Occultist

Wonky Prong, Jr's page

1,128 posts. Alias of dinketry.


Full Name

Wonky Stenolamellaralessa Prong, Jr

Race

Gnome

Classes/Levels

NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

Gender

Female

Size

Small

Age

102

Special Abilities

Sprocket: hp 60/60 | AC 20 (t13;f15) | F +9 R +8 W +3* (*+4 vs enchantment) | init +3 Perception +13 speed 40

Alignment

NG

Deity

Green Faith

Languages

Common, Gnome, Sylvan, Elven, Draconic, Varisian, Undercommon, First Speech

Occupation

Graduate Student of the University of Lepidstadt

Strength 10
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 12
Charisma 10

About Wonky Prong, Jr

Defense:
AC 15* (t14;ff12 *+1 AC vs traps)
hp 39/39
Fort* +5 Ref*** +10 Will** +6 (*+2 vs illusions) (**+1 if animal within 30' - Animal Friend trait) (*** +1 vs traps)
CMD 16 (ff13)

Offense:
20' Base speed 20' Actual speed
BAB +4 CMB +5
*Melee attacks: Mwk silver dagger +8, 1d3-1; Mwk cold iron sickle +4, 1d4-1
*Ranged attacks: Mwk silver dagger +9, 1d3-1; Stonebow +9, 1d4 (10 sling bullets)
*+2 precision dmg if studied foe active

Statistics:

STR 10 DEX 16 CON 12
INT 19 WIS 12 CHA 10

Feats & Traits:

Feats: Breadth of Experience [level feat]; Brew Potion [level feat]; Boon Companion [level feat]; Precise Shot [class feat]
Traits: Animal Friend [social trait]; Know the Land (Survival) [faith trait]

Skills:
Acrobatics +7 [1 rank]
Appraise +4
Bluff +0
Climb -1
Craft (alchemy)* +12(*+2 to create alchemical items) [5 ranks; bonus due to class]
Craft (cloth)* +9(*currently without tools) [6 ranks]
Craft (mapmaking)* (*with tools) +8 [1 rank]
Craft (weapons)* +8(*currently without tools) [3 ranks]
Diplomacy +4 [1 rank]
Disable Device* +14(*with tools) [4 ranks; Master Tinker trait bonus]
Disguise +0
Escape Artist +3
Fly +5
Handle Animal* +7 [4 ranks] (*+2 with canine creatures for Campaign Trait)
Heal +5 [1 rank]
Intimidate +0
Knowledge Arcana* +12 [3 ranks] (*+1 to identify weaknesses/powers - Monster Lore class trait) [1 rank; +2 bonus for Breadth of Experience feat]
Knowledge Dungeoneering* +6 [0 ranks] (*+1 to identify weaknesses/powers - Monster Lore class trait) [1 rank; +2 bonus for Breadth of Experience feat]
Knowledge Engineering* +14 [4 ranks] (*+1 to identify weaknesses/powers - Monster Lore class trait; **) [1 rank; +2 bonus for Breadth of Experience feat; +1 for Master Tinker racial trait; +2 for masterwork tool]
Knowledge Geography* +14 [5 ranks] (*+1 to identify weaknesses/powers - Monster Lore class trait) [1 rank; +2 bonus for Breadth of Experience feat]
Knowledge History* +10 [1 rank] (*+1 to identify weaknesses/powers - Monster Lore class trait) [1 rank; +2 bonus for Breadth of Experience feat]
Knowledge Local* +10 [1 rank] (*+1 to identify weaknesses/powers - Monster Lore class trait) [1 rank; +2 bonus for Breadth of Experience feat]
Knowledge Nature** +17 [5 ranks] (*+1 to identify weaknesses/powers - Monster Lore class trait) [1 rank; +2 bonus for Breadth of Experience feat; +2 for Academician racial trait; +1 for Animal Friend trait]
Knowledge Nobility +10 [1 rank] (*+1 to identify weaknesses/powers - Monster Lore class trait) [1 rank; +2 bonus for Breadth of Experience feat]
Knowledge Planes +11 [2 ranks] (*+1 to identify weaknesses/powers - Monster Lore class trait) [1 rank; +2 bonus for Breadth of Experience feat]
Knowledge Religion +10 [1 rank] (*+1 to identify weaknesses/powers - Monster Lore class trait) [1 rank; +2 bonus for Breadth of Experience feat]
Linguistics +9 [2 ranks]
Perception* +6 [2 ranks] (*+1 traps - Trapfinding class skill)
Profession (Architect) +7 (1 rank; +2 bonus for Breadth of Experience feat)
Profession (Miner) +3 (0 ranks; +2 bonus for Breadth of Experience feat)
Ride +7 [1 rank]
Sense Motive +5 [1 rank]
Spellcraft +11 [4 ranks]
Stealth +12 [2 ranks]
Survival +10* (+1 for Know the Land trait; +1 when Tracking) [5 ranks]
Swim -1
UMD +8 [5 ranks]

Gear:
Combat Gear: Weapons - Mwk cold iron sickle, Dagger, Gnome pincher, Stonebow w/3 sling bullets Armour: Bracers of Armour +1, Haramaki (does not stack)
Other Gear: Bandolier, Explorer's outfit, Eye patch, Ink vial, Inkpen, Iron vial x2, Masterwork tool, Waterproof bag, Formulae book, Wrist sheath, Alchemy crafting kit, Animal harness, Rations (human x3d; dog x4d), Rope, Large sack, Waterksin
Total Weight: 14/60lbs* (light load) (*dog carrying 39/150lbs (light load))
Money: 10 GP, 1 CP

Other:
Racial Features: Academician (Knowledge Nature) [alternate racial trait]
Darkvision [alternate racial trait]
Gnome Magic
Gnomish Weapon Familiarity
Illusion Resistance
Master Tinker [alternate racial trait]

Class Features: Alchemical Spells (see formulae book)
Swift Alchemy: +level to Craft (alchemy); can ID potions as if by detect magic
Knowledgeable Strike: +1d6 dmg to allies' dmg rolls within 30ft with successful Knowledge check to ID foes' weaknesses
Inspiration: 4x/day; single use - 1d6 on any trained skill or ability check; double use - 1d6 on any combat check
Intuitive Monster Lore: +WIS modifier to checks to ID weaknesses/powers
Opportune Advice: +1 AC and saves to allies within 30ft against foes successfully ID'd with Knowledge check
Trapfinding: +1 to find/disable traps
Swift Poisoning: Move Action
Investigator Talent: Infusion
Keen Recollection
Trap Sense +1
Precise Companion
Track

Companion(Trained Pet):
Sprocket the dog
Initiative +1 Perception +9 Scent ability
AC 13 (t12;ff12)
hp 13/13
Fort +5 Ref +4 Will +1
CMD 12 (ff11;16 vs trip/overrun)

40' Speed 39/150 lbs carried (light load)
BAB +1 CMB +1
Melee attacks: bite +3, 1d4+1

Feats: Skill focus (Perception)
Traits: Acrobatics* +1 (*+8 to jump)
Perception +9 [2 ranks]
Stealth +5
Tricks: Attack
Defend
Detect
Down
Fighting
Stay
Track

Wonky's pride and joy is her bulldog, Sprocket. She procured Sprocket from a Lepidstadt breeder, and has worked long and hard to train him to do all manner of tasks, including tracking and detecting poisons, acids, and even hidden passages.

Sprocket has a large sack lashed to his frame and attached to his harness. The rope fixing the sack also closes the bag, which contains some of Wonky's heavier equipment. Sprocket has the unfortunate habit of baying when he's not near Wonky, which fortunately, is not very often.

Formula Book:
  • Alchemical Allocation
  • Anticipate Peril
  • Coin Shot*
  • Comprehend Languages
  • Cure Light Wounds
  • Enlarge Person*
  • Heightened Awareness
  • Invisibility
  • Monkey Fish*
  • True Strike*
(*prepared)

Personality:
Wonky is erudite and pedantic, but well-intentioned. She has no room in her world for fools, but she would rather remain silent than call them out on their BS. She cannot tolerate cruelty, and will be brought out of reticence in order to see justice and peace reign supreme.

Wonky has come to respect the natural world as the source of all things possible, and has sought the wisdom of the Green Faith as a means of paying homage to that power. She has a scholarly interest in the teachings of the Green Faith with respect to the First World, and actively seeks reverie in natural places as a means of doing 'research'.

Appearance:
Wonky is of average height for a gnome, clearing well over three feet tall. Her hair is a natural and brilliant green, and she usually keeps it bound and bunned for she has never trimmed it, and loose, it would drag on the ground behind her. Her blue eyes are shielded by leaded glass lenses fashioned by her father. She is not near-sighted, but instead uses this masterwork tool as assistance in studying ancient tomes and manuscripts (see equipment).

Wonky prefers utilitarian garb, and often wears her bandolier even when not travelling to allow quick and unfettered access to her iron vials and other bits and bobs of gear. She wears a leather sash, as favoured by her mother in her adventuring days, as her only form of armour. When she feels especially festive, Wonky will sport an eye patch (also her mother's) out of sheer whimsy.

Back Story:
Originally from Numeria, Wonky Prong's Gizmos and Gears has been a travelling tinker business for at least a century, as Wonky Prong Jr's father, Wonky Prong would tell you, if he could still speak. Servicing most of Ustalav and parts of Razmir, the colourful cart and its colourful owner has fixed, patched, and jerry-rigged all manners of mechanical contraptions for paying customers - many repeat customers, and even the children of repeat customers.

Wonky Prong, Jr was born to Wonky Prong, Sr - he never felt the need to use the Sr tag once the Jr tag was in place - and his Ustalavic bride, Zo. Zo and Wonky raised their daughter nomadically, always seeing new faces and places, enjoying the welcome view of the road and the freedom of a world on wheels.

The Bleaching didn't start for Father Prong until Wonky Jr was well and truly an adult, shouldering her share of tinkering duties and driving the second tinker cart that they now needed to keep up with the demands of engineering and animal husbandry as a side business (Zo enjoyed animals more than gears). The family decided that they would be active in their hunt for a cure, for surely they had influential colleagues throughout their trade paths who could light their way.

One such influential fan of their work, Professor Petros Lorrimor, suggested that the best course of action was to enroll their promisingly-bright daughter at his alma mater, Lepidstadt University, and insisted upon sponsoring her scholarship. Always impressed with knowledge of all sorts, the Prong family agreed to the offer, and Jr was bundled off to school.

Wonky got along well with the egalitarian and academic crowds in Lepidstadt, learning much from many different fields of endeavour, but never sating her desires to address The Bleaching. She quickly became a leading expert on research into The Bleaching in Ustalav, and when her head of department, Professor Stylus Ennergazon, suggested that she go on sabbatical to address research into flora and fauna influenced by The First World, the River Kingdoms became the natural site for such a sabbatical.

Wonky visited with her parents - now permanently settled in Karcau - before heading out on her sabbatical. Her father's Bleaching had advanced considerably, and her mother was left to the day-to-day runnings of the business. Father Prong was still able to mend and patch mechanical items, but his speech and personality had been robbed of him by the cruel disease. Wonky's destiny was set - she would see her way to discovering a treatment for this illness, and she would go to the First World itself if need-be to discover it.

And so Wonky Prong finds herself in Restov, marvelling at the new architecture, new accents, new foods, and new people, but remaining hungry for the first opportunity to head into the Wild, to seek the answers to the questions that plague her family.