AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 5 (1d4+1)
Fort +2, Ref +2, Will +2; +2 racial bonus on saving throws against illusions.
Defensive Abilities +4 dodge bonus against monsters of the giant type;
DR none; Immune none; Resist none; SR none
OFFENSE
Spd 20 ft.
Melee Quarterstaff +0 (1d4-1/1d4-1) or Sm. Dagger +0 (1d3-1 19-20/x2)
Ranged Sm Dagger +3 (1d3 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks a +1 size bonus on attack rolls; +1 racial bonus on attack rolls against kobolds and goblinoids
Spells Prepared (CL 1st) (+1 DC for all saving throws against illusion spells cast)
around town
0: Arcane Mark,Mage Hand,Mending (DC 13)
1st: Unseen Servant, unprepared slot (must be evocation)
combat 1
0: Flare (DC 13), Message,Ray of Frost
1st: Magic Missle (x2)
TACTICS
Before Combat List any spells and/or abilities used before combat. His stats should reflect these spells.
During Combat List all combat tactics here, including spell, feat, and magic item use.
Morale List here under what condition the creature flees combat, if any.
Base Statistics If the creature has buffs and other effects active that modify his stats, the base stats should be quickly summarized here.
STATISTICS
Str 08, Dex 14, Con 12, Int 16, Wis 10, Cha 16
Base Atk +0; Grp -4
Languages Common, Draconic, Dwarven, Elven, Gnome
SQ none
Combat Gear Sm. Quarterstaff (-, 2lb), Sm. Dagger (2gp, 0.5lb)
Other Gear Sm. Artisan’s Outfit (1gp, 1lb); Artisan's tools, masterwork (wooden case with ink, quills, and paper) (55gp, 5lb); Spellbook (15gp, 3lb); Spell component pouch (5gp, 2lb); Sm. Backpack (2gp, 0.5lb); Scroll case (1gp, 0.5lb); Sm. Bedroll (1gp 1.25lb)
Imbue Staff A sorcerer or wizard may opt to forego a normal familiar in order to imbue his traveling staff with that portion of his power. To do this, he selects a quarterstaff-length of wood that resonates with his mystical signature and personality. It cannot have been previously enchanted (although it may subsequently be) and must be of masterwork quality. It must be prepared using materials costing at least 500 gp. The imbuing ritual takes 24 hours and ties a portion of the spellcaster’s power into the staff, a separate piece of his soul that grows in power as he does. Upon its imbuing, the staff becomes magically linked to its creator and is treated as a magic item.
Lone Wolf You led a lonely childhood and were forced to fend for yourself.
Prerequisite: 1st-level, cannot have City Born or Country Born.
Benefit: Whenever you are dying, your chance of stabilizing is 50%. Your vigorous health also grants you a +1 bonus on Fortitude saves.
Description Turnipin is very much a gnome. His little body appears like that of a human child of about three. A closer look reveals a very aged little fella with long hair kept in a neat ponytail. He is always well dressed and clean kept.
Backstory
Spoiler:
Turnipin was a odd little gnome. He loved art and magic and everyone thought he would make a fine illusionist. However, he tended to be more fascinated with the flow of ink across a parchment. He would copy any writing he could get his hands on. As he grew older he knew that he wanted more. He wanted to learn the alphabets from all peoples. He left home at a relatively early age (for gnomes) and entered the lands of the Tall Folk. He studied far and wide under scribes, wizards, and runesmiths. Along the way Turnipin discovered he had a propensity towards forceful spells. He bought a spellbook and began scribing the draconic runes of power for his own spells.
Traveling through Varisia, Turnipin met a fascinating old wizard who had the most amazing staff. The man taught Turnipin how to bound with such an implement. Unfortunately, not just any piece of wood will do. A wizard's staff is an extension of his being. The right wood would resonate with his soul and call to him across all of space and time. Turnipin spent many days and nights trying to hear his staff call to him. It is his heart's desire to find his staff. Then he came across a simple wooden spoon that forever changed his life's direction. The spoon was made from a rare wood and was reportedly made in a small frontier town, Falcon's Hollow.
Turnipin made the arduous journey to middle of nowhere. He settled in and now tries to make a living as a scribe. He often makes short forays into the surrounding countryside. He makes friends with any of the local druids he comes across.
Quote "Your name would look quite exquisite written in elvish."