| Full Name |
Mortimer 'Mort' Burrwaddle |
| Race |
Gnome |
| Classes/Levels |
Blight Druid (Darkness Domain, Loss subdomain) 10 |
| Gender |
|
| Size |
Small |
| Alignment |
TN |
| Deity |
Pharasma |
| Languages |
Common, Gnomish, Hallit, Druidic |
| Strength |
8 |
| Dexterity |
14 |
| Constitution |
16 |
| Intelligence |
13 |
| Wisdom |
20 |
| Charisma |
12 |
About Mortimer 'Mort' Burrwaddle
Male Gnome Druid (Blight Druid) 10
TN Small Humanoid (Gnome)
Init +2; Senses: Perception +20,
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DEFENSE
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AC 19, touch 13, flat-footed 17. . (+2 Dex, +4 Armour, +1 Size, +2 Shield) (+2 AC when underground)
HP 78 (8+9d8+30)
Fort +10, Ref +5, Will +12 (+2 vs Poison, +4 vs Poison when creating poison)
Resistances: Fire Resistance 10
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OFFENSE
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Speed 20 ft. (Light Armour)
Club +10 (1d4-1/x2)
Blowgun +10 (1/x2)
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STATISTICS
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Str 8, Dex 14, Con 16(13+2+1), Int 13, Wis 20(16+4), Cha 12 (10+2)
Base Atk +7/+2; CMB +6; CMD 18 (10 -1 Str +2 Dex +7 BAB -1 Size)
Feats: Spell Focus (Necromancy), Blind Fight (Domain Bonus Feat), Weapon Finesse, Natural Spell, Greater Spell Focus (Necromancy), Persistent Spell
Traits: Alchemical Adept: Benefits: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.
Against the Technic League (Save DC):Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic
League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.
Skills: Craft (Alchemy) 2 rank (+8, +2 when creating poisons), Perception 10 rank (+20), Handle Animal 10 rank (+14), Knowledge (Nature) 10 rank (+16), Survival 5 ranks (+14), Swim 1 rank (+3), Heal 2 Rank (+8), Fly 10 ranks (+16), Stealth no ranks (+6)
Languages: Common, Gnomish, Hallit, Druidic
Combat Gear: +1 Studded Leather (25gp, 10lbs), Blowgun (2gp, 0,5 lbs), Club(1,5 lbs), Heavy Wooden Shield (7gp, 5 lbs), 13 Blowgun darts 1gp, 1lbs)
Other Gear: Traveler’s Outfit (2,5lbs), Waterskin (1gp, 2lbs), Trail Rations (5 days)(2,5 gp, 2,5 lbs), Backpack (2gp, 1lbs), Bandolier (5sp), Spell Components Pouch (5gp 1lbs), Pouch belt (1gp, 0,25 lbs), Headband of Inspired Wisdom +4, Lesser Piercing Metamagic Rod
Encumbrance: 27,25lbs; Medium Load, (Light Load up to 26 lbs, Medium up to 52lbs)
Drop backpack containing adventuring gear and food before combat: Encumbrance then: 22,75 lbs; Light Load.
Money Left: 23 gp
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SPECIAL ABILITIES
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Class Abilities
Vermin Empathy (Su)
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.
This ability replaces wild empathy. +4
Nature Bond (Ex) (Darkness Domain)
A blight druid may not bond with an animal companion, but may either call a familiar as a wizard of her druid level or select from the Darkness, Death, and Destruction domains in addition to those normally available.
Darkness Domain: Bonus feat: Blind-Fight
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6/day 3 rounds)
Nature Sense: +2 to Knowledge (Nature) and Survival
Trackless Step:Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Wild-Shape 4/day
Immunity to Disease, sickened and nauseated conditions
Racial Traits
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Wisdom modifier. This racial trait replaces gnome magic.
Bond to the Land: Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred. Favored Terrain: Underground
Knack with Poison: Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance. This racial trait replaces illusion resistance and obsessive.
Favored Class Bonus: Druid (+9 Fire Resistance)
Prepared Spells:
level 0: Create Water, Stabilize, Resistance, Spark
Level 1: 6/day, Save DC 16
Ray of Sickening x2, DC 18 Fort save
Obscuring Mist (Domain spell)
Snowball x3
Level 2: DC 17
Frost Fall x3(DC 17 Fort save or Staggered)
Blindness x3(DC 19 Fort Save or Blinded permanently)
Level 3: DC 18
Poison DC 20 (1d3 con damage]
Siphon Might DC 20 x2
Fungal Infestation DC 20 (1d3 Cha damage and 1d6 bleed damage of each hit against it)
Level 4: DC 19
Shadow Conjuration
2x Explosion of Rot, DC 21
Reincarnate
Level 5: DC 20
Enervation x3 (Domain Spell)
Animal Growth
[spoiler=Background]