Gimlet
Watersprecht: Male
gnome Ill7/Rog4; CR 11; Small humanoid; HD 7d4+7, 4d6+4; hp 33; Init
+2; Spd 20 ft.; AC 15 (touch 15, flat-footed 15); Atk +7/+2 (1d6, club)
or +11/+6 ranged (1d10+2, +2 pistol); SA Sneak attack (+2d6);
SQ Evasion, gnome traits, speak with animals, traps, uncanny dodge (Dex
bonus to AC); AL N; SV Fort +4, Ref +8, Will +7; Str 10, Dex 14, Con
12, Int 16, Wis 13, Cha 9.
Skills and Feats:
Alchemy +11, Appraise +7, Bluff +3, Concentration +11, Forgery +7, Gather
Information +3, Hide +10, Knowledge (Lantan) +8, Knowledge (Pirate Isles)
+9, Listen +7, Move Silently +6, Profession (sailor) +6, Search +7,
Spellcraft +11, Spot +5, Swim +6, Use Rope +9; Blind-Fight, Brew Potion,
Exotic Weapon Proficiency (firearms), Quick Draw, Scribe Scroll, Silent
Spell.
Sneak Attack:
If Gimlet's target would be denied a Dexterity bonus to AC (whether
he or she actually has a bonus or not), or when he flanks his target,
Gimlet's attack deals +2d6 points of extra damage.
Evasion (Ex):
If exposed to any effect that normally allows a character to attempt
a Reflex saving throw for half damage, Gimlet takes no damage with a
successful saving throw.
Gnome Traits:
Low-light vision (can see twice as far as a human in low-light conditions);
+2 racial bonus on saving throws against illusions; +1 racial bonus
on attack rolls against kobolds and goblinoids; +4 dodge bonus against
giants.
Traps: Gimlet
can use the Search skill to locate traps when the task has a DC higher
than 20.
Uncanny Dodge
(Ex): Gimlet can react to danger before his senses would normally
allow him to do so. He retains his Dexterity bonus to AC even when flat-footed.
Possessions:
+2 ring of protection, ring of water walking, +2 pistol, club,
potion of clairaudience/clairvoyance, potion of detect thoughts,
potion of nondetection, potion of water breathing, sailors
outfit, belt pouch, spyglass, 20 gp.
Wizard Spells
Prepared: (5/6/5/4/2; base DC = 13 + spell level): 0 -- detect
magic, ghost sound*, mage hand, mending, read magic; 1st -- animate
rope, change self*, grease (2), mage armor, reduce; 2nd --
alter self, invisibility*, minor image, mirror image, web; 3rd
-- lightning bolt (2), major image*, water breathing;
4th -- dimension door, improved invisibility*.
Spellbook: 0 --
dancing lights, detect magic, detect poison, ghost sound, mage hand,
mending, read magic; 1st -- animate rope, change self, color
spray, grease, identify, mage armor, mount, obscuring mist, reduce,
shield, silent image, ventriloquism; 2nd -- alter self, arcane
lock, invisibility, knock, minor image, mirror image, protection from
arrows, web; 3rd -- displacement, haste, lightning bolt, major
image, tongues, water breathing, wind wall; 4th -- dimension
door, improved invisibility, phantasmal killer, polymorph other, shadow
conjuration.
*These spells belong
to the school of Illusion, which is this characters specialty.
Prohibited school: Enchantment.