AC 16, touch 13, flat-footed 13 (+2 Armor, +1 Shield, +1 Size, +2 Dex)
HP 10 (1d8+2)
Fort +2, Ref +5, Will +1 (+6 vs charm/compulsion)
+2 vs illusion
Spd 20 ft.
Melee Dagger +3 (d3-1, 19-20/x2, P or S)
Whip +3 (1d2-1, x2, S, nonlethal/15ft reach/trip/disarm)
Ranged Light Crossbow +3 (d6, 19-20/x2, P)
Bardic Performance 6 rounds, standard action to begin
Gnome SLA's DC 14+SL
1/day—dancing lights, ghost sound, prestidigitation, speak with animals.
Str 8, Dex 14, Con 14, Int 14, Wis 8, Cha 18
BAB +0; CMB +1; CMD 10
+3 CMB/CMD for Dirty Trick
1 Lingering Performance
Twitchy - You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves
Prankster - You gain a +1 trait bonus on dirty trick combat maneuver checks. You also gain a +1 trait bonus to your CMD when an opponent attempts a dirty trick combat maneuver check against you. If you succeed at a dirty trick combat maneuver check against a flat-footed opponent, increase the duration of the condition caused by 1 round.
Irrepressible - You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Combat Gear 20 bolts,
Other Gear Whip, Dagger, Light Crossbow, Leather Armor, Buckler, backpack, bedroll, belt pouch, common lute, flint and steel, ink, inkpen, iron pot, journal, mess kit, mirror, rope, soap, torches (10), trail rations (5 days), waterskin, 9 gp
Dirty Trickster (All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +2 racial bonus on dirty trick combat maneuvers. They need not meet the Intelligence requirement to select Combat Expertise, Improved Dirty Trick, and any feat with Improved Dirty Trick as a prerequisite. This racial trait replaces defensive training, hatred, and keen senses.)
Artistic (Gnomes with this racial trait gain a +2 racial bonus on a Perform skill of their choice. This replaces obsessive.)
Sound Mimicry (Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check. This replaces weapon familiarity.)