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Lini

Pai Kromnite's page

805 posts. Alias of Gerald.


Race

Gnome Illusionist 11

Classes/Levels

HP 60/60; AC 14(18); F +8 R +6 W +9; Init. +6; Perc. +5

About Pai Kromnite

Female Gnome
Wizard 11 (Illusion Specialist)
Neutral Good
Follower of Sivanah
Small Size (3'0”, 29 pounds, Eyes: Brown, Hair: Green)
Age: 57
Move: 20’
Languages: Abyssal (Linguistics), Aklo (Linguistics), Aquan (Linguistics), Auran (Linguistics), Celestial (Linguistics), Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal (Trait), Sylvan, Varisian.

Strength 10 (0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 19/21 (+4/+5)
Wisdom 12 (+1)
Charisma 13 (+1)

Low Light Vision
Initiative: +6 (+2Dexterity + 4 Improved Initiative)

AC: 14 (+2 Dex + 1 size + 1 NA) (18 with Mage Armor, 12 flat footed)
Hit Points: 60/60 (11d6+22 Con)

BAB: +5
Melee:
+6 Dagger (d4, 19-20 x2, 10')
Melee Touch w/ Spectral Hand: +8 to hit

Ranged:
+8 Spells

CMB: 5
CMD: 18

Saves:

Spoiler:
Fort: +8 (Base 3, +2 Con, + 1 Magic + 2 Feat)
Ref: +6 (Base 3, +2 Dex, + 1 Magic)
Will: +9 (Base 7, +1 Wis, + 1 Magic)
*+2 vs. Illusions

Feats:

Spoiler:

1. Spell Focus Illusion
WB1. Scribe Scroll
3. Greater Spell Focus (Illusion)
5. Spell Penetration
WB5. Improved Initiative
7. Spell Focus Necromancy
9. Quicken Spell.
WB10. Ectoplasmic Spell
11. Great Fortitude

Skills:

Spoiler:
(2 + 5 Int + 1 Favored Class/level)=88 total not counting the skill ranks from magical Headband.

Appraise +9 (1 rank + 5 Int + 3 Class)
Bluff +8 (6 ranks + 1 Cha + 1 Racial)
Diplomacy +3 (1 ranks + 1 Cha + 1 Racial)
Disguise +6 (5 ranks + 1 Cha)
Fly +10 (4 ranks + 2 Dex + 3 Class)
Intimidate +1 (0 ranks + 1 Cha)
Know. Arcana +21 (11 ranks + 5 Int + 3 Class +2 Racial)
Know. Dungeoneering +12 (4 ranks + 5 Int + 3 Class)
Know. Engineering +19 (11 ranks + 5 Int + 3 Class)*
--associated with magical headband
Know. History +13 (5 ranks + 5 Int + 3 Class)
Know. Local +12 (4 ranks+ 5 Int + 3 Class)
Know. Nature +15 (7 ranks + 5 Int + 3 Class)
Know. Planes +19 (11 ranks + 5 Int + 3 Class)
Know. Religion +16 (8 ranks + 5 Int + 3 Class)
Linguistics +10 (2 ranks + 5 Int + 3 Class + 1 Trait)
Perception +5 (2 ranks + 1 Wis + 2 Racial)
Spellcraft +19 (11 ranks + 5 Int + 3 Class)
Stealth +11 (5 ranks + 2 Dex + 4 Size)

Traits:

Spoiler:
* Unhappy Childhood--You spent a period of time as one of Gaedren’s enslaved orphans. Religious: You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 bonus on Concentration checks.
* Etymologist (Gnome, Social)--When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. Benefit: You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.

Spells in Spellbook:

Spoiler:

0 level spells-All except Enchantment and Evocation spells
1 level spells-Cause Fear+, Chill Touch+, Color Spray*, Disguise Self*, Feather Fall, Grease, Mage Armor, Magic Missile (opposition school), Ray of Enfeeblement+, Ray of Sickening+, Shield, Shocking Grasp (opposition school), Silent Image*, Sleep (opposition school), Snap Dragon Fireworks, Vanish*
2 level spells-Blindness/Deafness+, Command Undead+, Create Pit, Darkness (opposition school), False Life+, Ghoul Touch+, Glitterdust, Invisibility*, Mirror Image*, Scare+, Scorching Ray (opposition school), Spectral Hand+, Touch of Idiocy (opposition school), Web
3 level spells-Dispel Magic, Fly, Gentle Repose+, Hold Person (opposition school), Invisibility Sphere*, Lightning Bolt (opposition school), Magic Circle against Evil, Ray of Exhaustion+, Resist Energy (Communal), Slow, Stinking Cloud, Summon Monster III, Vampiric Touch+, Water Breathing
4 level spells-Animate Dead+, Black Tentacles, Boneshatter+, Dimension Door, Enervation+, Phantasmal Killer*, Shadow Conjuration*
5 level spells-Feeblemind (Opposition school), Hungry Pit, Overland Flight, Shadow Evocation*, Suffocation+, Telekenesis, Teleport
6 level spells-Greater Dispel Magic, Mislead*

Spells Typically Memorized:

Spoiler:

Save DCs for 0 level = 15 (18 for Illusion) (16 for Necromancy)
Save DCs for 1 level = 16 (19 for Illusion) (17 for Necromancy)
Save DCs for 2 level = 17 (20 for Illusion) (18 for Necromancy)
Save DCs for 3 level = 18 (21 for Illusion) (19 for Necromancy)
Save DCs for 4 level = 19 (22 for Illusion) (20 for Necromancy)
Save DCs for 5 level = 20 (23 for Illusion) (21 for Necromancy)
Save DCs for 6 level = 21 (24 for Illusion) (22 for Necromancy)

0-Acid Splash, Detect Magic, Message, Read Magic
1-Color Spray*(DC 19), Feather Fall, Grease (DC 16), Mage Armor^, Ray of Sickening (DC 17)+, Silent Image*(DC 19)^
2-Blindness/Deafness (DC 18)+, Command Undead (DC 18), Create Pit (DC 17), False Life+^, Glitterdust (DC 17), Mirror Image*
3-Dispel Magic, Invisibility Sphere*, Magic Circle against Evil, Resist Energy (Communal), Summon Monster III, Web (Ectoplasmic) (DC 17)
4-Black Tentacles (DC 19), Boneshatter (DC 20)+ (x2), Shadow Conjuration(DC 22)* (x2)
5-Shadow Evocation* (DC 23), Telekenesis (x2), Teleport
6-Greater Dispel Magic, Mislead*
* means Illusion Spell
+ means Necromancy Spell
^ means spell used for the day.

Class Abilities:

Spoiler:
*Proficiencies: Select weapons, no armor or shields.
*Arcane Bond: Ring.
*Arcane School: Illusion (Enchantment and Evocation)
-Extended Illusions (Su)--Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
-Blinding Ray (Sp)--As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
-Invisibility Field (Sp)--At 8th level, you can make yourself Invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
*Cantrips.
*Bonus Feat: Scribe Scroll, Improved Initiative, Ectoplasmic Spell

Racial Abilities:

Spoiler:
*Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
*Type: Gnomes are Humanoid creatures with the gnome subtype.
*Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
*Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
*Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
*Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
*Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
*Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
*Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
*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.
*Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
*Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Equipment:

Spoiler:

Gold 5031 gp, 8 silver, 3 copper

Staff of Necromancy,:
Cause fear (1 charge)
Ghoul touch (1 charge)
Halt undead (1 charge)
Enervation (2 charges)
Waves of fatigue (2 charges)
Circle of death (3 charges)
Rod of Wonder,
Headband of Intellect +2, with associated skill Knowledge Engineering,
Wand of 3rd level Magic Missiles (3rd level), (20 charges)
Wand of Invisibility, 10 charges.
Boots of Escape,
Sleeves of Many Garments, 200 gp.
Cloak of Resistance +1, 1000 gp minus 10% discount= 900 gp
Pearl of Power (1st level), 1000 gp minus 10% discount= 900 gp
Wand of Magic Missile (x14),
Unguent of Timelessness (6 doses)
Amulet of Natural Armor +1
Potion of Cure Moderate Wounds
Potion of Cure Serious Wounds,
Lesser Metamagic Rod of Bouncing

1st level scrolls
Scroll of Color Spray (DC 16) -, 12.5 gp
Scroll of Grease -, 12.5 gp
Scroll of Mage Armor, 12.5 gp
Scroll of Identify, found

3rd level scroll
Scroll of Command Undead, found

4th level scrolls
Ray of Enfeeblement, 50 gp
Vanish (x2), 100 gp
Invisibility (x2), 200 gp
False Life, 100 gp
Mirror Image, 100 gp

10th level scrolls
Dispel Magic, 375 gp
Dispel Magic, 375 gp

Dagger, 2 gp.
Traveler's Outfit 10 gp.
Backpack, 2 gp.
Waterskin, 1 gp.
Belt Pouch, 1 gp.
Ink vial, 8 gp.
Parchment (x5), 1 gp.
Ink Pen, 1 sp.
Scroll case, 1 gp.
Spellbook, 15 gp.
Spell Component Pouch, 5 gp
Caltrops, 1 gp.
Tanglefoot bag, 50 gp
Smokestick, 20 gp.

Appearance:

Spoiler:
Pai is a pretty gnome female with long green hair and brown eyes. She normally keeps her hair put in a tight bun, allowing her to not worry about having to keep it brushed out of her eyes. She is average height and slightly thin for a gnome. She is quiet and professional in her outlook, very unlike most gnomes. Since she was 'flipped' by the guard, she has become quite fond of her job, and doesn't want to do anything to lose it. It keeps a few gold in her pocket at all times.

Background:

Spoiler:

Pai was raised in Korvosa. From an extremely young age, she knew what she wanted to do...get accepted into the Acadamae. Unfortunately, not being raised of any real means, that was impossible for her, as she could not begin to afford the tuition. She decided on the next best thing, using what small amount of knowledge she had to take from others and earn a living. She eeked out enough gold to survive, perhaps not as well as she would have liked, by using her skills with Illusion and blending in with the very people she was robbing. Eventually, she fell in with Gaedrin Lamm's crew.

Pai was a bit too clever for her own good, however. She was not a fan of doing any real violence to her victims, just wanting to take a few coins and quickly get away. Lamm didn't appreciate the vibes he received from his "littlest recruit", and set her up to get arrested on a particular mission, to teach her a lesson. When the guard caught Pai, she received a merciless beating at the hands of Lamm's loyalist guard, before being arrested. She did a short jail stent, and it was there that her greatest moment in life occurred. Whether it was an after effect of a concussion, or a an actual missive from her goddess, Pai believes while in the jail, she spoke to Sivanah. She received a warning that Korvosa needed her talents in the future.

After waking up in her cell post the beating, Pai reevaluated her circumstances, wanting to stay unnoticed and perfect her talents to prove her worth to Sivanah. After being released, Pai has attempted to avoid going back to a life of petty crime. She has made herself available as a consultant to the guard, helping use her magic to help with certain delicate jobs.

Majenko:

Spoiler:

Pseudodragon CR 1
XP 400
NG Tiny dragon
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6
Defense
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 15 (2d12+2)
Fort +4, Ref +5, Will +4
Immune paralysis, sleep; SR 12
Offense
Speed 15 ft., fly 60 ft. (good)
Melee sting +6 (1d3–2 plus poison), bite +6 (1d2–2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
Statistics
Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, Stealth +19 (+23 in forests), Survival +6; Racial Modifiers +4 Stealth (improves to +8 in forests)
Languages Draconic; telepathy (60 ft.)
Ecology
Environment temperate forests
Organization solitary, pair, or clutch (3–5)
Treasure standard
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Pseudodragons are tiny cousins of true dragons, and are playful but shy. They often only vocalize in chirps, hisses, growls, and purrs, but can communicate telepathically with any intelligent creature. If approached peacefully and offered food, they are usually willing to share information about what they've seen in their territory, but threats or violence make them flee.
Pseudodragons are carnivores, devouring insects, rodents, small birds, and snakes, though they sometimes eat eggs, and most also enjoy butter, cheese, and fish. They either hunt on the ground like lizards or look for prey on the wing like a raptor. As smart as a typical humanoid, they do not enjoy being treated as pets and prefer being treated as friends. They are wary of evil folk but can bond with sorcerers and wizards as familiars, and some have befriended druids and rangers or partnered with good dragons as scouts. Pseudodragons will serve as familiars if they approve of a spellcaster's personality (and if the spellcaster takes the Improved Familiar feat), but often also bond with those whose company they enjoy or who have proven themselves true friends. A pseudodragon might follow another character in this manner for days, weeks, years, or even a lifetime if the creature is treated well, provided with food, and generally well-loved.
Upon reaching adulthood, a pseudodragon's body is about 1 foot long with a 2-foot tail, and weighs about 7 pounds. A pseudodragon egg is the size of a chicken egg, but leathery and spotted brown, and a mating female lays 2–5 eggs every spring. A clutch of pseudodragons (the collective noun—not to be confused with pseudodragons from the same brood of eggs) usually consists of a mated pair and several near-adult offspring.

Rod of Wonder info:

Spoiler:

A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Activating the rod is a standard action. Typical powers of the rod include the following.
d% Wondrous Effect
01—05 Target affected by slow for 10 rounds (Will DC 15 negates).
06—10 Faerie fire surrounds the target.
11—15 Deludes the wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16—20 Gust of wind, but at windstorm force (Fortitude DC 14 negates).
21—25 Wielder learns the target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
26—30 Stinking cloud appears at 30-foot range (Fortitude DC 15 negates).
31—33 Heavy rain falls for 1 round in 60-foot radius centered on the rod wielder.
34—36 Summons an animal—a rhino (01—25 on d%), elephant (26—50), or mouse (51—100).
37—46 Lightning bolt (70 foot long, 5 foot wide), 6d6 points of damage (Reflex DC 15 half).
47—49 A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 foot (Reflex DC 14 negates).
50—53 Target is affected by enlarge person if within 60 feet of rod (Fortitude DC 13 negates).
54—58 Darkness, 30-foot-diameter hemisphere, centered 30 feet away from rod.
59—62 Grass grows in 160-square-foot area before the rod, or grass existing there grows to 10 times its normal size.
63—65 Any nonliving object of up to 1,000 pounds of mass and up to 30 cubic feet in size turns ethereal.
66—69 Reduce wielder two size categories (no save) for 1 day.
70—79 Fireball at target or 100 feet straight ahead, 6d6 points of damage (Reflex DC 15 half).
80—84 Invisibility covers the rod's wielder.
85—87 Leaves grow from the target if within 60 feet of the rod. These last 24 hours.
88—90 10—40 gems, value 1 gp each, shoot forth in a 30-foot-long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets.
91—95 Shimmering colors dance and play over a 40-foot-by-30-foot area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
96—97 Wielder (50% chance) or the target (50% chance) turns permanently blue, green, or purple (no save).
98—100 Flesh to stone (or stone to flesh if the target is stone already) if the target is within 60 feet (Fortitude DC 18 negates).

Party kitty:

Spoiler:

Two +1 large kukri
are five potions of cure serious wounds, a wand of create water (44 charges), a wand of endure elements (23 charges), and five pots of Shoanti war paint (three red and two silver).


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