Shoanti

Thunderhoof's page

203 posts. Organized Play character for Feral.


RSS

1 to 50 of 203 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Grand Lodge

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

Oof. I really don't want a steamroller for a retirement scenario.

I guess I can swap characters. Is there any reason to believe that we're not going to run into this problem again in the next 7-11?

Grand Lodge

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

Hearing Faerin's grim tale, Thunderhoof nods solemnly.

"I have never braved its depths myself but I know the Gloomspire is a place few would tread willingly. For some, it's a prison. For others, it's a reminder of tragic loss. But fear has never kept us from our goals and no deadly traps or terrible guardians left by cursed Severfingers will either. We will overcome them", the huge shoanti declares boldly. "Together."

No questions here.

Grand Lodge

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

This is Thunderhoof's retirement scenario. I'd prefer going out in style!

Grand Lodge

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

"Well met Zaarah Katsu, The Logical, wielder of Mesh the Jealous sword", the huge man offers with a slight bow. "I am Thunderhoof Shriikirri-Quah."

Having grown accustomed to the colorful characters common in the Pathfinder Society, Thunderhoof doesn't give the magus's outburst a second thought. "Have the others arrived? Venture-Captain Calisro's missive sounded urgent."

Grand Lodge

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

"What has that sword done to earn your wrath?" a huge man booms as he enters, witnessing Zaarah chastise her ebon blade. "Has it afflicted you with a deadly curse? Has it driven a loved one to madness? It must have been truly terrible for you threaten trading its very soul to a hag."

Thunderhoof is a brawny shoanti warrior. Like most of his kin, the huge man looks to have been 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 shorn in the typical Shoanti fashion but the shadow of dark coarse stubble is visible across his 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.

It probably will not matter within the confines of the scenario but Thunderhoof keeps alpha instinct running. The only meaningful part of it is keeping the party fed.

Grand Lodge

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

I'm leaning toward this being my skald's retirement scenario. Unfortunately, he hasn't played any of the prior scenarios in this series.

Player: Feral
Character: Thunderhoof
PFS ID#: 10774-15
Faction: Grand Lodge
Progress (Slow or Normal): Normal
Day Job Roll: None

Also, let me know if your character has played any of the following:

None. =(

Grand Lodge

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

PM sent with an email address.

Thanks for the game.

Grand Lodge

Thunderhoof doesn't bother with day jobs.

Boons!: 1d20 ⇒ 20
Boons?: 1d4 ⇒ 3

Grand Lodge

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

Will: 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31
Reflex: 1d20 + 10 + 2 + 1 ⇒ (10) + 10 + 2 + 1 = 23

Just barely made both saves.

Thunderhoof gores the dragon again when it tries to escape him.

AoO Gore: 1d20 + 19 + 2 + 1 ⇒ (12) + 19 + 2 + 1 = 34
Damage: 2d6 + 30 ⇒ (4, 2) + 30 = 36

Undeterred by the corruption breath weapon, the enormous heavenly bovine chases after his prey.

Moving close enough to attack again. Swift to activate smite.

Gore (smite): 1d20 + 19 + 2 + 1 ⇒ (16) + 19 + 2 + 1 = 38
Damage: 2d6 + 30 + 11 ⇒ (6, 3) + 30 + 11 = 50

Grand Lodge

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

You rock!

Gifted with magical flight, the huge bull takes to the air with his horns aimed at the dragon's belly.

Gore: 1d20 + 19 + 2 + 1 ⇒ (3) + 19 + 2 + 1 = 25
Damage: 2d6 + 30 ⇒ (4, 6) + 30 = 40

Grand Lodge

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

@Ikit: Did you have an extra fly by any chance?

Thunderhoof bellows a challenge but is unable to reach the flying dragon.

Delaying.

Grand Lodge

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

Did Thunderhoof have a fly at the moment?

Grand Lodge

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

It occurs to me that I never rolled the will save vs unholy blight.

Will: 1d20 + 10 + 4 ⇒ (20) + 10 + 4 = 34

Sweet. The channel would top me off.

Grand Lodge

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

If we're aware the dragon is coming, Thunderhoof will just maintain his inspire rage.

I'll put up haste on prep round #2.

Grand Lodge

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

And if we tap out we're just done for the rest of the scenario?

Grand Lodge

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

LOL. I didn't even get an attack roll in.

Can we get some time to heal up first or do we have to go straight into fighting the dragon?

Grand Lodge

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

Thunderhoof begins his heroic song as the battle is joined against the monstrous Eshimka. The mighty bull's mooing is punctuated by his pearly coat beginning to shine with divine light.

Standard to activate planar wild shape to gain the celestial template. Move action to inspire rage.

Inspire Rage wrote:

+4 strength (morale)

+4 constitution (morale)
+4 strength (enhancement)
+3 will saves (morale)
-1 armor class
Access to savage dirty trick (DC 27)
Access to lesser celestial blood
no spellcasting

Grand Lodge

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

Fixed. Thunderhoof has reach so he functions fine from the back rank.

Grand Lodge

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

Mending is probably a no-go. It has a 10 minute casting time.

Grand Lodge

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

With those wand charges Thunderhoof should be topped off.

I was down 103 and then healed for 8, 24, 22, and 51.

Grand Lodge

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

If anyone is going to take the fight to Eshimka it should probably be us. How many 10-11 tables are there?

CLW Charges: 12d8 + 12 ⇒ (2, 1, 7, 4, 1, 2, 1, 3, 3, 8, 1, 6) + 12 = 51

Grand Lodge

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

I don't know if we need more of these still.

Thunderhoof slams into the coming dead.

Defend the Site: 1d20 + 15d2d6 + 24 ⇒ (15) + (3, 3, 3, 3, 6, 2, 4, 4, 3, 3, 3, 1, 1, 2, 3, 5, 1, 2, 5, 6) + 24 = 102

Have we been in rounds this whole time or was there time after the first encounter?

Grand Lodge

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

Thunderhoof mOOoOooooOOs in a resonant tone, lending his power to the ritual.

Burning a 2nd level spell slot to contribute magic.

Grand Lodge

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

Thunderhoof has 123 hp on his own. He's got 145 with inspire rage.

The enormous bull bellows in victory when Chaine strikes down the last undead monster.

Is there anything we can do to address the negative energy? If not, Thunderhoof will heal himself this round.

CLW: 1d8 + 5 ⇒ (3) + 5 = 8

Grand Lodge

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

In the interest of not holding things up, I'm going to assume that the second AoO hits and also comes with a paralysis save. After the channel but before the second AoO I'm down 81 hp.

Fort vs Paralysis: 1d20 + 15 + 4 ⇒ (16) + 15 + 4 = 35

Will vs Laughter: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25

Bellowing in rage, Thunderhoof lowers his head barrels forward into one of the undead ladies with his mighty horns.

Gore: 1d20 + 19 ⇒ (6) + 19 = 25
Damage: 2d6 + 30 ⇒ (4, 6) + 30 = 40

We have another aid token, right?

Non-Boosted Healing!: 3d6 ⇒ (6, 1, 1) = 8

Grand Lodge

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

Thunderhoof actually makes that fort save. His Fort is +4 higher right now due to heroism and inspire rage.

I assume that means I'm due a second AoO?

Grand Lodge

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

Continuing to inspire rage. Going to spend that boosted healing aid token.

Miraculously, another team of high ranked Pathfinders passes by to lend some healing! Thunderhoof will spend 3 rounds of inspire to boost a timely inspiration for whoever gets it next.

Boosted Heal: 5d6 ⇒ (5, 4, 5, 5, 1) = 20

Thunderhoof moos in pain when the fiendish women’s dark power rakes across his side.

Finding himself whisked into the fray by the Dawnflower’s divine power, the huge bull rampages through the enemy’s ranks.

Trample: 2d8 + 21 ⇒ (6, 5) + 21 = 32

Trampling through the two undead ladies and ending up at the point my token is on the map. They can each attempt a reflex save (DC 28) for half or take an AOO at -4.

Grand Lodge

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

Ouch. I suppose it's a good thing these guys are targeting Thunderhoof instead of the cavalier that can one-shot them.

Now that we’ve triggered it, is it clear what causes that negative energy damage? Is that something that goes off every round or only the first time you enter the area?

Grand Lodge

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

The powercreep and general levels of min/maxing in PFS are a big part of why I don't do the convention circuit anymore.

I just can't justify spending hundreds of dollars and a three day weekend to sit down for scenarios where I don't get to play because someone is constantly one-shotting the encounters. I can tell you some ridiculous horror stories from Paizocon.

Grand Lodge

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

Thunderhoof bellows his raging song as he lumbers toward the site of the battle.

Move 40 forward. Inspire rage.

Inspire Rage wrote:

+4 strength (morale)

+4 constitution (morale)
+4 strength (enhancement)
+3 will saves (morale)
-1 armor class
Access to savage dirty trick (DC 27)
Access to lesser celestial blood
no spellcasting

Grand Lodge

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

Do you really need a good hope? You already 1-2 shot everything in this scenario. =P

Grand Lodge

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

Thunderhoof will hit himself with heroism.

Grand Lodge

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

Accelerated by Ikit's curious powers, Thunderhoof lumbers forward to gore the ursine attacking his companion.

Gore: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 2d6 + 30 ⇒ (3, 4) + 30 = 37

Grand Lodge

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

Gotcha.

If that's the case Thunderhoof is definitely still wild shaped.

Grand Lodge

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

How much time has passed since our little adventure on the rapids?

Grand Lodge

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

Thunderhoof begins his rousing chant, prepared to see Chaine effortlessly strike down another mighty foe in a single blow.

Casting heroism on Thunderhoof as a standard. Inspiring rage as a move action.

If you accept the raging song into your heart you gain the following effects:

Inspire Rage wrote:

+4 strength (morale)

+4 constitution (morale)
+4 strength (enhancement)
+3 will saves (morale)
-1 armor class
Access to savage dirty trick (DC 24)
Access to lesser celestial blood
no spellcasting

Grand Lodge

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

Agreed. If we can confirm the void is minor dominant we do that. If we cannot confirm it, we do the rift.

Grand Lodge

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

Thunderhoof's chant had become a series of heroic moos but the bovine pathfinder continues paddling against the dangerous rapids.

Strength: 10 + 6 + 4 + 3 = 23

Grand Lodge

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

Okay, let’s do it.

With a *SPLASH* the back half of Thunderhoof’s enormous bulk slides off the back of the canoe into the rapids as the big skald completes his bovine transformation.

He paddles powerfully with his back hooves as his front holds tightly to the tiny canoe.

Strength: 10 + 6 + 4 + 3 = 23

Grand Lodge

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

Thunderhoof can only wild shape into bulls. 1) Because it's his schtick and 2) It's a limitation of his archetype.

Grand Lodge

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

Geeze. That's crazy for an easy DC. That means you need 32 strength to have a 50/50 shot.

Is there enough room for Thunderhoof to wildshape?

Grand Lodge

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

Mighty Thunderhoof maintains a rhythm for the party as he chants and rows.

Using song of strength. Anyone making strength checks gets +4 to their rolls.

Strength: 10 + 6 + 4 = 20

Grand Lodge

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

As the paddlers row, Thunderhoof chants. Those that listen enjoy a fraction of the huge shoanti's boundless strength.

Using song of strength. Anyone making strength checks gets +4 to their rolls.

Strength: 10 + 6 + 4 = 20

Grand Lodge

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

I'm leaning toward the rapids.

How much time has passed between the last scene and now?

Grand Lodge

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

@GM: Those aren't super fun to play with either but I'm not guilty of enabling those guys. =P

Grand Lodge

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

I guess we'll just chill for a few days then. When is the story scheduled to move forward again?

Unrelated: Would you guys prefer I /not/ buff the party? I feel like we might be steamrolling things in an unfun way and I don't want to be complicit.

Grand Lodge

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

If it’ll grant us another success I say let’s do it. It sounds like Chaine wants to sit this one out.

Grand Lodge

1 person marked this as a favorite.
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

Does going through the encounter again get the event points toward whatever overall goal we're targeting? If not, I say we chill for a few days and take a victory lap.

Grand Lodge

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

Round #6 of Inspire Rage.

Fort vs Poison: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20

Thunderhoof continues his inspiring bellowing that rattles the treetops of the haunted forest. With a **pop** the huge bull moves between the tree-bound portals following on the tengu's heels. Appearing near one of the shambling terrors, he lunges forward with his deadly horns.

Gore (wild shape, inspire rage): 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 2d6 + 30 ⇒ (1, 3) + 30 = 34

Grand Lodge

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

Can Thunderhoof take the portal even though he's especially... beefy at the moment? The portal is kind of tiny.

1 to 50 of 203 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>