Stormy Weathers's page

873 posts. Organized Play character for Skorn.

Full Name

Stormy Weathers


Human [AC: 23/12 tch /22 ff; H66/66; Frt +9, Ref +5, Will +10, +4 vs fey and plants; Init +1; Perc +13


Druid 7







Special Abilities

Shape Shift!




Common, Druidic, Dwarven, Sylvan, Undercommon


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 7
NG Medium humanoid (human)
Init +1; Senses Perception +13

AC 23, touch 12, flat-footed 22 (+7 armor, +1 Dex, +3 shield, +1 ring, NA +1)
hp 66 (7d8+42)
Fort +9, Ref +5, Will +10, +4 vs fey and plants

Speed 30 ft. (20 ft. in armor)
Melee club +12 (1d6+6) or
MW Cold Iron Scimitar +13 (1d6+6/18-20) or
silver sickle +11 (1d6+5) or
spear +11 (1d89/×3)
Ranged sling +7 (1d4+6)

Druid Spells Prepared (CL 6th; concentration +9)
4th level - Freedom of Movement
3rd level - Call Lightning M, Greater Magic FangX2 M
2nd-BarkskinX2 M, Barkskin M, Dekay Poison, Resist Energy
1st— Cure Light, produce flame, Entangle, Faerie Fire, Shilelagh
0 (at will)—create water, detect magic, guidance, light

Spells Cast -

Str 23, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +9; CMD 21
Feats Natural Spell, Power Attack, Toughness, Weapon Focus (club)
Traits magical lineage, master of pentacles

Acrobatics -2
Climb +6
Fly +2
Handle Animal +4
Heal +15
Knowledge (Geography) +4
Knowledge (History) +1
Knowledge (nature) +11
Linguistics +1
Perception +13
Profession (sailor) +7 +2 for day job checks
Sense Motive +3
Spellcraft +4
Survival +14
Swim +6

Languages Common, Druidic, Dwarven, Sylvan, Undercommon
SQ nature bond (lion named Shade), nature sense, trackless step, wild empathy +5, 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 +4
cloak of resistance +2
Druid Vestments
Ring of Protection +1
Headband of Wisdom +2
Pearl of Power lvl 1
Amulet of NA +1

belt pouch
flint and steel
holly and mistletoe
Masterwork Sailor tools.

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 (42 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 (47)
Acid Flask
Alchemical Fire
Vermin RepelantX2
healer's kit
Oil Flask X2

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
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.


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 Tiger — best combat form for this level; three attacks, all with grab, fairly big damage dice, and pounce, it’s also reasonably fast. [LLV,Sc | B]

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.

Fighting Form:

Tiger, Dire (Smilodon)
N Large animal
Init +0; Senses low-light vision, scent; Perception +13

AC 18, touch 11, flat-footed 16 (+0 Dex, +5 natural, –1 size, Ring +1, Barkskin +3)
hp 66
Fort +9, Ref +5, Will +10

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)

Special Abilities
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.

+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 Large animal
Init +3; Senses low-light vision; Perception +8

AC 24, touch 12, flat-footed 21 (+5 armor, +3 Dex, +7 natural, -1 size) hp 51 (6d8+24)
Fort +9, Ref +8, Will +4 (+4 morale bonus vs. enchantment effects) Defensive Abilities evasion
Speed 40 ft.
Melee bite +9 (1d8+6 plus grab), 2 claws +10 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d6+6)
Str 23, Dex 16, Con 18, Int 3, Wis 15, Cha 10
Base Atk +4; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Light Armor Proficiency, Weapon Finesse, Weapon Focus (claw)
Tricks Air Walk, Attack, Attack, Attack Any Target, Come, Defend, Down, Fetch, Guard, Heel, Stay, Track, Work
Skills Acrobatics +6 (+10 to jump), Climb +9, Perception +7, Stealth +2, Swim +9
SQ air walk, attack, attack any target, come, defend, devotion, down, fetch, guard, heel, stay, track, work Other Gear +1 chain shirt

Special Abilities
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
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.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flank [Trick}
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Work [Trick] The animal pulls or pushes a medium or heavy load.