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.
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."
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.
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
Also, let me know if your character has played any of the following: None. =(
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
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
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
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
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:
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
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?
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
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
We have another aid token, right? Non-Boosted Healing!: 3d6 ⇒ (6, 1, 1) = 8
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.
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?
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.
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:
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
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:
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
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
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
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.
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
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