About MaiitsohMaiitsoh
Abilities:
Divine Lineages:
Eldritch: Luck Domain (Fate subdomain)
Bonus: Healing Domain Ascendancies: Lord of the Domain (Bit of Luck), By Will Alone Scion Talents: Channel Energy (12/day) Divine Traits: 3+1 ranks
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Mythic Path Abilities:
Trickster:
Mythic Feats: Combat Reflexes, Toughness Sphere Abilities: (Martial Tradition: Wilderness Wanderer)
Background:
For ages beyond ages, he's stalked the wilderness, hunting down the creatures that lurk in the night. If asked where he's from, he would honestly say he doesn't know. He's pretty sure he remembers coming across the sea on a ship, but honestly, who knows? All of his memories are the same, but he's fought in so, so many wars, under many great (and not so great) leaders. Odds are good that if someone knows a battle, Maiitsoh was there. Usually, after a war, he retreats into the wilderness, to fight off the creatures that haunt the night, and to let the ghosts of his past settle down, until he grows lonely and seeks out civilization once more. Recently, he's just coming back to civilization after 20 years away, as he feels another major war on the horizon, and the rumblings of the supernatural about to strike. He's an enemy and ally of all- having lived apart from civilization for so long, he cares little for the changing of the times and mostly ignores laws and rules. Those who cross him inevitably pay the price, but those who take the time to make an ally of him find that he is a remarkable healer, dedicated defender, and astoundingly loyal- just don't push him too far, to the point where he thinks you're just using him. That would be a mistake, likely one of your last. Still, he has the general belief that you should care for your neighbors in life, but doesn't find it terribly binding. He's been around too long for that, seen too many atrocities, to have anything but a cold cynicism for anyone he meets. That's not to say he doesn't realize there are truly good people out there- just that the vast majority of them aren't. Hearing rumors of wars is all part of the cycle. He doesn't entirely realize the scope of his magic or its potential. He knows that he has healing abilities, and can fire off shots from his gun that never miss, but other than that, he recognizes he has a few supernatural abilities beyond that, but doesn't think much of them (grease being the only spell he recognizes as such), considering them more as survival tricks he's picked up, and not really familiar with magic as a whole, only knowing a bit of its existence (beyond, of course, the Garou and Bane). Once he realizes his potential, it's quite likely his powers will grow exponentially. His wolf form is that of a Timber Wolf, with blue-grey fur, appearing more noble than feral, and with exceptionally powerful muscles and golden eyes, tinged with silver and red. He's comfortable in this form and likes to spend good amounts of time in it.
Hybrid Form:
Init +7 (Amazing Initiative); Senses Perception +18, Low-light vision, Scent -------------------- Defense -------------------- Defense 26, flat-footed 15 [+11 WIS, +4 Armor (applies to touch), +1 deflection] DR 6/magic and silver (10/magic and silver when moon is nearly/full, 6/magic when new) wounds 46 Vigor 54 (4 HD; 3d12+1d10+8), Fast Healing 2 Fort +11, Ref +18, Will +16 -------------------- Offense -------------------- Speed 30 ft. Melee +1 Guided Butchering Axe +17 (3d6+13/x3) | Risky Strike +15 (3d6+22/x3); Bite +8 (1d6+2 plus trip) |+6 (1d6+8 plus trip) Ranged Double-barreled Shotgun +8 (1d8+2/x4) | Risky Shot +6 (1d8+6/x4) | Barrage +7/+7 ||(+1/+1 to hit/damage within 30 feet) Special Attacks Duelist Bleed (deal 2 points of bleed damage on attacking or disarming), Bit of Luck (ally rolls all d20s twice for the next round, takes better, 15/day), Channel Energy (2d6 positive, 13/day), Mythic Power (7/day, 1d6) Godling Spells Known(CL 4th; concentration +16) (Wizard spell list, WIS modifier) . . 2nd (5/day) - Invisibility, augury, Cure Moderate Wounds . . 1st (8/day) - enlarge person, magic mace, grease, True Strike, Cure Light Wounds . . 0th (at will) - lightning sand, conjurer's toolbelt, detect magic, prestidigitation, mage hand, penumbra -------------------- Statistics -------------------- Str 19, Dex 19, Con 21, Int 16, Wis 34, Cha 12 (+2 STR, CON when moon is nearly full, +4 when full, -4 when new) Base Atk +4; CMB +10; CMD 24 Skills Acrobatics +11, Perception +19, Survival +19, Stealth +16, Knowledge (history, nature, local) +10, Knowledge (geography) +7, Spellcraft +8 Wolf Form:
Init +7 (Amazing Initiative); Senses Perception +18, Low-light vision, Scent -------------------- Defense -------------------- Defense 26, flat-footed 15 [+11 WIS, +4 Armor (applies to touch), +1 deflection] DR 6/magic and silver (10/magic and silver when moon is nearly/full, 6/magic when new) wounds 46 Vigor 54 (4 HD; 3d12+1d10+8), Fast Healing 2 Fort +11, Ref +18, Will +16 -------------------- Offense -------------------- Speed 30 ft. Melee Bite +8 (1d6+6 plus trip) |+6 (1d6+15 plus trip) Special Attacks Duelist Bleed (deal 2 points of bleed damage on attacking or disarming), Bit of Luck (ally rolls all d20s twice for the next round, takes better, 15/day), Channel Energy (2d6 positive, 13/day), Mythic Power (7/day, 1d6) Godling Spells Known(CL 4th; concentration +16) (Wizard spell list, WIS modifier) . . 2nd (5/day) - Invisibility, augury, Cure Moderate Wounds . . 1st (8/day) - enlarge person, magic mace, grease, True Strike, Cure Light Wounds . . 0th (at will) - lightning sand, conjurer's toolbelt, detect magic, prestidigitation, mage hand, penumbra -------------------- Statistics -------------------- Str 19, Dex 19, Con 21, Int 16, Wis 34, Cha 12 (+2 STR, CON when moon is nearly full, +4 when full, -4 when new) Base Atk +4; CMB +10; CMD 24 Skills Acrobatics +11, Perception +19, Survival +19, Stealth +16, Knowledge (history, nature, local) +10, Knowledge (geography) +7, Spellcraft +8 |