Wili Warblejack
Female Gear Gnome Bard (Archaeologist) 6
CN Small Humanoid (gnome)
Init +3; Senses Low-Light Vision; Perception +13
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Defense
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AC 20, touch 15, flat-footed 17 (+3 armor, +1 shield, +3 Dex, +1 size, +1 natural, +1 deflection)
hp 28 (6d8)
Fort +3, Ref +9 (+2 vs. traps), Will +5; +2 vs. illusions
Defensive Abilities Evasion, Trap Sense, Uncanny Dodge
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Offense
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Speed 20 ft.
Melee Shortsword +5 (1d4/19-20/x2)
Ranged Masterwork Light crossbow +9 (1d6/19-20/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 6, +4 melee touch, +8 ranged touch):
2 (5/day) Heroism (DC 19), Invisibility, Alter Self, Glitterdust
1 (6/day) Expeditious Retreat, Hideous Laughter (DC 18), Grease (DC 18), Charm Person (DC 18)
0 (at will) Read Magic, Ghost Sound (DC 17), Mage Hand, Detect Magic, Message, Light
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Statistics
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Str 10, Dex 14/16, Con 10, Int 13, Wis 9, Cha 20/22
Base Atk +4; CMB +3; CMD 17
Feats Bard Weapon Proficiencies, Lingering Performance, Spell Focus (Conjuration), Spell Focus (Enchantment)
Traits Collector (Disable Device), Vagabond Child (urban) (Disable Device)
Skills Acrobatics +11 (+7 jump), Appraise +5, Climb +3, Craft (traps) +3, Diplomacy +15, Disable Device +19, Fly +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +4, Knowledge (engineering) +9, Knowledge (geography) +4, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (nobility) +4, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +5, Perception +13, Sleight of Hand +7, Spellcraft +5, Stealth +16, Use Magic Device +10
Skills (Ranks) Acrobatics (5), Appraise (1), Climb (1), Diplomacy (6), Disable Device (6), Knowledge (Arcana) (1), Knowledge (Engineering) (1), Knowledge (History) (1), Knowledge (Local) (1), Knowledge (Nature) (1), Knowledge (Planes) (1), Knowledge (Religion) (1), Linguistics (1), Perception (6), Sleight of Hand (1), Spellcraft (1), Stealth (6), Use Magic Device (1)
Languages Common, Draconic, Gnome, Osiriani, Ancient, Sylvan
SQ Archaeologist's Luck +2 (16 rounds/day), Bardic Knowledge +3, Clever Explorer +3 (take 10 & magic traps), Illusion Resistance, Lore Master (1/day), Master Tinker, Trap Spotter
Combat Gear Masterwork Buckler, Masterwork Light crossbow, Masterwork Studded leather armor, Shortsword; Other Gear Amulet of natural armor +1, Belt of incredible dexterity +2, Cloak of resistance +1, Handy haversack (empty), Headband of alluring charisma +2, Masterwork tool (Craft [traps]), Ring of protection +1, Thieves' tools, masterwork
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Special Abilities
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Archaeologist's Luck +2 (16 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +3 (Ex) Add + 3 to all knowledge skill checks.
Clever Explorer +3 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Collector (Disable Device) If have collection within 5 ft gain +2 trait bon to selected skill.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
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.
Illusion Resistance +2 racial bonus to saves against illusions.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Lore Master (1/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.
Master Tinker You are proficient with any weapon you have personally crafted.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wili's Story:
Wili’s Story
Wili was born 54 years ago in the gnomish enclave of Brastlewark. As a child she delighted in clambering through the city’s byzantine structures. The thrill that a building might collapse beneath her only added to the excitement, but Wili displayed an uncanny knack for eluding physical harm.
As she grew older, Wili discovered a new source of thrills. Within the haphazard homes and ramshackle towers of Brastlewark, the young gnome found the libraries, laboratories, and workshops of the city’s alchemists and mages to hold an endless supply of fascinating finds. Never mind that many of them were warded with locks or traps — circumventing those was often a greater pleasure than uncovering what hid inside.
As she mastered cracking locks and circumventing traps, Wili found certain patterns in their construction seemed to repeat. As each fell before her talents, she began assembling a small collection of trinkets and tools that helped her — often adding items from the locks or traps themselves.
Then one day, Wili broke into what was rumored to be be a mage’s library and all she found was a plain desk with a letter. The letter proved to be an invitation from the Chelaxian Paracountess Zarta Dralneen and it suggested that if the young gnome really wanted a challenge, she should come to Absalom and the Paracountess would see if her talents were sufficient to meet the challenge of becoming a Pathfinder.
Life as a Pathfinder has been perfect for Wili. She has traveled over much of the Inner Sea and the work has presented her with endless new challenges to try her talents. When Osirion was recently reopened to the society, Zarta sent Wili right away. Sothis is a dream come true for Wili. She came to the Sothis Lodge three years ago and the Ancient Osiriani have offered no end of new puzzles to challenge her.
But at the same time, Wili’s delight with the Society has become tarnished. She senses an unbecoming desperation in Zarta’s posts and feels a thrill from the dance between the Aspis Consortium and Society sparring in Sothis that she first felt while slipping past wizard’s defenses in Brastlewark. Perhaps it is time for a new adventure.