Mer Gloth (Doom Walker)



Mer Gloth (Doom Walker)
Male drow sorcerer (tattooed sorcerer) 4 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Race Guide 102)
LN Medium humanoid (elf)
Hero Points 1
Init 10; Senses darkvision 120 ft., low-light vision; Perception +5


AC 11, touch 11, flat-footed 10 (1 Dex)
hp 14 (4d6-4)
Fort 0, Ref 5, Will 6; +2 vs. enchantments
Immune sleep; SR 10
Weaknesses light blindness


Melee magma (
4 fire damage) 3 (1d41/19-20 plus 1d6 fire) or
   unarmed strike 2 (1d3 nonlethal)
Special Attacks long limbs (5 ft.)
Spell-Like Abilities (CL 4th; concentration +10)
   3/day—acid splash
   1/day—dancing lights, darkness, faerie fire
Sorcerer (Tattooed Sorcerer) Spells Known (CL 4th; concentration +10)
   2nd (4/day)—detect thoughts (DC 16)
   1st (7/day)—charm person (DC 15), enlarge person (DC 15), hypnotism (DC 15), memory lapseAPG (DC 15)
   0 (at will)—light, mage hand, mending, prestidigitation, ray of frost, read magic
   Bloodline Aberrant


Str 10, Dex 18, Con 9, Int 10, Wis 14, Cha 18
Base Atk
2; CMB 2; CMD 16
Feats Bouncing SpellAPG, Improved Initiative, Varisian TattooISWG
Traits focused mind, reactionary
Skills Acrobatics -1, Appraise +4, Bluff +8, Craft (tattoo) +5, Diplomacy +5, Fly +2, Intimidate +8, Knowledge (arcana) +4, Linguistics +1, Perception +5, Profession (Medical) +9, Spellcraft +4, Survival +3 (
5 to avoid becoming lost when using this), Use Magic Device 8; Racial Modifiers 2 Perception
Languages Elven, Undercommon
SQ bloodline arcana (50% duration on polymorphs), bloodline tattoos, familiar tattoo, hero points, poison use
Combat Gear caltrops, oil (6); Other Gear magma (
4 fire damage), backpack, bedroll, bell (2), belt pouch, blanket, bottle, candle (2), canvas (sq. yd.) (3), chalk, compass, courtier’s outfit, earplugs, explorer’s outfit, fishhook (6), fishing net, flint and steel, grappling hook, hammer, hammock, hemp rope (50 ft.), hooded lantern, ink, black (2), inkpen (2), iron spike (4), jewelry, journal (2), meal, good (per day) (5), measuring cord (10 ft.) (3), mirror (2), mug/tankard, paper (10), piton (5), poison pill ring, powder (2), puzzle box, sack (2), sack, sack, scholar’s outfit, scroll case, sewing needle (2), signal whistle (2), signet ring, smoked goggles, soap, tent, small, thread (50 ft.), tindertwig (4), torch (2), trail rations (5), twine (50’) (2), vest, waterproof bag, waterskin, weapon cord, weapon cord, whetstone, wrist sheath, spring loaded (2), 3,135 gp

Special Abilities

Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm’s reach.
Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd).
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Drow Immunities – Sleep You are immune to magic sleep effects.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Focused Mind +2 to Concentration checks
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Long Limbs (5 ft.) (Ex) When making melee touch attacks can increases reach by +5 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Spell Resistance (10) You have Spell Resistance.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.


Gloth was marked from birth with a death sentence. Semantically translated his name means one who walks with death. He was born from normal Drow parents who worked in the bowels of one of the massive Drow Arks. When born, his skin and hair color were pale as death. Because of this it was understood that he would lead a harsh but relatively short life. He was sold quickly as an odity. As a slave he was treated relatively well as to not mar his pale skin. Where many outcasts would have been placed directly into gladiatorial combat upon coming of age, he was tasked with servant duties. This gave him exposure to the higher class of Drow. although his charm and uniqueness gave him certain advantages, he knew it was only a matter of time before his appearance offended someone of importance and he would indeed find himself either in the games of death, or executed immediately upon site.

Gloth absorbed all the knowledge he could and found that he had certain innate abilities when it came to magic. He could manipulate his owners and others with relative ease. Not only was he a fast learner, but he could tell what others were thinking sometimes before they could even articulate it.

Once the opportunity presented itself, Gloth defected to the alliance without a second thought.

Mer Gloth (Doom Walker)

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