Tenzekil Braybittle (Bleachling)

Gramorn of the Blight's page

28 posts. Alias of FratManCy.


Classes/Levels

Druid 1, +1 Initiative, +9 Perception, AC 16 / Touch AC 11 / Flat Footed AC15, Saves F+3/ R +1 / W +5 HP:10/10

About Gramorn of the Blight

Gramorn Tohim Kest
Male Gnome Bleachling Blight Druid 1
True Nuetral Small humanoid (Gnome)
Init +1; Perception +9
Lowlight Vision
-Defense---------------------------------
AC16, Touch12 Flat-footed15 (+1 Dex, +4 Armor)
HP 10 (+1 con, favored class +1) Current:10/10 Nonlethal:0
Fort +3, Reflex +1, Will +5

-Offense---------------------------------
Speed 20 ft.
Melee Quarterstaff -1(1d4-2/1d4-2; x2)
Ranged Sling +2(1d3-2; x2) 50ft

-Statistics------------------------------
Str 7, Dex 12, Con 12, Int 16, Wis 17, Cha 12
Base Atk +0; CMB -1; CMD 8
Feats: Spell Focus (Conjuration)
Skills: All skills listed are class skills Climb, Craft, Fly, Handle Animal, Heal, Know: Geography, Nature, Perception, Profession, Ride, Spellcraft, Survival, Swim.
Traits: Stargazer: Technologist
Languages Common, Elven
Combat Gear Quarterstaff, Sling, Hide Armor, Druid's Kit.

Special Abilities:
Orisons
Vermin Empathy: 1d20+2 Diplo check to vermin or animals with diseases. Otherwise -4 Penalty.
Storm Burst: Range touch, 30ft range, 1d6+1 non lethal dmg. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. 6 / day.
Wild Empathy
Bleachling: A bleachling is immune to the Bleaching and is immune to further effects of aging as per the druid’s timeless body ability, though he retains any age related penalties already incurred; additionally, any ability drain due to the Bleaching is reversed. The colors of his body are muted, he treats druid as an additional favored class (including retroactively gaining favored class skill ranks which he may apply to Intelligence-, Wisdom-, or Charisma-based skills), and he can cast speak with animals at will. The Bleaching cannot be cured by magic; it persists even in areas where magic does not function.

Spells Prepared:
Constant: Speak with Animals
1/day: 1/day—Dancing Lights, Ghost Sound, Prestidigitation
0: Light, Create Water, Detect Magic
I: [Obscuring Mist], Entangle, Produce Flame

Skills:

Acrobatics 2
Appraise 3
Bluff 1
Climb -2
Craft
Diplomacy 1
Disable Device 0
Disguise 1
Escape Artist 1
Fly 1
Handle Animal 5
Heal 7
Intimidate 1
K. Geography 7
K. Nature 9
Perception 9
Profession
Ride 1
Spellcraft 7
Stealth 5
Survival 9
Swim -2

Class Abilities:

- - -
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Nature Sense(EX): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's allyspell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Wild Empathy(Ex): 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.

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier 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, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Nature Bond(EX): Weather Domain
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 points of nonlethal damage + 1 point for every two cleric levels you possess. 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 a number of times per day equal to 3 + your Wisdom modifier.

Gnomish Racial Abilities:

Defense Racial Traits
- - - - - - - - - - - -
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Magic Traits
- - - - - - - - - - - -
Gnome Magic:  Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, andspeak with animals. 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 Charisma modifier.

Feat and Skill Racial Traits
- - - - - - - - - - - -
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Senses Racial Traits
- - - - - - - - - - -
Low light vision: Gnomes can see twice as far as humans in conditions of dim light.

Offense Racial Traits
- - - - - - - - - - - -
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Hatred: gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Personality:
In his earlier years, Gramorn had been a charming individual. A paragon of nature, he was a scholar and voice of reason of the primal world. However, after his bleaching, Gramorn became a shell of his former self. Often aloof and lost in thought, he is unsettling.

Appearance:
Gramorn is a bleachling and as a result, his skin and hair color are muted. Dark moss and decaying ivy are festooned with in his armor.

Quick Background:

Gramorn led a life as an adventurer and ended in Numeria. Originally he was seeking how the First World interacted with different parts of the worlds and through song and tale, Numeria and its twisted landscape seemed like a ripe land of opportunity. However, what he found was morally unsettling - A land twisted with dark and foul magic, savage barbarians, and a populace obsessed with strange artifacts that possess bizarre properties. .

Gear:

Offense
Quarterstaff
Sling

Defense
Hide Armor 15GP

Misc
Druid's Kit 14 GP: This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

00 PP
31 GP
00 SP
00 CP

Tactics:

- - - - - - - - - - - - - - - - - -
Pre-Combat
Gramorn studies his subjects and consults nature before combat.
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During Combat
Sticking to the back row, Gramorn uses spells and his abilities to destroy foes.