CN
druid (lion shaman)/sorcerer (verdant)
wild gnome
HP: 48
initiative: +6
AC: 18 (10 + 4 dex + 3 armor + 1 size)
T: 15
FF: 14
SR: 16
speed: 20ft, burrow 10ft
saves (+4 vs. fey)
fort: +7
ref: +5
will: +10
CMB: +3
CMD: 17
skills (How?)
handle animal +15 (5 ranks, +3 CS, +6 Cha, +1 trait)
knowledge (arcana) +10 (5 ranks, +3 CS, +2 Int)
knowledge (nature) +11 (5 ranks, +3 CS, +2 Int, +1 trait)
perception +14 (5 ranks, +3 CS, +6 Wis)
ride +12 (5 ranks, +3 CS, +4 Dex)
survival +15 (+20 for some things) (5 ranks, +3 CS, +6 Wis, +1 trait)
offense
mwk spear +4 1d8 x3
20ft P
feats
natural spell
arcane strike - +2/+2 make weapon magical for 1 round
theurgy - (Ultimate Magic)
abilities
verdant bloodline
tanglevine 9/day
photosynthesis
cantrips
totem transformation
eschew materials
nature bond
empathic link
nature sense
orisons
wild empathy (+4 for felines)
spontaneous summon nature's ally
woodland stride
trackless step
resist natures lure
totemic summons
wild shape 2/day (3rd level, 7th level for felines)
vanish at will (from what?)
spell resistance (how much?)
equipment
374 gp
head band of alluring charisma +2
+1 leather armor
druid's vestment
exotic military saddle
saddle bags
wooden barding
mwk spear
traits
survivalist (give me a blurb or post what these are)
know the land
excitable
careful combatant
languages
common
gnome
sylvan
draconic
druidic
spells
sorcerer spells known
0 - drench, detect magic, dancing lights, ghost sound, mage hand, jolt
1 - grease, ear-piercing scream, burning hands, mage armor, entangle
2 - barkskin, hideous laughter, spontaneous immolation
druid spells prepared
0 - create water, flare, purify food and drink, read magic
1 - 2x cure light wounds, shillelagh, burning disarm, obscuring mist
2 - stone call, tar ball, flaming sphere, bull's strength
3 - burst of nettles, call lightning
spells per day
sorcerer
1 - 8
2 - 6
druid spells per day
0 - 4
1 - 5
2 - 4
3 - 2