About Pai Kromnite
Strength 10 (0)
Low Light Vision
AC: 13 (+2 Dex + 1 size) (17 with Mage Armor, 11 flat footed)
Fort: +2 (Base 0, +2 Con)
Ref: +2 (Base 0, +2 Dex)
Will: +4 (Base 3, +1 Wis)
*+2 vs. Illusions
1. Spell Focus Illusion
WB1. Scribe Scroll
(2 + 3 Int + 1 Favored Class/level)=12 total
Appraise +7 (1 rank + 3 Int + 3 Class)
* 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:
0 level spells-All except Enchantment and Evocation spells
1 level spells-Color Spray*, Disguise Self*, Grease, Mage Armor, Ray of Sickening, Silent Image*, Snap Dragon Fireworks, Vanish*
Spells Typically Memorized:
Save DCs for 0 level = 13 (15 for Illusion)
Save DCs for 1 level = 14 (16 for Illusion)
0-Acid Splash, Detect Magic, Message, Read Magic
*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.
*Bonus Feat: Scribe Scroll
*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.
Gold 113 gp, 9 silver
Sleeves of Many Garments, 200 gp.
Floating Feather, Feather Token, 450 gp.
Scroll of Color Spray (DC 16) -, 12.5 gp
Wand of Magic Missle (x27)
Dagger, 2 gp.
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.
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.
Pseudodragon CR 1
NG Tiny dragon
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6
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
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)
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.)
Environment temperate forests
Organization solitary, pair, or clutch (3–5)
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.