Raulzig Turfoodle was born for adventure. Or at least, that's what he's been telling everyone around him for the last 50 years or so. Not that many were inclined to believe him.
The only child of a high-ranking wizard and a renowned actress, Raulzig was raised under extreme care, and has never left the city of Absalom in his life. One of his father's friends was a retired adventurer, and as a child, Raulzig was enthralled by the tales of his colorful past. Sometimes, he would even sneak away with Raulzig and play 'hunt the monster' with him. After his mother learnt of these exploits, though, she didn't talk with father for a week and the friend has never set foot in their house again.
Raulzig did not stop dreaming of adventuring, however, and he spent all his time reading books which featured ancient tombs, damsels in distress, dastardly villains, and daring adventurers with whips.
When Raulzig was of age, mother insisted he joins the Absalom Academy of Fine Arts. At first, Raulzig hated the classes, but with time he grew to love exclusively one of the Arts: history. He even founded a "Club of Historical Re-enactment", where he and his fellow students practiced historical fencing moves and researched ancient spells.
After graduation, he remained in the academy as an assistant professor of archaeology. Suddenly he realized that having an academic title opens up a whole world of new possibilities, when he was contacted by the Pathfinder Society as a research consultant for the upcoming expedition to Katapesh. Raulzig could not let this chance go, and he used all his charisma and connections (also, some gifts of unknown value may or may not have been involved) to get included in the expedition roster.
He spent all his earnings on getting the essential explorer's gear: a cork helmet, a whip, and a crossbow. When he stood before the Venture-Captain with his full equipment, Venture-Captain sighed and gave him a small intricate object - the wayfinder. With that, Raulzig was told, he would always know where north is. He didn't fully understand why he'd need it, since to the north of Katapesh lied Absalom, and Raulzig would much rather know where to go forward, rather than where to return back. Still, he thanked the Venture-Captain and promised to repay him as soon as he returns with all the ancient treasure he is about to plunder.
Long into the journey to join Garavel's expedition to Kelmarane, he couldn't stop wondering what the Venture-Captain's expression actually meant. Eventually he settled on it being a sign of envy.
He soon had more important things than archaeology to worry about, though, as what was supposed to be an exploration mission quickly turned into a whirlwind of increasingly dangerous adventures. During his exploits in Katapesh Raulzig has acquired a fabulous collection of exotic magic items, along with a knack of disabling and avoiding any traps which usually guard them.
After the threat to Kelmarane and the surroundings has been undone, Raulzig suddenly found himself without a purpose. He felt like he has seen and achieved everything Katapesh could offer. He was offered a spot near a certain powerful djinni as her personal scout and messenger, but after some consideration he turned it down.
He packed all his treasure and left Katapesh, returning to the Pathfinder Society and asking for a new mission, preferably in a distant region. This time, he was offered the polar opposite of the scorching Katapesh - the frozen Irrisen. This contrast has reignited his lust for adventure, and he began the travel preparations again...
RAULZIG TURFOODLE II CR 16
Male Gnome Bard (Archaeologist) 17
CG Small Humanoid (Gnome)
Init +6; Senses Low-Light Vision; Perception +34
AC 30, touch 20, flat-footed 25. . (+10 armor, +5 Dex, +1 size, +4 deflection)
hp 122 (17d8+34)
Fort +11, Ref +20, Will +13
Defensive Abilities Defensive Training, Evasion, Improved Evasion, Trap Sense +5, Uncanny Dodge
Spd 20 ft.
Melee +2 Defending, Ghost Touch Longspear +17/+12/+7 (1d6+5/20/x3) and
. . Unarmed Strike +15/+10/+5 (1d2+2/20/x2)
Ranged +4 Flaming, Seeking Crossbow, Light +24/+19/+14 (1d6+4/19-20/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Bard (Archaeologist) Spells Known (CL 17, +15 melee touch, +19 ranged touch):
6 (2/day) Heroes' Feast, Brilliant Inspiration (DC 21), Summon Monster VI
5 (5/day) Heroism, Greater (DC 20), Dispel Magic, Greater, Bard's Escape, Joyful Rapture
4 (5/day) Invisibility, Greater (DC 20), Dimension Door, Freedom of Movement (DC 19), Phantom Steed, Communal, Shocking Image
3 (6/day) Haste (DC 18), Confusion (DC 18), Daylight, Tongues, Communal, See Invisibility (DC 18), Slow (DC 18)
2 (6/day) Versatile Weapon (DC 17), Mirror Image (DC 18), Invisibility, Pyrotechnics (DC 17), Glitterdust (DC 17), Tactical Acumen
1 (7/day) Silent Image (DC 17), Animate Rope, Identify, Detect Secret Doors, Grease (DC 16), Moment of Greatness
0 (at will) Prestidigitation (DC 15), Read Magic (DC 15), Ghost Sound (DC 16), Detect Magic, Sift, Spark (DC 15)
Str 13/15, Dex 20/22, Con 12/14, Int 14, Wis 8, Cha 16/20
Base Atk +12; CMB +13; CMD 32
Feats Arcane Strike, Bard Weapon Proficiencies, Clustered Shots, Deadly Aim -4/+8, Improved Precise Shot, Lingering Performance, Point Blank Shot, Precise Shot, Rapid Reload: Crossbow, Light, Rapid Shot, Snap Shot, Weapon Focus: Crossbow, Light
Traits Armor Expert, Dangerously Curious
Skills Acrobatics +26, Appraise +12, Bluff +25, Disable Device +32, Escape Artist +16, Fly +8, Knowledge (Arcana) +14, Knowledge (Dungeoneering) +14, Knowledge (Engineering) +14, Knowledge (Geography) +14, Knowledge (History) +32, Knowledge (Local) +14, Knowledge (Nature) +14, Knowledge (Nobility) +14, Knowledge (Planes) +14, Knowledge (Religion) +14, Linguistics +6, Perception +34, Spellcraft +22, Stealth +30, Use Magic Device +26 Modifiers Thoughtful Reexamining (1/day)
Languages Common, Dwarven, Elven, Gnome, Ignan, Sylvan
SQ Archaeologist's Luck +4 (9 rounds/day) (Ex), Bardic Knowledge +8 (Ex), Clever Explorer +8 (take 10 & magic traps) (Ex), Gnome Magic, Hatred, Illusion Resistance, Jack of All Trades: Class skills (Ex), Jack of All Trades: Trained skills (Ex), Lore Master (3/day) (Ex), Ring of Freedom of Movement, Trapspringer's Gloves
Combat Gear +2 Defending, Ghost Touch Longspear, +4 Cold Resistance, Comfort, Slick, Improved Mithral Agile Breastplate, +4 Flaming, Seeking Crossbow, Light, Bolts, Crossbow (100); Other Gear Belt of Physical Perfection, +2, Boots of the Winterlands, Cloak of Resistance, +4, Eyes of the Eagle, Goggles of Minute Seeing, Handy Haversack (8 @ 2 lbs), Headband of Alluring Charisma, +4, Helm of Comprehend Languages and Read Magic, Iron Bands of Binding, Metamagic Rod, Extend, Ring of Freedom of Movement, Ring of Protection, +4, Rope of Climbing, Scarab of Protection, Scroll: Create Demiplane, Greater, Scroll: Spell Immunity, Greater Communal, Trapspringer's Gloves, Wand of Cure Light Wounds (2)
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Archaeologist's Luck +4 (9 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Armor Expert -1 Armor check penalty.
Bardic Knowledge +8 (Ex) Add + 8 to all knowledge skill checks.
Clever Explorer +8 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Jack of All Trades: Class skills (Ex) All skills become class skills.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Lore Master (3/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Rapid Reload: Crossbow, Light You can reload fast with one type of Crossbow.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Freedom of Movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Thoughtful Reexamining (1/day) (Ex) 1/day reroll Knowledge, Sense Motive or Perception.
Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps.
Trapspringer's Gloves +5 to Disable Device against traps, +1 luck bonus to saves vs traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.