About Neji Malicky
Neji is a rather excitable type of gnome that rushes all over, looking for new knowledge, or just things she simply does not know. Always wanting to find new ways of doing the same task, she may use her words, her magic, or a dagger to see what may happen. Also, be careful when she is doing her day job.
Neji grew up in a nice small town in Taldor western reaches a good couple miles from the boarder to Andoran. She had taken up her family's alchemy shop, call Herbs and Bruws, when they retired and decided to explore to who knows where. She knows the name is probably was misspelled, she does not care.
After a few years of potion making and some perfecting her wizardry training a local young noble, child of the lord of the town, came around, demanding that she should hand over potions to help him in a tournament that will happen in a few days with no charge. Annoyed, but keeping a straight face, she said she could make a couple potions that could help his chances with that. So that night, she packed her stuff, made him a couple potions, one with a color changing ability like the spell Prestidigitation with on his forehead the words "Cheater", another that lengthened his arms, but made them unwieldy, and another that made him smaller. Once done, she had sent them to the young noble with a letter noting that they should only be used right before the tournament, gathered what she packed, and left town. She traveled across the boarder to see about getting a boat ride to Absalom, which she believed that her skills may be a bit more useful due to what she heard from "adventurers" that visited her shop sometimes.
After finally procuring a boat trip, she has made her way to Absalom. Seeing may different people and things lit her imagination to new heights and wanted to see what other interesting this that are there. But after using most of what she had to get to Absalom, she didn't have much left, definitly not enough to open a shop, let alone to get the equipment to even make simple potions. After wandering most of the day, she came upon Skyreach Citadel, the home of the organization of the Pathfinder Society, seeing all the different creatures that we coming and going from there, she wanted to join! She went in and applied, getting to do her start at a siege tower outside of Absalom, then being able to read up on a group of goblins, somewhere in Varisia. But after that, her missions rather dried up, and with none, she was put into the Chronicle Receiving department. She is bored, but she noticed all these journals that seem to be copies of the same adventure, some dealt with people on a journey in Varisia, at a town called Sandpoint, or a group of new pathfinders in Magnimar. Or even some that dealt with the mother witches, Pirates, and more. And among the journals, there seem to be some that share the same adventure, but with minor things that are different. With finding them, her boredom is abated, slightly, but she really wants to go back out on missions instead of being at a desk. But the first thing she wants to do is go to a carnival someplace before truly going back to work.
Neji Malicky's Stats:
Female gnome diviner 2
NG Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +0
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 12 (2d6+2)
Fort +1, Ref +2, Will +2; +2 vs. illusions
Speed 20 ft.
Melee dagger +3 (1d3+1/19-20) or
. . dagger +3 (1d3+1/19-20) or
. . unarmed strike +3 (1d2+1 nonlethal)
Ranged light crossbow +4 (1d6/19-20)
Spell-Like Abilities (CL 2nd; concentration +3)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 2nd; concentration +5)
. . 1st—color spray (3, DC 16), heightened awareness[ACG]
. . 0 (at will)—acid splash, detect magic, light, read magic
. . Opposition Schools Enchantment, Necromancy
Str 12, Dex 14, Con 12, Int 17, Wis 7, Cha 13
Base Atk +1; CMB +1; CMD 13
Feats Additional Traits, Spell Focus (illusion)
Traits brastlewark businessman, excitable, indomitable faith, magical knack
Skills Acrobatics +2 (-2 to jump), Bluff +2, Craft (alchemy) +12, Diplomacy +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +0, Spellcraft +8, Use Magic Device +2; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Elven, Gnome, Goblin, Sylvan, Thassilonian, Varisian
SQ arcane bond (ring), forewarned, gnome magic
Combat Gear potion of cure light wounds (2), scroll of magic missile, scroll of magic missile (x4), scroll of magic missile (x4), scroll of shield (x2), wand of mage armor (50 charges); Other Gear haramaki[UC], crossbow bolts (20), dagger (2), dagger, light crossbow, - arcane bond ring -, bedroll, belt pouch, clockwork spy key (worth 375 gp with Tick Tock), flint and steel, harrow carrying case, harrow deck[UE], harrow mat, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, waterskin, wizard starting spellbook, clockwork spy(Tick Tock), 1,289 gp, 6 sp
Arcane Bond (Ring) (1/day) (Sp) - 0/1
Crossbow bolts - 0/20
Dagger - 0/2
Dagger - 0/1
Dancing Lights (1/day) - 0/1
Diviner's Fortune +1 (6/day) (Sp) - 0/6
Ghost Sound (1/day) - 0/1
Potion of cure light wounds - 0/2
Prestidigitation (1/day) - 0/1
Speak with Animals (1/day) - 0/1
Wand of mage armor (50 charges) - 2/50
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (6/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Forewarned 1 (Su) Can always act in surprise rounds.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Tick-Tock (Clockwork Spy)