<div class="floatleft">(https://36.media.tumblr.com/59847f08447544b25c638d42431089ca/tumblr_nmb9gc2zBi1tk4029o5_540.png)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Alternate</div><div class="spoiler_body">(https://40.media.tumblr.com/5f20c2668ecf634f06fe119ade9c64d8/tumblr_nmb9gc2zBi1tk4029o8_1280.jpg)</div></div></div><strong>Name:</strong>piper Tillikwhistle (tilly-KWISTLE, you savages)<br/><strong>Race:</strong>Gnome<br/><strong>Class:</strong>Conjurer 2<br/><strong>Character Age:</strong>68<br/><strong>Character sheet:</strong>http://www.myth-weavers.com/sheet.html#id=151794<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stat Block</div><div class="spoiler_body">Piper Tillikwhistle<br/>Gnome Conjurer 2<br/>NG Small humanoid (Gnome)<br/><strong>Init</strong> +8 <strong>Senses</strong> Darkvision; Perception +1<br/><hr/><strong>Defense</strong><br/><hr/><strong>AC</strong> 14, touch 13, flat-footed 12 (+2 dex, +1 armor, +1 size)<br/><strong>hp</strong> 17 (2d6+4+2)<br/><strong>Fort</strong> +2, <strong>Ref</strong> +2, <strong>Will</strong> +4<br/><strong>Defensive Abilities</strong> Warden of Nature, Illusion Resistance<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Warden of Nature</div><div class="spoiler_body">Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces defensive training and hatred.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Illusion Resistance</div><div class="spoiler_body">Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.</div></div><br/><hr/><strong>Offense</strong><br/><hr/><strong>Speed</strong> 20 ft.<br/><strong>Melee</strong> dagger +0 (1d3-2/19-20x2) or<br/><strong>Ranged</strong> Light crossbow +4 (1d6/x3)<br/>   (10 cold iron bolts)<br/><strong>Spell-Like Abilities</strong> (CL 2; concentration +7)<br/>   1/day - <em>ghost sound</em> (DC 10)<br/>   1/day - <em>dancing lights</em><br/>   1/day - <em>prestidigitation</em><br/>   1/day - <em>speak with animals</em><br/><strong>Wizard Prepared</strong> (CL 2nd; concentration +7)<br/>   1st - <br/>   0 (at will) - <br/><hr/><strong>Statistics</strong><br/><hr/><strong>Str</strong> 7, <strong>Dex</strong> 14, <strong>Con</strong> 14, <strong>Int</strong> 17, <strong>Wis</strong> 12, <strong>Cha</strong> 111<br/><strong>Base Atk</strong> +0; <strong>CMB</strong> +0; <strong>CMD</strong> 12<br/><strong>Feats</strong> (1) Scribe Scroll (http://www.d20pfsrd.com/feats/item-creation-feats/scribe-scroll-item-creation---final), Improved Initiative (http://www.d20pfsrd.com/feats/combat-feats/improved-initiative-combat---final)<br/><strong>Skills</strong> appraise +7, craft (alchemy) +7, knowledge (arcana) +7, knowledge (dungeoneering) +7, knowledge (local) +7, knowledge (nature) +7, knowledge (planes) +9, linguistics +7, spellcraft +7, stealth +6, use magic device +5<br/><strong>Languages</strong> Common, Gnome, Sylvan, Celestial, Draconic, Elven, Goblin<br/><strong>SQ</strong> Gnome Magic, Summoner's Charm, Shift<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gnome magic</div><div class="spoiler_body">Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Summoner's Charm</div><div class="spoiler_body">Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Shift</div><div class="spoiler_body">At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.</div></div><br/><strong>Traits</strong> Riftwarden Orphan (Campaign) (http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Riftwarden%20Orphan), Excitable (Race) (http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Excitable), Dangerously Curious (Magic) (http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Dangerously%20Curious)<br/><strong>Other gear</strong> haramaki, Spellbook, Spell component Pouch, wand of <em>protection from evil</em> (50 charges), journal, parchment (10), ink, pen (4), acid flask (2), potion of <em>cure light wounds</em><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellbook Contents</div><div class="spoiler_body">   0 - resistance, acid splash, drench, detect magic, detect poison, read magic, breeze, dancing lights, flare, light, penumbra, ray of frost, scoop, spark, ghost sound, haunted fey aspect, jolt, mage hand, mending, message, open/close, root, arcane mark, prestidigitation<br/><br/>   1 - grease, obscuring mist, summon monster I, enlarge person, magic weapon, color spray, vanish, burning hands, blurred movement, mage armor, silent image, expiditious retreat</div></div></div></div><hr/><br/><strong>Appearance:</strong><br/>Piper seems rather reserved in appearance, at least as gnomes go; her hair is a wavy tanble of copper adn gold, glistening and swapping between the two according to the light. These colors accent her bright blue eyes, which seem almost too big for the rest of her features. her skin is a uniform rosy pink, deepening in shade on her lips, ears and the tip of her nose. She favors clothing that lets her limbs move, with billowy elbow-length sleeves and light skirts. What weighs her down are a number of phials and leather scroll tubes, and a heavy, locked book with a tortiose-shell cover, the pages carefully folded and pressed to form an intricate pattern (http://www.reganassociates.org/folding-pages-of-a-book-art-22.jpg) on the face<br/><br/><strong>Personality:</strong><br/>Piper always has questions. Why? How? What? She's curious to a fault - if you think it's a potion, she'll offer to taste it, just to see. If there's heavy breathing coming from a deep hole, she'll take a closer look. Thankfully she eventually runs put of questions for a given situation. Unfortunately this means she stars providing answers. One wonders how so many large words can fit into such a small body. Some would call her nosy, she calls herself inquisitive. You never learn anything by<em>waiting for it</em>, after all! She rather understandably favors brains over brawn, having far more of the former than the latter herself. A clever ruse or well-timed spell is worth more than a hundred whacks with a hammer. She's too good-natured to be<em>openly</em>condescending or dismissive of the musclebound hammer-whackers, though they sometimes get the feeling of<em>oh, you poor sweet thing</em>from her.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body">   Piper was raised in the city of New Stetven, by a pair of gnomes who supplied the city's growing middle class with high-quality glasswork. At the side of Mordelthun and Aidi Tillikwhistle, Piper learned some of the basics of shaping and polishing glass, and the interesting things you can add to it to make new colors or refraction. But as young gnomes are, Piper was too curious to sit and learn to do a job! Especially one that someone was already doing.<br/>   And so, she was often out exploring the city. There was always something new and interesting to see. Unfortunately these adventures had a downside; gnomes as a whole were uncommon in New Stetven, and some saw them as targets... Piper often had to evade one particular band of hooligan boys who thought the young gnome was a fine target for harassment and taunting. it was either that, or stay cooped up inside (what? tell her parents? piper's no snitch!)<br/>   It was one such encounter that would change her course entirely. it was a spring day, and the roads of New Stetven were slick with half-melted slush. Piper ran through those streets as fast as her short legs could go, a foursome of Brevan boys hot on her heels. it was only by the luck of a few tight turns and dives that she had evaded them, and security was just ahead! She ran through a rickety old door, and pressed her back to it, the hems of her garments dripping cold dirty puddles on the floor.<br/>   All around her were books. Stacks and shelves of books. Books bound and unbound. illuminated manuscripts, dusty with age, and newly-written pamplets, often-read. And hunched over a writing desk on the far side, a wizened old human man glowering disapprovingly at the cold, soaked gnome who had just burst into his home. In his creaky voice, he told her to leave; she refused, and just as hte old man stood, the youths outside thumped on the door and demanded she come out, calling taunts and threats.<br/>   Piper gasped at the change that overcame the old man - he stood straight and threw back his wool mantle, striding to the door with purpose. All she knew was that the man spoke in a menacing tone to the boys, and came back in. "They won't bother you anymore, girl. Now clean up and begone." When she spun her cantrip to dry herself and the puddle of meltwater she had brought in with her, the old man lifted a hand. "It's still cold out. Stay and warm up. We might as well find some work for you..."<br/>   And so began her apprenticeship with the wizard Doerval. She cleaned, she organized, she cataloged, all for the price of various glass experiments her father came up with; Doerval was fascinated with light, and the various shades and refraction the gnome glaziers came up with were sufficient for his time. But more than just let Piper be his librarian, he began teaching her the arts; Starting with her inborn gnomish talents, he guided her to further cantrips, and how to imbue these tricks into scrolls. From there, into books... and then more potent spells.<br/>   it was in an old tome that she found something curious; a treatise on guarding against planar incursions, marked with a curious spiral on hte inside cover - a spiral, not too unlike the odd birthmark Piper had on one side of her thigh. Asking the elderly wizard about it just resulted in him covering his eyes and admonishing her to go ask her parents. So she did.<br/>   They weren't her parents.<br/>   No, Mordelthun and Aidi looked at each other uneasily, and sat down with their daughter to explain things. No, they were her great aunt and uncle, on her mothers' side. her mother was Della Tillikwhistle, and her father was Fezorbolt Millerbrot. They were wizards, you see... Riftwardens, and had gotten called away on urgent business not long after Piper's birth. Beyond this, they knew little more, other than the town her parents had gone to was in far-off Mendev... <br/>   She was a little hurt by the fact that the people she had considered her parents had deceived her for so long... but she understood. So long had passed, she knew that her parents... probably were no longer in this world. And why-ever that is, must be terribly dangerous. But piper was determined to find out more. She's been on the crusader Road with a contingent of would-be crusaders for the journey into Mendev, with little more than her spellbook in hand.</div></div><br/><hr/><br/>Still need to finalize her Familiar, though.