About Pai Shecks
PFS # 289224-1
Name Pai Shecks
HP 33/33 (3d8+12+3)
AC 18 (+4 armor, +3 Dex, +1 size; *+4 more dodge vs. giants)
Touch AC 14 (+3 Dex, +1 size; *+4 more dodge vs. giants)
Flat-footed AC 15 (+4 armor, +1 size)
Fort +7, Ref +6, Will +1 (+2 more vs. illusions)
Base Attack Bonus: +3 (+1 more vs. humanoid [reptilian, goblinoid])
Size Bonus: +1 on all attack rolls
Speed 20 ft
Space 5 ft.; Reach 5 ft.
Str 8, Dex 16, Con 19, Int 10, Wis 10, Cha 12
Armor Check Penalty 0
Favored class (Kineticist) +1 hit point (levels: 1-4)
Languages Common, Gnome, Sylvan
Light Load: 26 lbs
Medium Load: 53 lbs
Heavy Load: 80 lbs
Traits and Racial 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
Bold = Trained; Normal = Untrained
craft (any) +0
diplomacy +3 (+1 bonus on Diplomacy checks against members of the Pathfinder Society or Liberty's Edge faction)
disable device +4
escape artist +3
handle animal n/a
knowledge (local) +5
knowledge (nature) +4
knowledge (nobility) +1
knowledge (planes) +1
knowledge (religion) +1
perform (any) +1
profession (artisan) +6
sense motive +0
sleight of hand n/a
use magic device +5
Combat Gear (Each item is listed both here and in the handy haversack)
acid flask (1)
Elixir of Renewal (1) (see Boons: Initiate’s Edge)
Filth Fever Tonic (1)
potion of cure light wounds (5)
potion of cure moderate wounds (1)
potion of cure serious wounds (1)
potion of invisibility (1)
Total weight: 9.75 lbs
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.
☐ 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)
☐ ☐ ☐ 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.
See Offense spoiler for standard attack rolls.
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.
When possible, Pai will use Gather Power as a move action to mitigate the Burn cost of her infusions, which increases her kinetic blast’s range to 120’ (from 30’). She would rather not risk an attack of opportunity doing so, though.
Pai prefers to minimize the amount of burn she takes so that she'll have some left in case it could save the battle later. However, she does like to take at least one burn in her first fight of the day so she can gain the bonuses from her Elemental Overflow ability.
Upon waking each morning, Pai activates her Enveloping Winds ability, then suppresses it so she can just use an immediate action to restore it in a pinch. If she believes that she will be in a situation in which she could be the target of ranged weapons, she will also take 1 point of burn when activating it to increase the miss chance to 25%.
Short, flaming orange hair; bright golden peach skin; light green eyes; slender build
Weight: 31 lbs
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.
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!
Elemental Focus (Su):
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.
A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Kinetic Blast (Sp):
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.
Gather Power (Su):
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her 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. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.
The descriptions of infusions begin on page 17.
Elemental Defense (Su):
At 2nd level, a kineticist gains her element’s defense wild talent ( the descriptions of defense wild talents begin on page 16).
Elemental Overflow (Ex):
At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.
Element(s): Air (Electricity)
Defense Wild Talent(s): Enveloping Winds
Form Infusion(s): Extended Range
Substance Infusion(s): Thundering Infusion
Utility Wild Talent(s): Air Shroud, Basic Aerokinesis
The DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution modifier.
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.
Element air; Type utility (Sp); Level 1; Burn 0
You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.
Element air; Type utility (Sp); Level 1; Burn 0.
You are always surrounded by air, as air bubble. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.
Level 1; Burn 0; You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time. You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.
Element air; Type defense (Su); Level —; Burn 0.
You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant's thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. You can dismiss or restore this effect as an immediate action.
Extended Range Form infusion:
Level 1; Burn 1; No Saving Throw; Your kinetic blast can strike any target within 120 feet.
Thundering Infusion Substance infusion:
Level 1; Burn 1; Saving Throw Fortitude negates; Whenever your infused blast hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn't deal damage.