In A Flirtation with Fey, the PCs aid a gnome scribe, only to return to find the gnome scribe kidnapped. The PCs must follow clues to find him, exposing a much larger conspiracy. Although the PCs only meet this scribe--a gnome named Gustavus Hodgedar--at the beginning (and hopefully, at the end!) of the adventure, the adventure provides his statistics. And here they are, should you be in need of a slightly alcoholic, former adventuring gnome scholar:

Gustavus Hodgedar  CR 3

XP 800

Male gnome bard (archivist) 4

CG Medium humanoid (gnome)

Init +2; Senses low-light vision; Perception +4


AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size); +4 dodge bonus against giants

HP 21 (4d8)

Fort +3, Ref +8, Will +8; +2 vs. illusions, +4 vs. magical traps, language-dependent effects, symbols, glyphs, and magical writings


Speed 20 ft.

Melee +1 cold iron longsword +4 (1d6/19-20)

Ranged sling +6 (1d3–1)

Special Attacks bardic performance 19 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, naturalist +1), hatred

Spell-Like Abilities (CL 4th; concentration +7)

4/day—dancing lights (DC 13), ghost sound (DC 13), prestidigitation, speak with animals

Bard Spells Known (CL 4th, concentration +7)

2nd (2/day)—animal messenger, heroism

1st (4/day)—comprehend languages, identify, lesser confusion (DC 14), unseen servant

0 (at will)—detect magic, flare (DC 13), mage hand, prestidigitation, read magic


Before Combat Gustavus is not a fighter. He calls for help at the first hint of danger. When possible, he tries to head off an impending battle by using his social skills.

During Combat Gustavus seeks any available assistance in combat but otherwise relies upon spells like lesser confusion and flare to cover his escape.

Morale If alone, Gustavus attempts to surrender almost as soon as combat begins and flees if reduced below 15 hit points.


Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 17

Base Atk +3; CMB +1; CMD 13

Feats Extra Gnome Magic, Extra Performance

Skills Appraise +8, Craft (alchemy) +5, Diplomacy +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +5, Perception +4, Perform (sing) +10, Profession (scribe) +8, Sleight of Hand +6, Spellcraft +6 (+8 to identify magic items and decipher scrolls); Racial Modifiers +2 Perception, +2 Profession (scribe)

Languages Common, Draconic, Elven, Gnome

SQ bardic knowledge +2, lore master 1/day, magic lore, weapon familiarity

Gear +1 mithral shirt, +1 cold iron longsword, sling, cloak of resistance +2, spell component pouch, flask of brandy