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About Pai Kromnite PFSFemale Gnome Wizard (Illusion Specialist) 11
Scenarios Completed: Spoiler:
4-11The Disappeared
*Scenario 33: Voice in the Void *Scenario 3-19--The Icebound Outpost *Second level of Thornkeep *Third level of Thornkeep. *The Sanos Abduction *4-23 Rivalry's End *Ex: Day of the Demon *City of Strangers: Part 1 *Thornkeep: the Dark Menagerie. *Thornkeep: Sanctum of a Lost Age. *4-16 Fabric of Reality *Module From Shore to Sea *6-23 The Darkest Abduction (1 xp, 0 PP, 1 Fame thanks to the Blaispear Hero boon) *01-50 Fortune's Blight *04-06 The Green Market *03-04 The Kortos Envoy *08-17 Refugees of the Weary Sky *10-4 Reaver’s Roar *02-16 The Flesh Collector *04-20 Words of the Ancients *Scenario 22 Fingerprints of the Fiend SLOW TRACK (.5 xp, 1 PP, 3339 gold) *2-10 Fury of the Fiend SLOW TRACK (.5 xp, 1 PP, 3945 gold) *5-10 Where Mammoths Dare Not Tread (0 xp, 0 PP, 2733 gold) Boons: Spoiler:
*Token Boon received--These tokens bestow a +3 circumstance bonus on Diplomacy checks intended to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on its owner’s person; a token only imparts this bonus to the individual to whom it was given.
*Year of the Risen Rune--Heidmarch’s Boon (Grand Lodge): Sheila and Canayven Heidmarch happily write a letter to the Decemvirate lauding you and your assistance over the past year. When you purchase a vanity or a Grand Lodge faction prestige award, reduce the Prestige Point cost by 2 (minimum 1). When you use this boon, cross it off of your Chronicle sheet. *Rivalry's End: Fool Me Once. Gain +2 on Sense Motive checks against current or former Pathfinders. *Scholar of the Gates Ajar: +2 on Knowledge Planes checks on devils, demons, and daemons from Day of the Demon. *Boon granted but not until level 7 from Sanos Abduction: Faerie Dragon Improved Familiar--at 7th level, caster can use Improved Familiar feat to take Riddywipple the faerie dragon as an improved familiar. *Millennial Lore: if fail to gain a PP at end of scenario, you may call on Melabdara to grant you knowledge worth 1 PP. This can be used one time only. *Wealth of the Ages: extra 375 gp. *Echoing Paradox: Before you roll a single attack, skill check, or saving throw, a copy of you appears to flank with you to provide a +2 on the roll. After the roll is resolved, the double fades away and you are shaken for one round. This boon is a one time use only. *Tapestry Fast Travel -- Oppara. When either in Absalom or Oppara, can use either for boons or vanities. *Resisting the BlackCove Taint: +1 on saves versus Transmutation. *Blaispear Hero-+1 fame due to statue erected at the Cloisoi Theatre in Karcau. *Soothsayer: There are countless traditions of folk divination on Golarion, and you have recruited a reliable soothsayer into your service. Once per adventure, this mystic can predict imminent events and grant you a +4 insight bonus on one skill check, a +2 insight bonus to your Armor Class against one attack, or a +2 insight bonus on one attack roll or saving throw. You must use this ability before you roll the attack, check, or save or before you hear the final result of the attack against you. Dreadful portents accompany the soothsayer’s insights, and you are shaken for 1 round after using this ability. This does not cause you to become frightened or panicked if you were already shaken. The soothsayer otherwise follows all of the rules for follower vanities on pages 60–61 of the Pathfinder Society Field Guide. *Greenheart's Blessing: +2 to Day Job checks. *Hoofbrother: +2 to Diplomacy versus centaurs. *Spearmind: +1 Dodge bonus against attacks with all weapons in the spear category. *Earth Affinity *Deep Sky Explorer: can gain Elemental Spell or resistance ten to either Acid, electricity, fire, or cold, either of which lasts for one minute. When used, mark off sheet. *Reaver of Reavers: word of your exploits have spread. When staying at an inn, common quality lodging, food, and stabling services are almost always free. * Neutral Good
Strength 8 (-1)
Low Light Vision
BAB: +5
Ranged:
CMB: +3
Saves:
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Fort: +12 (Base 3, +2 Con, + 5 Magic +2 Feat) Ref: +11 (Base 3, +3 Dex, + 5 Magic) Will: +13 (Base 7, +1 Wis, + 5 Magic) *+2 vs. Illusions *+1 vs. Transmutations. Feats:
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WB1. Spell Focus Illusion
Skills:
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(2 per level + 3 Int + 1 Favored Class)=60 total Bluff +7 (4 ranks + 2 Cha + 1 Racial)
Traits:
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*Strip the Veils (Sivanah):--You are unusually perceptive when dealing with others. Benefit: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive becomes a class skill for you. *Insider Knowledge:--Venture-Captain Valsin likes to keep abreast of situations within the Pathfinder Society, and you do your best to emulate him. Choose either Diplomacy or Knowledge (local). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. Chose Diplomacy. Spells in Spellbook:
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0 level spells-All except Enchantment and Evocation spells
Spells Typically Memorized:
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Save DCs for 0 level = 16 (17 for Necromancy) (18 for Illusion)
0-Acid Splash, Detect Magic, Ghost Sound*, Haunted Fey Aspect*
Class Abilities:
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*Proficiencies: Select weapons, no armor or shields. *Arcane Familiar: Thrush *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: Spell Focus: Illusion, Persistent Spell *Invisibility Field: can make spell invisible as Greater Invisibility 10 rounds a day. Racial Abilities:
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*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. *Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. *Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes. *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:
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9 silver plus 139 gold plus 2735 gold plus 2733 gold. Goz mask, 8000 gold
2 sets of platinum rings (for Shield Other spell), 100 gold
Appearance:
Background:
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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, but not much more. Pai attempted to pickpocket one too many times, however as she was easily caught by her clever mark. Fortunately for the little gnome, the fellow took an immediate liking to the mouthy gnome. He decided to teach her about the good things she could do with her abilities. He talked incessantly about the wonderful things the Pathfinders were doing. She eventually was won over by these stories, and she made her way to the Grand Lodge. Since that time, the organization has become her life, and she is extremely loyal to the Society, above all others. Familiar: Callie the thrush
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Init+2; Lowlight Vision; Perception+5 AC 21/19/19 (+5 NA from familiar) HP 35 F+4, R+7, W+8 Speed 10', Fly 40' (average)
Str 1, Dex 15, Con 6, Int 10, Wis 15, Cha 6
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