Urrakur: A troll Storm Kindler pirate for Pathfinder

As I was knocking around some character ideas and checking out the Prestige Class options, I noticed that the Paths of Prestige‘s Storm Kindler had the unusual prerequisite “Must worship a god of storms.” (This is unusual in that it’s not codeable in PCGen, for example.) While checking to see which game deities fit the bill, I found that Urxehl, the demonic “Trollfather”, was an option. So of course, I had to create a troll Storm Kindler. Here’s a CR 10 troll Druid 3 / Storm Kindler 4, suitable for opposing your characters as a pirate ship crewman or even pirate captain. As a captain, the crew’s loyalty will be weak (and thus exploitable), as Urrakur has no leadership abilities and the typical trollish lack of charisma.



Image of Privateer Press’ storm troll, from Handcannononline.

Male Troll Humanoid 6 / Druid 3 / Storm Kindler 4

NE Large humanoid (giant)

Init +3; Senses: Darkvision (60 ft.), Low-Light, Perception +7, Scent


AC 24, touch 13, flat-footed 21 (-1 size, +3 Dex, +6 natural, +1 deflection, +5 Studded Leather +2 (Large), +1 Ring of Protection)

hp 127 13d8+65, Regeneration 5 (acid or fire)

Fort +18, Ref +10, Will +15 (+2 Competence bonus against spells and effects with the air or water descriptors)

Defensive Abilities: Aura of Calm, Oceanic Spirit

Resistances: Oceanic Spirit


Speed 30 ft.; swim 60 ft.; fly 30 ft. (in whirlwind form)

Melee bite +15 (1d8+7/19-20)

Melee claw +15/+15 (1d6+7)

Space 10 ft.; Reach 10 ft.

Special Attacks: Rend (1 claw, 1d6+7 plus 2 Con damage), Storm Burst (6/day)


Str 21, Dex 16, Con 21, Int 8, Wis 16, Cha 10

Base Atk +9; CMB +15; CMD 29

Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Combat Reflexes, Improved Critical (Bite), Improved Natural Armor, Iron Will, Lightning Reflexes, Rending Fury, Shield Proficiency, Storm-Lashed

Skills: Acrobatics +3, Climb +10, Craft (Ships) +3, Escape Artist +3, Fly +11, Heal +3, Intimidate +4, Knowledge (Geography) +4, Knowledge (History) +8, Knowledge (Nature) +10, Knowledge (Religion) +3, Perception +7, Profession (Sailor) +10, Ride +3, Sense Motive +3, Survival +9, Swim +15

Languages: Druidic, Giant, Polyglot

Archetypes: Storm Druid

Special Qualities: Darkvision, Low-Light Vision, Nature Bond, Nature Sense, Orisons, Regeneration 5 (acid or fire), Scent, Spontaneous Domain Casting, Storm Shape, Stormvoice, Wave Breaker, Wild Empathy +3, Windwalker

Special Abilities: Electricity resistance 5, Sonic resistance 5

Possessions studded leather +2 (large); ring of protection +1; cloak of resistance +1; amulet of mighty fists +2; feather token, anchor; unholy symbol (silver); pirate clothes (basic/large); spell component pouch; powdered metal and rare inks (100 gp value); 20 gp; 10 pp

Deity: Urxehl Domains: Storms Subdomain (Domain Spells: Obscuring Mist, Fog Cloud, Call Lightning)

Prepared Spells:

Druid: Spells per Day: (4/4/4/3 DC:14+spell level)

0th - Flare, Guidance, Know Direction, Spark

1st - Alter Winds, Bristle, Ray of Sickening, Summon Nature’s Ally I

2nd - Eagle Eye, Frigid Touch, Slipstream, Warp Wood

3rd - Create Treasure Map, Hydraulic Torrent, Poison


Aura of Calm (Su) Allies within 5 feet (including yourself) are treated as one size category larger for the purpose of wind effects (this stacks with the bonus from Storm-Lashed), and they gain a +2 competence bonus on all saving throws made to resist spells and effects with the air or water descriptors.

Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all.

Low-Light Vision (Ex) You can see 2x as far as humans in low illumination.

Nature Bond (Ex) You may not choose an animal companion. You must choose the Air or Weather domain, or the Cloud, Storms, or Wind subdomain.

Nature Sense (Ex) +2 bonus on Knowledge (Nature) and Survival skill checks.

Oceanic Spirit (Su) +4 bonus on Fly and Swim checks, and never needs to make concentration checks because of natural weather. She gains resistance to electricity 5 and sonic 5.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Regeneration (Ex) You are difficult to kill. You heal damage at 5 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Acid or fire causes your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

Rend (with Rending Fury) (Ex) If you hit with one or more natural attacks in 1 round, you can cause tremendous damage (1d6+7) by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.

Scent (Ex) You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed–only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source’s location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Spontaneous Domain Casting You can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

Storm Burst (Sp) As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6+1 points of nonlethal damage. In addition, the target is buffeted by winds and rain, causing it to take a -2 penalty on attack rolls for 1 round. You can use this ability 6 times per day

Storm Shape (Su) As a standard action, you can transform yourself into a whirlwind (as whirlwind universal monster ability) for 4 minutes per day. This time need not be consecutive, but must be spent in 1-minute increments. As a swift action, you can change the height of your whirlwind form from a minimum of 10 feet tall to a maximum of 30 feet tall. If you are underwater when you use this ability, you instead transforms into a vortex of the same size (this functions identically to the whirlwind ability, but can form only underwater and can’t leave the water). You can breathe water while in vortex form. If you do not possess a fly or swim speed, you gain one (as appropriate to the new form) of 30 when in storm shape. With a fly speed, you have average maneuverability. You can damage and trap Medium or smaller creatures caught in the whirlwind, dealing lethal damage equal to your unarmed strike damage to each one that fails a Reflex save (DC 19) and lifting it into the air if it fails a second Reflex save.

Stormvoice (Ex) Your voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear your voice, the DC is reduced by 3.

Wave Breaker (Su) You gain a swim speed equal to 60. You may breathe water for 4 hours per day. This time need not be consecutive, but must be spent in 1-hour increments.

Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Windwalker (Ex) The penalties from natural or magical wind effects (see page 439 of the Core Rulebook) are treated as one step less severe for you.

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