About Stormy Weathers
Druid Spells Prepared (CL 6th; concentration +9)
Spells Cast -
Languages Common, Druidic, Dwarven, Sylvan, Undercommon
Coin: 370 gp, 9 sp, 9 cp
Beastshape I form:
Beast Shape I: When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
— Medium Animal
— Small Animal
Dog — for when you don’t want to be noticed. Generally less good than a cat, due to cats prowling on their own more often, but still handy.
Beast Shape II: Significantly better than Beast Shape I. Now the movements can reach 60 feet (and Fly maneuverability up to good). Grab, pounce, and Trip are received if the animal has the ability. If you take the form of a tiny animal, you get a +4 Dex, -2 Str, Large you get +4 Str, -2 Dex and +4 NA.
Form options to consider:
Dire Ape: No rend for you, but a large sized creature with 3 primary attacks, 10 foot reach, a climb speed (30'), low light vision and scent. The reach is really the selling point here.
Bat, Dire: You can actually become a flying mount, which is certainly handy. Also, you can get a (good) maneuverability on fly (40'). A large creature.
Dire Wolf: For trip. That's really the main reason to take this form.
Heavy Horse: Specifically you may want this form for 3 reasons. First, you can get barding for this form very easily. Second, you can carry a rider, which may be very valuable if you plan ahead with another character, and third, you are going to be allowed in pretty much any town or city. The form otherwise isn't too bad. You get 3 attacks (2 of which are secondary) a decent move of 50', low light and scent. Definitely a step down otherwise from Dire Tiger.
BEAST SHAPE II:
This is where it starts to get good. The ability mods and natural armour is getting more noticeable, and you can now grab, trip, and pounce. You don’t have rake, which slightly reduces the usefulness of grab, but it’s still pretty handy. And pounce means so many more full attacks when you can get three to five attacks, so it’s generally worth taking a form with that. Alternate movement speeds are now pretty fast, stealth bonus is now +8.
— Large Animal
Dire Hyena — Slightly faster than the tiger, and one of the few trippers at this level, one big bite attack with 10ft reach. [LLV,Sc | B]
Dire Ape — Three attacks with 10ft reach, climb, and humanoid enough to more easily open doors. [LLV,Sc | B]
Giant Vulture — Best large flyer. [LLV,Sc | B3]
Horse — Another one for blending in; could be good for occasions where only one party member is allowed to attend, or if you just need to carry someone somewhere. [LLV,Sc | B]
Narwhal - good swim (fastest Large swimmer). Not great attacks. No landspeed, not Aquatic. [LLV, BSi120 | B]
Giant Octopus — Nine attacks, eight of them are secondary 20ft grabbing tentacles (albeit with low damage), constrict. Aquatic, has a landspeed. [LLV | B]
Giant Moray Eel — Okay bite, grab, Aquatic, Swim, no landspeed. [LLV, Sc | B]
Elemental Body I:
Air: Effective Total effective +4 armour (size, Dexterity, Natural). Easy access to Perfect flight (meaning you don’t need any/many skill points invested to fly acceptably well), a single D4 Slam. Whilst it’s not so great at this level unless you’re picking up Rats or other tiny creatures, overall Whirlwind is actually pretty good as a PC ability — you’ll have an OK duration as it’s your HD that’s based on, it’s effectively a grapple that they make a save against (and the DC is that of the spell), and if they fail, then they don’t get another try unless they have Flight or some other way out. They can attack you, but they can’t move, and you can still fly, and deal them slam damage each round if they fail a save. Very good if there are handy cliffs or other long drops around, and even just going straight up and dropping them will probably do a fair bit of damage.
Earth: Effective +5 armour, a D6 Slam, this is good for combat. Earth Glide also makes it pretty nice for sneaking into places or similar, bit slow at 20ft move though.
Fire: Effective +4 armour, the only Elemental to get a resistance (Fire, 20) at this level, though it does also get a cold vulnerability. D4 slam and Burn; against poor Reflex save opponents that could be useful, getting a bunch of them on fire, but it’s not that great yet. As always, the save is that of the spell, not the monster’s DC. 50ft move, so quite fast.
Water: Actually pretty much as tanky as the Earth Elemental; bonus constitution instead of Strength means damage output would be less but you can take more. Slow outside of water, but the Swim speed and water breathing is good utility now and then. Vortex is identical to Whirlwind except less often usable, but it’s a good way of taking something out of the fight when you can, albeit with less capacity to drop them to their deaths.
Tiger, Dire (Smilodon)
N Large animal
Init +0; Senses low-light vision, scent; Perception +13