Lini

Pai Kromnite PFS's page

1,787 posts. Organized Play character for Gerald.


Race

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12

Classes/Levels

+1 on saves vs, Transmutations | +2 on saves vs. Illusions

About Pai Kromnite PFS

Female Gnome

Wizard (Illusion Specialist) 11
PFS Number 12445-5
XP: 32
Fame: 52
Earned Prestige: 52/54 (0 PP for 6-23 The Darkest Abduction thanks to The Graidmere Toll, went slow track fro Scenario 22 so earned 1 point for that one, also slow track fro Scenario 2-10. Earned 1 PP for that one as well, 0 PP for 5-10 Where Mammoths Dare Not Tread).
Spent Prestige: 2 points for Wand of Magic Missile (0 charges currently); 2 points for Wand of infernal Healing (47 charges currently); 5 points for retraining class feature going from arcane bond to arcane familiar (also spent 200 gold for the retraining already subtracted from sheet) ; 2 points for Endure Elements wand so 43 current points.

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
Follower of Sivanah
Small Size (3'0”, 29 pounds, Eyes: Brown, Hair: Green)
Age: 57
Move: 20’
Languages: Celestial, Common, Draconic, Dwarven, Gnome, Goblin, Infernal, Sylvan.

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 15 (+2)
Intelligence 22 (+6)
Wisdom 12 (+1)
Charisma 14 (+2)

Low Light Vision
Initiative: +7 (+3 Dexterity + 4 Imp. Init.)
AC: 14 (+3 Dex + 1 size) (18 with Mage Armor, 11 flat footed)
Hit Points: 81/81 (11d6 + 22 Con + 11 Toughness)

BAB: +5
Melee:
+5 Dagger (d4-1, 19-20 x2, 10')

Ranged:
+9 Spellls

CMB: +3
CMD: 16

Saves:

Spoiler:

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:

Spoiler:

WB1. Spell Focus Illusion
1. Toughness
3. Spell Focus Necromancy
5. Spell Penetration
WB5. Persistent Spell
7. Improved Initiative
9. Great Fortitude
WB10. Dazing Spell
11. Greater Spell Penetration

Skills:

Spoiler:

(2 per level + 3 Int + 1 Favored Class)=60 total

Bluff +7 (4 ranks + 2 Cha + 1 Racial)
Craft Alchemy +18 (7 ranks + 6 Int + 3 Class + 2 Boon)
Diplomacy +20 (10 ranks + 2 Cha + 1 Racial + 3 Class + 1 Trait + 3 Familiar)
Disguise +2 (0 rank + 2 Cha)
Fly +7 (1 rank +3 Dex + 3 Class)
Intimidate +2 (0 ranks + 2 Cha)*
Know. Arcana +22 (11 ranks+ 6 Int + 3 Class +2 Racial)
Know. Dungeoneering +10 (1 rank +6 Int +3Class)
Know. History +10 (1 rank + 6 Int +3 Class)
Know. Local +18 (9 ranks + 6 Int + 3 Class) (skill associated with headband)
Know. Nature +12 (3ranks+ 6 Int + 3 Class)
Know. Planes +19/+20* (9 ranks + 6 Int + 3 Class)
*versus demons, daemons, and devils from The Gates Ajar boon.
Know. Religion +13 (4 ranks + 6 Int + 3 Class)
Linguistics +10 (1 rank + 6 Int + 3 Class)
Perception +12 (9 ranks + 1 Wis + 2 Racial) (skill associated with headband)
Sense Motive +7/+9* (2 ranks + 1 Wis + 3 Class + 1 Trait)
*against current or former Pathfinders only
Spellcraft +20 (11 ranks + 6 Int + 3 Class)
Stealth +8 (1 ranks + 3 Dex + 4 Size)

Traits:

Spoiler:

*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:

Spoiler:

0 level spells-All except Enchantment and Evocation spells
1 level spells-Alarm, Animate Rope, Color Spray*, Comprehend Languages, Disguise Self*, Grease, Hypnotism, Magic Aura*, Magic Weapon, Mage Armor, Protection from Evil, Shield, Silent Image*, Sleep, Snapdragon Fireworks, Vanish*
2 level spells-Acid Arrow, Blindness/Deafness, False Life, Glitterdust, Invisibility*, Magic Mouth*, Mirror Image*, Misdirection*, Phantom Trap*, Scare, Stone Call
3 level spells-Communal Resist Energy, Dispel Magic, Fly, Haste, Illusory Script*, Invisibility Sphere*, Madness*, Major Image*, Stinking Cloud, Summon Monster III, Tongues
4 level spells-Acid Pit, Aqueous Orb, Black Tentacles, Dimension Door, Phantasmal Killer*, Shadow Conjuration*, Solid Fog, Stoneskin, Summon Monster IV, Wandering Star Motes*
5 level Spells-Acidic Spray, Baleful Polymorph, Overland Flight, Shadow Evocation*, Suffocation, Summon Monster V.
6 level spells-Antimagic Field, Geas/Quest, Greater Dispel Magic, Disintegration, Mislead*, Summon Monster VI, True Seeing
7 level spell-Limited Wish.

Spells Typically Memorized:

Spoiler:

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

0-Acid Splash, Detect Magic, Ghost Sound*, Haunted Fey Aspect*
1-Grease (DC17) (x2), Mage Armor (x2), Protection From Evil (x2), Silent Image*
2-Acid Arrow (DC 18), Blindness/Deafness (DC 19) (x2), False Life, Glitterdust (DC 18), Mirror Image*, Stone Call (DC 18)
3- Communal Resist Energy, Fly, Haste (x2), Invisibility Sphere*, Stinking Cloud
4-Acid Pit (DC 20) (x2), Black Tentacles (DC 20), Dimension Door, Phantasmal Killer * (DC 22)
5-Acidic Spray (DC21) , Overland Fight, Shadow Evocation (DC23)*, Summon Monster V
6-Greater Dispel Magic (x2), Mislead*
* means Illusion Spell
^ means spell used for the day.

Class Abilities:

Spoiler:

*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:

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.
*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:

Spoiler:

9 silver plus 139 gold plus 2735 gold plus 2733 gold.

Goz mask, 8000 gold
Wand of Endure Elements (x50), 2 PP
Belt of Physical Might (Dex/Con +2), 10000 gold
Purchase Grimoire of Glittering Eyes (Preconstructed spellbook with preparation ritual. Level 7 Illusionist. 1,755 gold)
Spells contained therein: 1. Alarm, Animate Rope, Color Spray*, Comprehend Languages, Disguise Self*, Hypnotism, Magic Aura*, Magic Weapon, Shield, Sleep. 2. Magic Mouth*, Misdirection*, Phantom Trap*, Scare. 3. Illusory Script*, Invisibility Sphere*, Madness*, Major Image*. 4. Phantasmal Killer*, Wandering Star Motes*.
Ring of Delayed Doom, (2 garnets), 10,000 gold.
Headband of Vast Intelligence +4, associated skill Know. Local, and Perception, 16000 gp
Lesser Metamagic Silent Rod, 3000 gp
Lesser Metamagic Persistent Rod, 9000 gold.
Snapleaf, 750 gold
Cloak of Resistance +5, 25000 gold.
Pearl of Power (1st level), 1000 gp--bought from Thornkeep, 2nd level
Wand of Infernal Healing (42 charges)--bout with 2 PP
Wand of Magic Missles (0 charges)--bought with 2 PP
Wand of Magic Missile (3rd level) (0 charges)--originally bought for 2250 gold.
Wand of Magic Missiles (5th level) (x50), 3750 gold
Potion of Cure Light Wounds (x2), 50 gp per potion
Potion of Invisibility, 300 gp
Potion of Lesser Restoration (x2), 600 gold
*Spent 400 gold on aiding a party member on a Raise Dead spell.
*Spent 512 gold to aiding a party member of a Raise Dead spell.
*Spent 1000 gold on Eye Drops for 4 castings of True Seeing
*Spent 360 gold copying Geas/Quest to spellbook.
*spent 360 gold on copying Antimagic Field to spellbook.
*spent 490 gold copying Limited Wish to spellbook
*Scroll of Lesser Restoration, 150 gp

2 sets of platinum rings (for Shield Other spell), 100 gold
Cold Weather Clothing--8 gp.
Dagger, 2 gp
Traveler's Outfit -free, no weight.
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.
Acid Flask, 10 gp.
Tanglefoot bag, 50 gp
Alchemist's Fire, (x5), 100 gp
Smokestick, 20 gp.
Antitoxin (x4), 200 gold
Antiplague (x4), 200 gold
spoiler]

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 excited about her new role in the Pathfinders and can't wait to start going on missions. She does quite a bit of talking, like most gnomes.

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, 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

Spoiler:

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)
Melee bite +6, (1d2-5)
Space 1 ft., Reach 0 ft.

Str 1, Dex 15, Con 6, Int 10, Wis 15, Cha 6
BAB +4 from Pai , CMB 0, CMD 5
Feat Skill Focus Perception
Skills Fly +12, Perception +5
*Speaks Gnome
*Alertness
*Improved Evasion
*Share spells
*Empathic Link
*Deliver Touch Spells
*Speak with Master
*Speak with Animals of its kind