Othlo

Maiitsoh's page

13 posts. Alias of Daedalus the Dungeon Builder.


Race

Seize the Initiative 15/15, Bit of Luck 15/15, Channel Energy 13/13, Mythic Power 7/7, Stamina 6/6, Martial Focus 1/1 | Spells: 2nd 3/5, 1st 8/8

Gender

NG Male Eldritch/Mighty Godling | Wounds 32/32; Vigor 54/54; DR -/-; Fast Healing 2| AC: 26 FF: 15 |Perception +18, low-light vision, scent | Initiative +5 (Amazing Initiative) | Fort +8 Ref +16 Will +16 | CMB +4 CMD 16| Speed: 30 |

Strength 10
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 34
Charisma 12

About Maiitsoh

Maiitsoh
Mentally Venerable Male Timber Werewolf Human Mighty Godling 3/Greater Werewolf 1// Eldritch Godling 4
Mythic Trickster//Archmage 2
N Medium Humanoid (human, shapechanger)
Init +5 (Amazing Initiative); Senses Perception +18, Low-light vision, Scent
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Defense
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Defense 26, flat-footed 15 [+11 WIS, +4 Armor (applies to touch), +1 deflection]
DR
wounds 32
Vigor 54 (4 HD; 3d12+1d10+8), Fast Healing 2
Fort +8, Ref +16, Will +16
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Offense
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Speed 30 ft.
Melee +1 Guided Gandasa +17 (2d4+13/x3) | Risky Strike +15 (2d4+19/x3)
Ranged MWK Revolver +7 (1d8+2/x4) | Risky Shot +5 (1d8+6/x4) | Barrage +6/+6 ||(+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
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Statistics
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Str 10, Dex 14, Con 14, Int 16, Wis 34, Cha 12 (+4 STR,CON when moon is full, +2 when nearly full, -2 when new)
Base Atk +4; CMB +4; CMD 16
Skills Acrobatics +9, Perception +19, Survival +19, Stealth +14, Knowledge (history, nature, local) +10, Knowledge (geography) +7, Spellcraft +8
Feats (A * represents a bonus feat from classes) Iron Will*, Feral Vitality, Toughness, Combat Reflexes, amateur gunslinger (quick clear), Luck of the Gods, Extra Lineage Domain (healing), Toppling Spell (metamagic), Sacrificing "all" feats (odd level ones) for Expert Sphere progression
Mythic Feats Combat Reflexes, Power Attack
Languages English, Navajo, Spanish, Italian, beast-speak
SQ Change Shape, Lycanthropic Empathy (+4 v. wolves)
Gear
Axes:
Mwk Butchering Axe, MWK Gandasa, Handaxe (2), Throwing Axe (6)
Guns:
Double-barreled shotgun, Mwk Modern revolver, Modern rifle
24 silver bullets, 12 Adamantine bullets, 60 bullets
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Special Abilities
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Abilities:

Divine Lineages:
Mighty: War Domain (Tactics subdomain)
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eldritch: Luck Domain (Fate subdomain)
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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
Mighty:
1 Rank: Divine Portfolio I (Lunar Mystery, Prophetic Armor)

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Eldritch:
3 Ranks: Trophy Taker II
Tattered and faded red and blue (two-sided) linen cloth from a military uniform, granting the abilities of boots of the cat (1,000) and a wayfinder (500)
Faintest scraps of a fleece cloak woven from something resembling gold granting guided property (2,000 gp),
braided aughiskey hair granting the ability of a cracked dusty rose prism ioun stone (500),

Mythic Path Abilities:
Archmage:
Wild Arcana
Longevity
Legendary item (iron ring)

Trickster:
Fleet Charge
Ricochet
Deadly Dodge

Mythic Feats: Combat Reflexes, Toughness

Sphere Abilities: (Martial Tradition: Wilderness Wanderer)
Equipment Sphere: Unarmored Training, Mechanical Savant, Custom Training (Weapon Proficiency: Axes)
Duelist Sphere: Defensive Slice
1st level: Barrage Sphere
2nd: Augmented Grip
3rd: Scout Sphere
4th: Find Gap


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.
When he's a hybrid, he looks similar, but his fur darkens to a dark gray and gains the full head of a wolf. When going into battle this way, he has an enormous axe that he wields with enough precision and finesse to split a leaf falling through the air, or, more recently, a double-barreled shotgun if he feels like it.
As a human, he wears a large-brimmed human and a trench coat, with a revolver and a half-dozen tomahawks at his belt, spoils from decades of war. His face is permanently in shadow (Thanks to castings of penumbra), but what little of his skin that can be seen shows, he's got well-worn and heavily tanned skin, with hundreds of old scars on basically any part of him. Across his belt, he has a heavy Gandasa- a cross between an axe and a dagger- kept permanently sharpened and ready to be drawn at a moment's notice.


Hybrid Form:

Init +7 (Amazing Initiative); Senses Perception +18, Low-light vision, Scent
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Defense
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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
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Offense
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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
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Statistics
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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
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Defense
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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
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Offense
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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
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Statistics
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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