranged touch attacks.
Legendary Item (Universal Ability) See Mikinak, the Fang Dagger.


Mikinak, the Fang Dagger:

Mikinak is a powerful fetish containing a turtle spirit. It follows the rules of a Black Blade

Enhancement Bonus +1
Intelligence 11
Wisdom and Charisma 7
Ego 5
Languages and Skills Croatan
Arcane Pool 1
Alertness (Ex)
Black Blade Strike (Sp) Free, 1 Arcane Pool: gain +1 dmg for 1 minute.
Telepathy (Su)
Unbreakable (Ex) As long as it has 1 AP.

Mikinak is also a Legendary item, with the following capabilities:
Legendary Power 4, 1d8. Can use it to surge on attack rolls.
Powerful Added to the number of LP/day.
Unyielding 2x Hardness, 3x HP, immune to non-mythic sunder.


Skills:

Armor Check Penalty: 0

ADVENTURE SKILLS
Skill Points: 4x(4 +2 Int +1 Skilled) = 28 +4 Stealth +4 Acrobatics
Acrobatics: 15 (4 Rank +8 DEX +3 Class -0 ACP)
Bluff: 1 (0 Rank +1 CHA +0 Class)
Climb: 5 (1 Rank +1 STR +3 Class -0 ACP)
Diplomacy: 5 (1 Rank +1 CHA +3 Class)
Disable Device: 8 (Untr) (0 Rank +8 DEX +0 Class -0 ACP)
Disguise: 1 (0 Rank +1 CHA +0 Class)
Escape Artist: 8 (0 Rank +8 DEX +0 Class -0 ACP)
Fly: 15 (4 Rank +8 DEX +3 Class -0 ACP)
Heal: 4 (0 Rank +4 WIS +0 Class)
Intimidate: 5 (1 Rank +1 CHA +3 Class)
Kn Arcana: 0 (Untr) (0 Rank +2 INT +0 Class)
Kn Dungeoneering: 0 (Untr) (0 Rank +2 INT +0 Class)
Kn Local: 3 (Tr) (1 Rank +2 INT +0 Class)
Kn Nature: 7 (Tr) (2 Rank +2 INT +3 Class)
Kn Planes: 7 (Tr) (2 Rank +2 INT +3 Class)
Kn Religion: 7 (Tr) (2 Rank +2 INT +3 Class)
Perception: 14 (4 Rank +4 WIS +3 Class +1 Trait +2 Alertness)
Ride: 8 (0 Rank +8 DEX +0 Class -0 ACP)
Sense Motive: 7 (1 Rank +4 WIS +0 Class +2 Alertness)
Spellcraft: 9 (Untr) (4 Rank +2 INT +3 Class)
Stealth: 15 (4 Rank +8 DEX +3 Class -0 ACP)
Survival: 11 (4 Rank +4 WIS +3 Class)
Swim: 5 (1 Rank +1 STR +3 Class -0 ACP)
Use Magic Device: 2 (Untr) (0 Rank +1 CHA +0 Class)

BACKGROUND SKILLS
Skill Points: 8
Appraise: 2 (0 Rank +2 INT +0 Class)
Craft: Tattoos 9 (4 Rank +2 INT +3 Class)
Handle Animal: 8 (Tr) (4 Rank +1 CHA +3 Class)
Kn Engineering: 2 (Untr) (0 Rank +2 INT +0 Class)
Kn Geography: 2 (Untr) (0 Rank +2 INT +0 Class)
Kn History: 2 (Untr) (0 Rank +2 INT +0 Class)
Kn Nobility: 2 (Untr) (0 Rank +2 INT +0 Class)
Linguistics: 2 (Untr) (0 Rank +2 INT +0 Class)
Perform: 1 (0 Rank +1 CHA +0 Class)
Profession: 4 (Untr) (0 Rank +4 WIS +0 Class)
Sleight of Hand: 8 (Untr) (0 Rank +8 DEX +0 Class -0 ACP)


Spells:

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Shaman Spells
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ORISONS DC 14 (4)

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LEVEL 1 DC 15 (4)
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LEVEL 2 DC 16 (3)
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Gear:

Clothes +1
Mikinak, the Fang Dagger (1 lb)
Light Hammer +1 (2 lb)
Knife (1 lb)
Canteen (1 lb)

Backpack (2 lb) with
Blanket (3 lb)
Soap (.5 lb)
Gear Maintenance Kit (2 lb)
Tattooing Tools (5 lb)
Flint and Steel (0 lb)

Total Weight: 17.5/43 lb (Light Load)


Background:

The Garou who was to be known as Bringer-of-Hope was born Henry Lowrie, eighteen years ago, in Robeson County, North Carolina. Member of the Lumbee tribe, he was used to strange mixes from a young age, and that’s how his people perceived the white men - capable of the best and the worse.

The boy appeared to be quite hyperactive and shown some emotional problems, specially when he reached his early teens. As usual, if we’re talking about potential Werewolves. But his family didn’t know about Werewolves, of course, so he had no Kinfolk that could care for him, no Elders to drive him through the proper path. All his family had was some old hens who couldn’t manage to lay eggs regularly and a lot of trouble to take care about. As all of you might have already guessed, this can only lead to more trouble, and to that it did. Things got especially bad when his father, Allen, was arrested and executed for firearms possession by the local militia leader, James Harris. Henry swore he would get revenge on him and, meanwhile, drove his brothers into trouble as well, harassing and stealing from rich white people, until one night he got too far. A lonely tavern, some harsh words, too much whisky, and he suddenly found himself the next morning covered in blood with three corpses torn into pieces beside him.

He did what any other would have done: flee. He thought a lot about the matter and, even if he didn’t know what had happened, somehow he knew. It was terrible and hard to accept it, and he decided not to go back home. He wasn’t sure he’d be welcomed, and even so, he didn’t want to risk his family, so he stayed a wanderer for some time. The incident happened again, of course, many times, and he learned a bit about it, but couldn’t control it.

It was one of those mornings, waking up after a night of full moon bathed in animal blood and surrounded by carnage, that he found a strange element in the scene, something new. Half buried near where he had slept was an old silex knife, like those crafted by Native Americans before the Europeans brought metal to the new continent. He picked the knife and instantly felt it was no ordinary knife. He noticed a strange presence, something trying to talk to his mind, as if the knife was alive itself.

At this point, you all probably think that the knife was possessed, that it whispered to his mind to kill people, and found in Henry the perfect victim. Nothing further from truth. The knife was in fact an old Croatan fetish and yes, it was possessed, but the spirit inside was a powerful Turtle spirit. Or rather, it had been a powerful Turtle spirit, until the Croatans suffered extinction and the Turtle totem went into a deep slumber. This spirit in particular awoke when he felt someone with Croatan blood grabbing the knife, and that had been Henry himself - Turtle felt Croatan presence for the first time in 400 years.

Turtle is slow to wake, though, and the influence it had wished to exert on the young rascal was still weak. Thanks to it, Henry was able to control his shifts, and learned how to use other gifts he hadn’t been aware of. Turtle showed him about the Garou Nation, about the history of the Croatans, and told him to look for others of his kind. But his resentment was so much, and he had sworn to kill that James Harris some years ago, that he felt the opportunity was too sound to let it go. He made a deal with Mikinak (Turtle), that it would help him execute his vengeance and then he would gladly do as the spirit wished. Turtle knew it was the only way, since hate and resentment would only grew inside the young man and would interfere with its teachings.

So Henry, or should we say Bringer-of-Hope, as Turtle had re-baptized him, together with Mikinak, the Fang Dagger, started a nation-wide search of the man who once was leader of the local militia in Robeson County, NC. It took them many, many days, asking questions, following tracks and dead end clues, until they finally arrived at Knutsford Hotel, Utah. Harris was staying there, and Henry was closer than ever before to finally fulfill his word.


Q&A:

What are your ethnic/national origins?
Henry comes from a working class family of Lumbee origin from Robeson County, NC. The Lumbee is a kind of artificial tribe, a product of different scattered remains of native tribes and colonial settlements merging into a group of people with some common usages. By 1800, most of the Lumbee speak English as their first language, profess Christian religion and Native customs have been abandoned long ago. Most of the Lumbee have some kind of blood mix, between African, European and Native American.

What are your philosophical/religious/ethical precepts?
Henry has been raised in a poor environment, in a Southern state, so he doesn't believe much in a loving and caring God - it's just empirical that God seems to love more the white and rich. He has been taught the hard way that one should look for his own and his people. Now, with Mikinak's influence, things are starting to change and original Native culture is beginning to steep him - though slowly.

What is your social class/education?
As low as a 1/3 black, 1/3 indian and 1/3 white could be in North Carolina before the Civil War. That is, poor.

Where were you born, and why are you in Salt Lake City?
Henry was born in his family house, and never have been more than 10 miles away until now. He had sworn to kill James Harris and, using his new acquired powers and Mikinak's help, he managed to track him through most of the nation to Utah. Coming from a rich white southern family, Harris is probably cooking something about the incoming war, but Bringer only wants to exert his revenge and go back to sweet Carolina.

Finally, what do you think about the coming Civil War?
Mostly, Henry doesn't give a damn. Once things start rolling, though, he will probably be on the side of those like him, so he will approve the bold move of Brown in Harper's Ferry. Henry's father was executed for gun possession, so he'll actually feel a kind of empathy for that. Being a mestizo, he is probably closer to abolitionism than the cotton states/politics, altough he wouldn't mind if the CSA split - even if he'd have to fight for his people's rights afterwards.