| Full Name |
Gurcich Morbet |
| Race |
Human |
| Classes/Levels |
Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal |
| Gender |
Male |
| Size |
Medium |
| Age |
17 |
| Alignment |
Neutral |
| Deity |
None |
| Location |
Kessan |
| Languages |
Common, Druidic |
| Occupation |
Druid |
| Strength |
16 |
| Dexterity |
15 |
| Constitution |
15 |
| Intelligence |
10 |
| Wisdom |
12 |
| Charisma |
9 |
About Gurcich Morbet
The Savage Druid Child
Gurcich is a Feral child. The loggers around town started to complain about somebody that destroyed their equipment and tried to make their work hard.
Somebody (maybe one of the other PC's) went into the forest and managed to befriend and convince Gurcich to come to town.
He is very small and thin, mud always clinging to him. One victory has been to convince him to wear a loincloth. But still takes a big effort to make him bathe.
He is a feral boy, not used to human interaction and barely understanding common (and hardly talking it), but he has got a "pack mentality" with his friends, being loyal to a fault now. They are family now.
His latest gift is armor. He now wears an old leather armor over his loincloth.
His weapon of choice is a Quarterstaff, which he is able to wield very fast and hard.
Now, invited to participate in the fire ceremony, many people in town disapprove his inclusion. Maybe the mayor wants to integrate him with the town?
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Gurcich Morbet
Male Human Druid 1
TN Medium Humanoid (Human)
Init +2, Senses Perception +5
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DEFENSE
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AC 14, Touch 12, Flat-footed 12 (+2 armor, +2 Dex)
HP 14 ((1d8)+6)
Fort +4, Ref +2, Will +3
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OFFENSE
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Speed 30 ft.
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Normal:
Melee TWF Quarterstaff +1/+1 (1d6+3/1d6+1)
Melee Quarterstaff (Two Hands) +3 (1d6+4)
With Shillelagh spell:
Melee TWF Quarterstaff +2/+2 (2d6+4/2d6+2)
Melee Quarterstaff (Two Hands) +4 (2d6+5)
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Spear:
Melee Spear +3 (Two hands) (1d8+4/x3)
Ranged Spear (thrown) +2 (1d8+3/x3) 20' range
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Other:
Ranged Sling +2 (1d4+3)
Melee Dagger +3 (1d4+3/19-20)
Ranged Dagger (thrown) +2 (1d4+3/19-20) 10' range
Special Attacks Spontaneous Casting
Prepared Spells
Druid (CL 1st; concentration +2)
1st DC 12 - Shillelagh (2 times)
0th DC 11 - Create water, Mending(DC 11), Purify food and drink
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STATISTICS
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Str 16, Dex 15, Con 15, Int 10, Wis 12, Cha 9,
Base Atk +0; CMB +3; CMD 15
Feats Toughness, Two-Weapon Fighting
Skills Climb +7, Handle Animal +3, Knowledge (Nature) +6, Perception +5, Survival +7
Languages Common, Druidic
SQ animal companion, bonus feat, humanoid traits, nature sense, orisons, skilled, wild empathy +0,
Equipment Quarterstaff, outfit (peasant's), leather armor, spear (2), sling, sling bullets(10), dagger, holly and mistletoe, sack, 1 silver piece coin, flint and steel, rations (trail/per day) (5), torch (10)
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SPECIAL ABILITIES
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Animal Companion (Ex)
Bonus Feat Humans select one extra feat at 1st level.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
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.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 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.