Thunderhoof's page

203 posts. Organized Play character for Feral.


M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

About Thunderhoof

Thunderhoof is a brawny shoanti warrior. Like most of his kin, the huge man looks to have been literally bred for war, standing over two meters tall at the collar with dark leathery skin offset by brightly colored tribal tattoos. His head and face are shaven in the typical Shoanti fashion but the shadow of dark coarse stubble is visible across is jawline. His features are square and lean which complement his muscular physique and add to his rugged good looks. Those that study him closely note specks of violet starlight in his eyes - a telltale sign of celestial heritage.

Male angel-blooded aasimar brawler 2/skald (totemic skald) 9
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +4
AC 20, touch 15, flat-footed 18 (+5 armor, +2 deflection, +2 Dex, +1 insight)
hp 123 (11 HD; 9d8+2d10+53)
Fort +16, Ref +11, Will +11; +4 vs. bardic performance, language-dependent, and sonic
DR 1/—; Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee unarmed strike +16/+11 (1d6+8) or
. . unarmed strike flurry of blows +14/+14/+9 (1d6+8) or
. . mwk quarterstaff +15/+10 (1d6+9) or
. . mwk quarterstaff flurry of blows +13/+13/+8 (1d6+6)
Special Attacks brawler's flurry, martial flexibility 4/day, rage powers (lesser celestial blood[ACG], savage dirty trick, song of the beast), raging song 28 rounds/day (move action; inspired rage, song of marching, song of strength)
Spell-Like Abilities (CL 11th; concentration +14)
. . 1/day—alter self
Skald Spell-Like Abilities (CL 9th; concentration +12)
. . 2/day—charm animal (totem animal only) (DC 14)
Skald (Totemic Skald) Spells Known (CL 11th; concentration +14)
. . 3rd (4/day)—alpha instinct[UW], good hope, haste, see invisibility
. . 2nd (5/day)—glitterdust (DC 15), heroism, seducer's eyes, tongues
. . 1st (6/day)—cure light wounds, invigorate[APG] (DC 14), remove fear, saving finale[APG] (DC 14), timely inspiration[APG] (DC 14)
. . 0 (at will)—light, mending, message, open/close (DC 13), read magic, spark[APG] (DC 13)
Str 22, Dex 14, Con 18, Int 8, Wis 10, Cha 16
Base Atk +8; CMB +16 (+19 grapple); CMD 29 (31 vs. grapple)
Feats Extra Performance, Improved Grapple, Improved Unarmed Strike, Iron Will, Planar Wild Shape[UC], Power Attack, Powerful Shape[UM], Quick Wild Shape[UM], Shaping Focus[UM]
Traits bred for war (shoanti), magical knack
Skills Bluff +5, Climb +9, Diplomacy +19, Escape Artist +1 (+2 competence to break a grapple), Heal +2, Intimidate +15, Knowledge (nature) +11, Knowledge (planes) +13, Perception +4, Perform (oratory) +19, Perform (percussion instruments) +19, Survival +0 (+2 to avoid becoming lost), Swim +9; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Common
SQ animal focus (bull[ACG]), bardic knowledge +4, brawler's cunning, lore master 1/day, martial training, scion of humanity[ARG], totem empathy +12, versatile performances (oratory, percussion), wild shape
Combat Gear lesser extend metamagic rod, pearl of power (1st level); Other Gear +1 chain shirt, mwk quarterstaff, amulet of mighty fists +2, armbands of the brawler[UE], belt of physical might +2 (Dex, Con), cloak of resistance +3, druid's vestment, dusty rose prism ioun stone, headband of mental prowess +2 (Wis, Cha), ring of eloquence[ACG], ring of protection +2, wayfinder[ISWG], backpack, bedroll, belt pouch, masterwork drum, flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], mess kit[UE], mirror, pot, soap, torch (10), trail rations (5), waterskin, 209 gp
Special Abilities
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +6/+6/+1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Celestial Blood, Lesser (Su) When raging, your melee atks. are good-aligned and do +1d6 dmg vs. evil outsiders.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Planar Wild Shape May add the celestial or fiendish template to your animal form
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Shape While in wild shape, you are treated as one size category larger
Quick Wild Shape Wild shape quickly into a less powerful form
Raging Song (move action, 28 rounds/day) (Su) Song can inspire allies in a variety of ways.
Savage Dirty Trick (1/round, DC 20) (Ex) Fort save vs. additional dirty trick effect.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Song of the Beast (Su) Raging song can grant allies totem animal focus.
Totem Empathy +12 (Ex) Improve the attitude of a totem animal, as if using Diplomacy.
Versatile Performance (Oratory) +19 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Percussion Instruments) +15 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Wild Shape (Beast Shape III: Diminutive - Huge animal, 3/day) (Su) Can change form into totem animal, and can use Raging song in that form.