Amud'habi
Male gnome sorcerer (wildblooded) 5 (Pathfinder RPG Ultimate Magic 70)
CN Small humanoid (gnome)
Init +2; Senses darkvision 90 ft., low-light vision; Perception +11
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 44 (5d6+21)
Fort +4, Ref +3, Will +5; +2 vs. illusions
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Offense
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Speed 20 ft.
Melee dagger +2 (1d3-1/19-20) or
quarterstaff +2 (1d4-1)
Spell-Like Abilities (CL 5th; concentration +9)
1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Sorcerer (Wildblooded) Spells Known (CL 5th; concentration +9)
2nd (5/day)—darkvision, haunting mists[UM] (DC 18), protective penumbra[UM] (DC 16), umbral weapon
1st (7/day)—color spray (DC 17), grease, illusion of calm[UC] (DC 17), mage armor, ray of enfeeblement (DC 15)
0 (at will)—detect magic, ghost sound (DC 16), mage hand, message, read magic, resistance
Bloodline Umbral
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Statistics
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Str 8, Dex 14, Con 16, Int 14, Wis 12, Cha 18
Base Atk +2; CMB +0; CMD 12
Feats Eschew Materials, Spell Focus (illusion), Tenebrous Spell, Umbral Spell
Traits finding haleen, magical lineage
Skills Acrobatics +2 (-2 to jump), Appraise +6, Bluff +11, Diplomacy +10, Fly +8, Intimidate +9, Knowledge (arcana) +11, Linguistics +3, Perception +11, Spellcraft +8, Stealth +14, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Draconic, Giant, Gnoll, Gnome, Ignan, Sylvan
SQ cloak of shadows, gnome magic
Other Gear haramaki[UC], dagger, quarterstaff, bedroll (2), flint and steel, gnome trail rations[UE] (5), masterwork backpack[APG], mess kit[UE], pot, soap, waterskin (2), 53 gp, 7 sp, 9 cp
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Special Abilities
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Cloak of Shadows +2 (7/day) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (mi
Darkvision (90 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Tenebrous Spell You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.
Umbral Your nature is to gather the darkness into yourself.
Umbral Spell Targets of your darkness spells radiate darkness.
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Gifted Adept
Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own.
Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Magical Lineage
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Traits? > ?Social Traits? > ?
Seeker
You are always on the lookout for reward and danger.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Feats? > ?General Feats? > ?
Shadow Gambit
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