Drud

Stormy Weathers's page

495 posts. Organized Play character for Skorn.


Full Name

Stormy Weathers

Race

Human [AC: 22/12 tch /21 ff; H57/57; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +12

Classes/Levels

Druid 6

Gender

Female

Size

M

Age

22

Special Abilities

Shape Shift!

Alignment

NG

Languages

Common, Druidic, Dwarven, Sylvan, Undercommon

Occupation

Sailor (+2 Day Job Rolls)

Strength 23
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Stormy Weathers

Stormy Weathers
Female human druid 6
NG Medium humanoid (human)
Init +1; Senses Perception +12

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Defense
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AC 22, touch 12, flat-footed 21 (+7 armor, +1 Dex, +3 shield, +1 ring)
hp 57 (6d8+35)
Fort +9, Ref +5, Will +10, +4 vs fey and plants

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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +10 (1d6+5) or
MW Cold Iron Scimitar +11 (1d6+5/18-20) or
silver sickle +9 (1d6+4) or
spear +9 (1d8+7/×3)
Ranged sling +6 (1d4+5)

Druid Spells Prepared (CL 6th; concentration +9)
3rd level - Call Lightning M, Greater Magic Fang M
2nd-BarkskinX2 M, Barkskin M, Daylight, Resist Energy
1st— FrostbiteX2, Cure Light, produce flame, Entangle
0 (at will)—create water, detect magic, guidance, light

Spells Cast -

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Statistics
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Str 21, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +4; CMB +9; CMD 21
Feats Natural Spell, Power Attack, Toughness, Weapon Focus (club)
Traits magical lineage, master of pentacles

Skills:
Acrobatics -2
Climb +5
Fly +1
Handle Animal +3
Heal +14
Knowledge (Geography) +4
Knowledge (History) +1
Knowledge (nature) +10
Linguistics +1
Perception +16
Profession (sailor) +7 +2 for day job checks
Spellcraft +4
Survival +14
Swim +5

Languages Common, Druidic, Dwarven, Sylvan, Undercommon
SQ nature bond (lion named Shade), nature sense, trackless step, wild empathy +5, woodland stride

Gear:
Armor: +1 Dragonhide Breastplate
Shield: +1 heavy wooden shield
Weapons: club, MW Cold Iron scimitar, silver sickle, sling, spear,
cold iron sling bullets (50)

Magic:
Belt of Strength +2
cloak of resistance +2
Druid Vestments
Ring of Protection +1
Headband of Wisdom +2
Pearl of Power lvl 1

Other:
backpack,
belt pouch,
flint and steel,
crowbar,
holly and mistletoe,
Rope

Consumables
scroll of cure light wounds, faerie fire
scroll of calm animals, charm animal, hide from animals, speak with animals
Scroll of Magic Stone X2
scroll of cure light wounds, faerie fire
Scroll of Spider Climb
wand of cure light wounds (46 charges)
wand of shillelagh (44 charges)
Wand of Faerie Fire (50 charges)
Wand of Longstrider (50charges)
Wand of Produce Flame (50 charges)
Wand of Obscuring Mist (50 charges)
Wand of Mage Armor
Acid Flask
Alchemical Fire
Antitoxin
Vermin RepelantX2
healer's kit
Oil Flask X2
Sunrod

Coin: 370 gp, 9 sp, 9 cp

Beastshape 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
Leopard — AC 13 three attacks, climb speed, swim speed; bite +6 (1d6+6 plus grab), 2 claws +6 (1d3+6)

— Small Animal
Eagle — AC 14 good flyer with three attacks, and small, which can help with stealth; +7 2 talons (1d4+4), bite (1d4+4)

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 Tiger: Here's your standard combat form for this level. 3 primary attacks with pounce, grab on all 3 attacks. The damage is pretty good on all 3. Speed 40' Low light and scent. The regular tiger is only minutely worse (the bite does a tiny bit less damage).

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.
Giant Octopus: 9 attacks. definitely a decent swim form. Add in grab on 8 of those 9 attacks. Damage ain't great - but so many attacks has me dazzled. If you need to swim, a good choice.

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.

Fighting Form:

Tiger, Dire (Smilodon)
N Large animal
Init +0; Senses low-light vision, scent; Perception +12

DEFENSE
AC 17, touch 11, flat-footed 16 (+0 Dex, +4 natural, –1 size, Ring +1, Barkskin +3)
hp 57
Fort +9, Ref +4, Will +10

OFFENSE
Speed 40 ft.
Melee 2 claws +11 (2d4+7 plus grab), bite +11 (2d6+7/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake at level 8(2 claws +18, 2d4+7)

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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (6 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day. Woodland Stride (Ex) Move through undergrowth at normal speed.

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+2 to Intimidate vs goblins
Magic Boon - Recall one spell
Magic Weapon once a day
Loose a spell to cast entangle, P evil/Align Weapon, Barkskin/Arcane Sight, Stone Shape/Holy Smite, Hallucinatory Terrain/Polymorh, Commiune w/Nature/Repulsion/Stone Tell
DR level/2 for 5 rounds as a move action once
Roll Attack twice - 2 times - double crit range vs aspis
Roll skill twice - 2 times - +1/2 level vs aspis
+1 to a single d20 roll once per game, declare it up front
Free metamagic and 250 gp of spell components Chronicle 6
+1 History and +1 to any die roll once per game.
Gift of the Ghaele: Cast one of these once: Detect Thoughts, Lesser Rest, See Inv, Cont. Flame, Dispel Magic,
Lesser Globe, Restoration - CR13
Half price raise, resurrection, or true res
+2 intimidate vs Lissala and do it as a move

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Animal Companion - Shade
Young female Lion - shadowy grey black coat
N Medium animal
Init +4; Senses low-light vision; Perception +8
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Defense
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AC 21, touch 14, flat-footed 17 (+4 Dex, +4 Armor, +3 natural)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +3
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Offense
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Speed 40 ft.
Melee bite +8 (1d6+2), 2 Claws +9 (1d4+2)
Rake, 2 Claws +9 (1d4+1)
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Statistics
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Str 14, Dex 18, Con 14, Int 3, Wis 15, Cha 10
Base Atk +3; CMB +5; CMD 19 (23 vs trip)
Feats Weapon finesse, Light Armor Proficiency, Weapon Focus claw
Tricks Air Walk, Attack, Attack, Attack Any Target, Come, Defend, Fetch, Guard, Quiet Watch, Seek, Stay, Work
Skills Acrobatics +7 (+11 to jump), Climb +5, Perception +8, Stealth +7, Swim +6
SQ attack, attack any target, come, defend, fetch, guard, seek, stay
Other Gear - MW Chain Shirt
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Special Abilities
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Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Flank [Trick]