Painter Worshipper of Shelyn

Pai Shecks's page

1,509 posts. Organized Play character for Warah.


Full Name

Pai Shecks

Race

HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 |

Classes/Levels

Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Gender

Female CG Gnome Kineticist 9 |

Size

Small

Age

42

Alignment

Chaotic Good

Deity

Shelyn

Location

Cheliax and Inner Sea region

Languages

Common, Gnome, Sylvan

Occupation

Artisan

Strength 8
Dexterity 20
Constitution 24
Intelligence 10
Wisdom 10
Charisma 12

About Pai Shecks

Pai Shecks
Kineticist 9 (Electric & Water)
NG Small humanoid (Gnome)
Init +6
Senses Low light vision
PFS # 289224-1
Experience 25
Fame 46
Prestige 14
29 Prestige used after Waking Rune.
Faction Liberty’s Edge
__________________________________________________________________

Defense:

HP 120 (`Belt of Physical Might +2)
AC 22 (+6 armor, +5 Dex, +1 size; *+4 more dodge vs. giants)
Touch AC 16 (+5 Dex, +1 size; *+4 more dodge vs. giants)
Flat-footed AC 17 (+6 armor, +1 size)
Fort +15 (7 CON + 6 Class + 2 Cloak of Resistance)
Ref +13 (5 DEX + 6 Class + 2 Cloak of Resistance)
Will +6 (1 WIS + 3 Class + 2 Cloak of Resistance) (*+2 more vs. illusions; +1 more vs. fear and confusion effects [from Carrion Hill boon])
CMD 19
Enveloping Winds: When active, there is a variable % miss chance on ranged projectile attacks, such as arrows.
Shroud of Water: When active, Pai gets either a +4 armor bonus or a +2 hield bonus.
Elemental Overflow (class ability): Pai has the chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn she currently has. See her tagline for current burn. (example: 2/9 means she has 2 burn)

Offense:

Base Attack Bonus: +6/+1 (+1 more vs. humanoid [reptilian, goblinoid])
Size Bonus: +1 on all attack rolls
CMB +6
Space 5 ft.; Reach 5 ft.

Melee (back up option only)
Cold iron dagger (12-20/x2) [dice=dagger]1d20 + 7; 1d3 - 1[/dice]
Ranged
Pai can ignore up to 2 points of Burn from Infusions. See the Kineticist Class Abilities, Selected spoiler, far below, for the list of Infusions.
Kinetic Blasts when Pai has no Burn:

Spoiler:

[dice=Electric blast vs. Touch AC]1d20 + 15; 5d6 + 3[/dice]
[dice=Spell Resistance]1d20 + 13[/dice] (1d20 + CL + 2 for Spell Penetration + 2 more for Greater Spell Penetration)

[dice=Water blast vs. AC]1d20 + 15; 5d6 + 12[/dice]

[dice=Charged Water Blast vs. AC]1d20 + 15; 10d6 + 17[/dice]
Charged Water Blast costs 2 Burn and does 50% Bludgeoning and 50% Electrical damage

Important Notes:
--target within 30’: additional +1 to attack and damage rolls (Point Blank Shot feat)
--If Pai has 1 Burn, add 1 to attack rolls and 2 to damage rolls. (Elemental Overflow class feature)
--If Pai has 2 Burn, add 2 to attack rolls and 4 to damage rolls. (Elemental Overflow class feature)
--Can use Metakinesis (Empower Spell; damage x1.5) for 1 Burn
--Can use Metakinesis (Maximize Spell; damage maxed) for 2 Burn


Kinetic Blasts when Pai has at least 3 Burn:
Spoiler:

[dice=Electric blast vs. Touch AC]1d20 + 19; 5d6 + 11[/dice]
[dice=Spell Resistance]1d20 + 13[/dice] (1d20 + CL + 2 for Spell Penetration + 2 more for Greater Spell Penetration)

[dice=Water blast vs. AC]1d20 + 19; 5d6 + 19[/dice]

[dice=Charged Water Blast vs. AC]1d20 + 19; 10d6 + 22[/dice]
Charged Water Blast costs 2 Burn and does 50% Bludgeoning and 50% Electrical damage

--target within 30’: additional +1 to attack and damage rolls (Point Blank Shot feat)
--has at least 1 or 2 points of Burn: additional +1 or +2 to attack rolls and +2 or +4 to damage rolls (Elemental Overflow class feature)
--Can use Metakinesis (Empower Spell; damage x1.5) for 1 Burn
--Can use Metakinesis (Maximize Spell; damage maxed) for 2 Burn

DCs: (10 + effective spell level + CON or DEX)
CON-based: DC 22 (up to 2 Burn); DC 23 (at least 3 Burn)
DEX-based: DC 20 (up to 2 Burn); DC 21 (at least 3 Burn)

Statistics:

Ability Scores with up to 2 Burn:
Spoiler:
Str 8, Dex 20`, Con 24*`, Int 10, Wis 12^, Cha 12
*Increased at levels 4, 8
`Belt of Physical Might +2
^Headband of Inspired Wisdom +2

Ability Scores with at least 3 Burn:
Spoiler:
With 3+ Burn, Elemental Overflow causes her stats to change to:
Str 8, Dex 22^`#, Con 26*^`#, Int 10, Wis 12^, Cha 12
*Increased at levels 4, 8
`Belt of Physical Might +2
^Headband of Inspired Wisdom +2
#Elemental Overflow +2

Armor Check Penalty 0
Speed 20 ft
Favored class (Kineticist) +1 hit point (levels: 1-9)
Languages Common, Gnome, Sylvan
For weight limits/encumbrance, see the tail end of the Gear spoiler.

Traits and Racial Traits:

Traits
Reactionary: +2 to initiative
Friend in Every Town: +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (Knowledge [local]) is always a class skill for you.

Gnome Racial Traits
Low light vision: Can see twice as far as humans in dim light
Small: +1 size bonus on all attack rolls
Slow Speed: 20 ft
Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.
Gnome Magic: +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.
Hatred: +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes
Illusion Resistance: +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Obsessive: +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: treat any weapon with the word "gnome" in its name as a martial weapon.

Skills:

Bold = Trained; Normal = Untrained
acrobatics +10
appraise +0
bluff +1
climb -1
craft (any) +0
diplomacy +4 (+1 bonus on Diplomacy checks against members of the Pathfinder Society or Liberty's Edge faction)
disable device +6
disguise +1
escape artist +5
fly +11 (Notes)
handle animal +2

heal +1
intimidate +6
knowledge (dungeoneering) + 1
knowledge (history) + 2
knowledge (local) +5
knowledge (nature) +4
knowledge (nobility) +1
knowledge (planes) +1
knowledge (religion) +1
linguistics n/a
perception +15
perform (any) +1
profession (artisan) +7
ride +5
sense motive +2
sleight of hand n/a
spellcraft n/a
stealth +15
survival +1
swim -1
use magic device +8

Feats:

Greater Spell Penetration[/i] +2 more on spell penetration checks; level 9 feat
Point Blank Shot +1 to attack and damage rolls on ranged attacks w/in 30 ft; level 1 feat
Precise Shot take no penalty for firing into melee; level 3 feat
Spell Penetration +2 on spell penetration checks; level 7 feat
Weapon Focus: Kinetic Blast +1 to attack roll; level 5 feat

Gear:

Scenario Gear:

Combat Gear (Each item is listed both here for convenience and in the handy haversack for space tracking)
acid flask (1)
Holy Water (5)
Filth Fever Tonic (1)
potion of cure light wounds (1)
potion of cure moderate wounds (2)
potion of cure serious wounds (2)
potion of invisibility (1)
scroll of charm animals (1)
scroll of Death Ward (1)
wand of Cure Light Wounds (31 charges)

Worn Inventory
0.5 lbs_____belt pouch
0.5 lbs_____cold iron dagger
5.0 lbs_____mithral chain shirt +2 armor slot
1.0 lbs_____Belt of Physical Might +2 belt slot
1.0 lbs_____Cloak of Resistance +2 cloak slot
1.0 lbs_____Headband of Inspired Wisdom +2 head slot
1.25 lbs____handy haversack (All items in italics are contained herein.)
___Main Pouch contents (20.5/80 lbs; 8 cubic ft)
1.25 lbs____artisan’s tools
1.25 lbs____bedroll
02 lbs_____bread (4)
02 lbs_____cheese (4)
00 lbs_____flint and steel
00 lbs_____parchment (100)
00 lbs_____charcoal (5)
04 lbs_____grappling hook
10 lbs_____hemp rope, 50’
01 lbs_____waterskin
01 lbs_____wayfinder
02 lbs_____masterwork manacles
01 lbs_____good lock
___Side pouch contents (on right when worn) (9.5/20 lbs; 2 cubic ft)
01 lbs_____artisan’s outfit
07 lbs_____cold weather gear (thick wool coat, linen shirt, wool cap, heavy cloak, heavy pants, and waterproof leather boots)
01 lbs_____courtier’s outfit (sleek, long, elegant gown of a deep violet color with an emerald green tassel accenting her slender waistline with emerald green clutch)
0.05 lbs____50 gp of jewelry (Earrings and a bracelet of emeralds and diamonds)
___Side pouch contents (on left when worn) (14/20 lbs; 2 cubic ft)
01 lbs_____acid flask (1)
05 lbs_____Holy Water (5)
01 lbs_____Filth Fever Tonic (1)
02 lbs_____potion of cure light wounds (1)
01 lbs_____potion of cure moderate wounds (3)
01 lbs_____potion of cure serious wounds (2)
01 lbs_____potion of invisibility (1)
00 lbs_____scroll of charm animals (1)
00 lbs_____scroll of Cure Serious wounds (1)
00 lbs_____scroll of Death Ward (1)
01 lbs_____wand of cure light wounds (40 charges)

Wealth (GP): 22,538.42

Total weight: 10.25 lbs
Light Load: 26 lbs
Medium Load: 53 lbs
Heavy Load: 80 lbs

Kineticist

Kineticist Class Abilities, Selected:

Numbers in parenthesis indicate the level that choice was selected.
Element(s): Air (Electric Blast), Water (Water Blast)
Defense Wild Talent(s): Enveloping Winds (1)
Shroud of Water (8)
Form Infusions: Extended Range (1), Kinetic Blade (5)
Substance Infusions:
Magnetic Infusion (9) Thundering Infusion (3)
Utility Wild Talents: Basic Aerokinesis (1), Basic Hydrokinesis (7), Air Shroud (2), Air Cushion (4), Wings of Air (6)
Data Basics:
Spoiler:

For form infusions that allow a save, use the Dexterity modifier instead of the Constitution modifier.

When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion.

When a blast has both a form and a substance infusion, apply the substance infusion's effect first.

Stat lines for Elemental Overflow:

Elemental Overflow (3+ Burn); Race line:
HP 129/129 | NL dmg: 27 | AC 23*, T 17*, FF 17 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 |

Normal; Race line:
HP 120/120 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +5, CMD 18 | Fort +15, Ref +13, Will +6* | Init +6 | Perception +15, Sense Motive +2 |

My Boons:

Initiate’s Edge: Golarion can be a dangerous place, and the Pathfinder Society takes care to equip its newest recruits. You can apply one of the following benefits to your first character (XXXXXX–1); cross out the other two options. The first time you serve as a game master for a Pathfinder Society game and apply the credit to this character, you may double your maximum number of uses for the selected benefit.
[X] Elixir of Renewal: You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfinder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir. Not every character can use healing magic, but anyone can consume a potion. This elixir is especially good at curing ability damage, which often accompanies poison, disease, and the special attacks of many undead creatures. Consider this option if you cannot cast healing spells but want a powerful way to heal yourself in an emergency.
Tattoo of the Open Road: You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purpose of determining when hit point damage would kill you. Hit points are a precious commodity at low levels, and an opponent’s lucky attack can sometimes kill a character in one hit. Consider this option to reduce the chance that a critical hit will kill you.
☐ ☐ ☐ ☐ ☐ Restorative Wand: You gain a wand of cure light wounds with 5 charges. This wand has an effective market price of 0 gp if sold. Consider this option if you are able to cast healing spells, as you can activate the wand without difficulty.

Infiltrator: Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending i Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is o, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Nemsis of the Apsis: You are an expert at sabotaging the Apsis Consortium's nefarious schemes. During any scenario in which you encounter the Apsis Consortium, you may, as an immediate action, force an enemy Apsis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the chronicle sheet.

Budding Friendship: You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.

Liberty Never Rests (Liberty's Edge Faction): Quick thinking and quicker action are necessary elements of heroism, and you are prepared to act promptly to defend others. You can cross this boon off your Chronicle sheet before rolling initiative to roll twice and take the better result.

A Torch in the Dark [Legacy]: Your efforts to peel back the mists of time and learn the truth about the early days of the Decemvirate has uncovered certain disturbing truths. While some would prefer these truths stay hidden, your actions have paved the way for a stronger Society and higher accountability for the members of the Decemvirate. Keep this Chronicle sheet, as this boon will have certain benefits in the new organized play campaign for the Pathfinder RPG’s second edition. (What the Helms Hide)

Impressive Find: The Pathfinder Society is impressed with your efforts in uncovering the truth behind Eylysia’s long ago conflict with the early members of the Decemvirate. Once you earn 12 or more fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or be lost. When you use this boon, cross it off your Chronicle sheet. (What the Helms Hide)

☐ ☐ ☐ Piercing the Veil: You have seen the deceptions that the powerful hide behind and have broken through them, restoring truth to the Society’s history and vindicating the unjustly persecuted former Pathfinder Eylysia. At the start of any adventure, you may check a box next to this boon to gain a +1 bonus on all Perception and Sense Motive checks, as well as all Will saving throws made to resist or disbelieve illusions, for the duration of the adventure. (What the Helms Hide)

Dark Life Ring: You can purchase a dark life ring (see below). This black ring’s carved pattern makes it resemble fossilized bone. It grants its wearer a +2 profane bonus on Will saving throws against effects that deal negative energy damage. In addition, any time the wearer takes negative energy damage, she subtracts 5 from the damage taken (calculated after the wearer has rolled her Will save against the effect), to a minimum of 0 points of damage. Editor’s note: The Chronicle sheet from What the Helms Hide states the cost of the dark life ring is 1,250 gp.

Savior of the Tapestry: (Hao Jin Cataclysm) You have averted the imminent collapse of the Hao Jin Tapestry, saving the lives of everyone who calls the demiplane home. One of these people has decided to join you on your adventures. Choose one of the following rewards corresponding to an objective that you successfully completed or that the House successfully completed, and cross the others off your Chronicle sheet.
These NPCs help you in three different ways. First, you may spend 2 Prestige Points to learn the listed language from that NPC. Second, you may check a box that precedes a reward as a standard action to consult that NPC for assistance with one of the listed skill checks. You may use that NPC’s bonus in place of your own when rolling the skill check. Finally, you may check a bonus that precedes a reward to receive the NPC’s special benefit. Unless otherwise stated, this is a standard action.
The NPCs become stronger throughout their adventures with you. Their bonus on skill checks depends upon your character level (Level 1–2: +6, Level 3–4: +8, Level 5–6: +11, Level 7–8: +14, Level 9–10: +18, Level 11+: +22)
(Editor’s note: only the applicable NPC is shown here.)
☐ [x] Traveling Priest (Temple of Empyreal Enlightenment): A priest from the Temple of Empyreal Enlightenment believes that the next step on her path to enlightenment is to venture far from the temple, learning from sages across Golarion. Language: Celestial; Skills: Diplomacy, Knowledge (religion); Special: Damage a touched haunt, as if a paladin of your character level used lay on hands.

[x] [x] Radiant Ruby Feathers: (Hao Jin Cataclysm) Your repair efforts were so successful that the phoenix guardians had extra magical energy left over, which they have gifted back to you in the form of a pair of feathers imbued with sparks of Hao Jin’s power. You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, gaining benefits based upon your level when you activate this boon. For any spell-like ability, use your character level as your caster level. Levels 1+: You can use a spell-like ability from the following list: burning hands, cure moderate wounds, or lesser restoration. Levels 5+: Add cure serious wounds, fireball, and scorching ray to the list of spell-like abilities you can use. Levels 9+: Add cure critical wounds, restoration, and wall of fire to the list of spell-like abilities you can use. If you use restoration to remove a permanent negative level, check both boxes. Levels 12+: Add heal and sirocco (Pathfinder RPG Advanced Player’s Guide 244) to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

Resources of Redemption: For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame score as 2 higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, gaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination.

mpressive Influence: During the course of the wedding festivities, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential members of the Inner Sea society.
Nigel Aldain
Alexander Bedard
Hamaria Blakros
Tancred Desimire
Jeon Raeng-Woo
Rubaani Shafar

Champion of Time: You survived the Society’s ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327–330 of Pathfinder RPG Advanced Player’s Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.
Defender of Time: You boldly stood against an unceasing horde of time-knitted duplicates afforded your companions the chance to defeat Lady Arodeth, and your bravery attracts members of the Harbingers of Fate with courage and reliability to join the Pathfinder Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: courageous, indomitable faith, or resilient.

Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Fighting That Which Lies Between The Stars: (Carrion Hill) You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.

Insight Into the Dark Tapestry: (Carrion Hill) Your experiences at Carrion Hill have given you a greater insight into the creatures that lie in the darkness between the stars. You may gain one bit of useful information about a single aberration as though you had succeeded at a Knowledge check to identify the creature. When you have used this boon, cross it off the Chronicle sheet.

Citadel Explorer (Grand Lodge faction): You have opened the gates of Jormurdun, looked within, and gained knowledge that aids you in exploring its depths. As a swift action, you may use this boon to gain a +2 insight bonus on attack rolls, saving throws, skill checks, weapon damage rolls, and caster level checks and a +2 dodge bonus to AC against one trap, construct, or other threat built by the dwarves in Jormurdun or any other Sky Citadel. If you already have an insight bonus on the affected rolls, that bonus instead increases by 2. This boon's effects last for one minute or until you defeat the challenge. When you use this boon, cross it off your Chronicle sheet. (from Vengeance at Sundered Crag)

Dralneen's Gratitude: Paracountess Zarla Dralneen remembers your efforts in bringing Tancred Desimire to Chelish justice. Your service will be rewarded. You may call in a one-time favor from the Paracountess, granting you a +5 circumstance bonus to Diplomacy or Intimidate checks to influence Chelish nobles, government offcials, or Hellknights in good standing. This bonus lasts for the duration of one scenario. Alternatively, you can requisition a non-expendable, non-charged magic item worth no more than 4,000 gp for one scenario (8,000 in Subtier 10—11). When you use this boon, cross it off your Chronicle sheet. (from Vengeance at Sundered Crag)

CrystalcragLiberatorl (Liberty's Edge Faction): Thanks to your leadershilp and action, the town of Crystalcrag has expelled the tyrant who has ruled it for centuries. This great success inspires you to perform even greater feats when others' freedom is at stake. At the beginning of an encounter that includes one or more hostages or other captives who have a starting attitude of at least indifferent toward you, you can cross this boon off your Chronicle sheet to increase your base speed By 10 feet, gain a +3 dodge bonus against attacks of opportunity, and gain +2 morale bonus on combat maneuver checks for the duration of the encounter. (From Valley of Veiled Flame)

Master Smith's Service: The slag giant Valsog is a Master craftsman, and he offers to repair a broken item free of charge. You can cross this boon off your Chronicle sheet at the end of an adventure to repair one as though you had cast make whole {CL 10th). if you also own the sword Gamin the Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently remove the broken condition from that weapon. If you instead spend 25 Prestige Points, you can also increase Gamin the Misforged's weapon enhancement bonus to +2. Neither of these improvements modify the sword's market price or resale value. (From Valley of Veiled Flame)

Oread's Favor: You have earned the recognition of a large group oread geniekin. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options. (From Valley of Veiled Flame)

☐ ☐ ☐ Advocate for Hao Jin (Tapestry's Trial): You have, almost literally, walked a mile in Hao Jin’s shoes, and upon experiencing the Ruby Phoenix’s past you chose to advocate in her defense. You can check a box next to this boon as a standard action to gain a +2 bonus on Sense Motive checks and Diplomacy checks to gather information for the rest of the adventure.

Liberator of 322 [Legacy] (Tapestry's Trial): Whether you realized it or not, you have given 322 a chance at a fresh start and a new beginning where she can learn to master her powers free of outside influences. What 322 does next, and whether your actions on her behalf will ultimately be a bane or a benefit to the Society, only time will tell. (This boon may have benefits and effects for the Pathfinder Second Edition organized play campaign.)

☐ Linnormhide Armor: (Jarlsblood Witch Saga) You can check the box that precedes this boon to purchase a suit of dragonhide armor or dragonhide shield made out of crag linnorm scales, reducing its price by up to 500 gp (minimum cost 0 gp). Crag linnormhide armor is immune to fire damage. Alternatively, you can check the box to convert any dragonhide armor you have into crag linnormhide armor at no cost. Any discounted energy resistance abilities the armor may grant change to grant fire resistance instead of their original type.

Rare Weapons: (Jarlsblood Witch Saga) You have recovered several exotic weapons, both of which appear in the available items below. These appear on page 8 of Pathfinder Player Companion: Adventurer’s Armory 2, and their abilities are provided below. You can spend 2 Prestige Points to replace one of your feats with Exotic Weapon Proficiency (butchering axe) or Exotic Weapon Proficiency (orc hornbow). When you do so, you may change the weapon or weapon group selected for any other feat or class feature you have (e.g. Weapon Focus or a fighter’s weapon training) for 2 Prestige Points each.
Butchering Axe: This axe has an oversized head bristling with spikes. If your Strength is less than 19 (or 17 for a Small or smaller butchering axe), you take a –2 penalty on attacks with it. A butchering axe deals 3d6 slashing damage, deals ×3 damage on a critical hit, and weighs 25 pounds.
Orc Hornbow: This bow is made of the horns of great beasts. Any effect that applies to longbows or shortbows also applies to orc hornbows. An orc hornbow deals 2d6 piercing damage, deals ×3 damage on a critical hit, weighs 7 pounds, and has a range increment of 80 feet. Orc hornbows are composite bows and can be modified to benefit from high Strength scores in the same way as other composite bows; when you purchase the orc hornbow below, you can increase its Strength modifier by paying an additional 100 gp for each point of Strength bonus.

Botting Pai:

See Offense spoiler for standard attack rolls.

Pai prefers to fly above the action, even while traveling, if possible. This way she’s out of reach of melee attacks, even if ambushed.

Pai will hang back and blast from the rear or side, trying not to let any foes close enough to threaten her.

Pai only uses her dagger as a last resort, when she cannot risk provoking an attack of opportunity with her kinetic blast.

She doesn’t mind taking up to 3 points of Burn each day. That way her blasts’ damage and accuracy are maxed.

Once she has at least 3 points of Burn, Pai will use Gather Power as a move action to mitigate the Burn cost of her blasts when applicable. She can ignore up to 2 points of Burn for Infusions, but everything else has to be mitigated with Gather Power or she’ll have to take the Burn.

Upon waking each morning, Pai activates her Enveloping Winds and Water Shroud abilities, then suppresses them so she can just use an immediate action to restore each one in a pinch. If she believes that she will be in a situation in which she could be the target of ranged weapons, she may also take 1 point of burn when activating it to increase the miss chance to 25%.

Appearance:

Short, flaming orange hair; bright golden peach skin; light green eyes; slender build
Age: 41
Height: 2’-11”
Weight: 31 lbs

Personality:

Always curious about new experiences and eager to explore all the possibilities of her kineticist abilities, Pai has embraced the life of an adventurer wholeheartedly. She is quite the talented wood carver, though she has a bittersweet relationship with the craft. Her concentration in the face of many distractions is impressive. She does not talk much about her mother, partly because few non-Gnomes would even begin to understand the circumstances. Having grown up dealing with lords, ladies, and their children, Pai knows how to act in high society. However, she despises the upper class for how they treat those they believe to be lower than themselves. She believes she has more talent in her little finger than probably all of them, and it gets under her skin that they can get away with treating her (and others) like garbage.

Background:

Born to Quontashmo Shecks, a well known portrait painter, and Esnat Freb, an excellent wood carver who died shortly after her birth, Pai Shecks roamed Cheliax and the Inner Sea region with her father for her formative years as he traveled from one patron to the next. Most of his time was devoted to painting, though he did make sure to teach Pai as much about painting as he could. She learned quickly, but her true talent wasn’t painting; it was wood carving. The life and detail she could imbue into a block of wood was impressive. However, because of the bittersweet association between her craft and her mother, Pai had mixed feelings about her talent. She wondered if being so good at it would fate her to live a life she would regret.

Pai was often left alone for long periods of time while her father painted. Many of his patrons thought of her as an annoyance. Their children often bullied Pai, who never told her father because she didn’t think there was anything he could do about it. One day, some boys were mocking her again as she sat carving. When their leader, a pale blonde snob, grabbed the artist’s tools that had belonged to her mother, she felt a power well up inside her. Putting out her hand, she zapped him with a bolt of electricity. (It was mostly his pride that was hurt, but it was enough to get them to leave her alone.) At first, she had no idea how she could have done that. She was no spell caster. Slowly it dawned on her: Here was something new and exciting for her to explore. She didn’t have to be a wood carver all her days!