Stormy Weathers's page

476 posts. Organized Play character for Skorn.

Full Name

Stormy Weathers


Human [AC: 22/12 tch /21 ff; H63/63; Frt +8, Ref +4, Will +9, +4 vs fey and plants; Init +4; Perc +11


Druid 5







Special Abilities

Shape Shift!




Common, Druidic, Dwarven, Sylvan


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 5 Mythic Guardian 3
NG Medium humanoid (human)
Init +4; Senses Perception +11

AC 22, touch 12, flat-footed 21 (+7 armor, +1 Dex, +3 shield, +1 ring)
hp 63 (5d8+35)
Fort +8, Ref +4, Will +9, +4 vs fey and plants

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

Druid Spells Prepared (CL 2nd; concentration +4)
3rd level - Call Lightning M, Greater Magic Fang M
2nd-Barkskin M, Barkskin M, Resist Energy
1st— Burning Sands, Cure Light, endure elements, produce flame, Entangle
0 (at will)—create water, detect magic, guidance, light

Spells Cast - Endure Elements X2 (one with pearl),Greater Magic Fang, Barkskin X2, shillelagh from wand.

Str 23, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +9; CMD 21
Feats: Duel Path, Natural Spell M, Toughness, Weapon Focus (claw), Power Attack
Traits magical lineage, master of pentacles

Acrobatics -2
Climb +6
Handle Animal +3
Heal +13
Knowledge (Geography) +4
Knowledge (History) +1
Knowledge (nature) +8
Linguistics +1
Perception +11
Profession (sailor) +7 +2 for day job checks
Spellcraft +4
Survival +13
Swim +6

Languages Common, Druidic, Dwarven, Sylvan
SQ absorb blow MA, additional call MA, amazing initiative, fast healing MA, mythic spellcasting MA, nature bond (lion
Animal Companion), nature sense, recuperation, sudden block MA, trackless step, wild empathy +4, woodland stride

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

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

belt pouch,
flint and steel,
holly and mistletoe,

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)
Acid Flask
Alchemical Fire
Vermin RepelantX2
healer's kit
Oil Flask X2

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.

Special Abilities
Absorb Blow (15 damage) (Su) As an immediate action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) You have a link with your Animal Companion.
Fast Healing 5 (Ex) Spend 1 power to gain fast healing 5 for 1 minute
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Natural Spell [Mythic] Can speak & use spell completion/trigger items merged with you in wild shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -1/+2
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sudden Block (Su) As an imm action, use 1 power to add +3 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape 5 hours 3/day
Woodland Stride (Ex) Move through undergrowth at normal speed.

+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

Animal Companion - Shade
Young female Lion - shadowy grey black coat
N Medium animal
Init +4; Senses low-light vision; Perception +8
AC 21, touch 14, flat-footed 17 (+4 Dex, +4 Armor, +3 natural)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +3
Speed 40 ft.
Melee bite +8 (1d6+2), 2 Claws +9 (1d4+2)
Rake, 2 Claws +9 (1d4+1)
Str 14, Dex 18, Con 14, Int 2, Wis 15, Cha 10
Base Atk +3; CMB +5; CMD 19 (23 vs trip)
Feats Weapon finesse, Light Armor Proficiency, Weapon Focus claw
Tricks Attack, Attack, Attack Any Target, Come, Defend, Fetch, Guard, Seek, Stay
Skills Acrobatics +7 (+11 to jump), Climb +5, Perception +8, Stealth +7
SQ attack, attack any target, come, defend, fetch, guard, seek, stay
Other Gear - MW Chain Shirt
Special Abilities
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]