Hairdar the Accursed / Hairdar Yunan

Amadune's page

23 posts. Alias of DarkWingD.

Full Name

Amadune Al'Malik




Rogue (cutpurse) 2/spirtaulist (shadow caller) 2







Special Abilities

Shadow Phantom; Evasion;


True Nutral


(reluctantly) Set



Strength 14
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 14

About Amadune

HP / | Fort +4, Ref +5, will +6 | Perception + | AC 15; FF 13; T 12

feats and traits:

Phantom Ally:
Accomplished Sneak Attacker

Racial feat-
Skill focus: (slight of hand)


Umbral Unmasking (drawback)

Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Took this for RP and no other reason you choose when it effects people and i'll Rp it out

Osirionologist (region):

Requirement(s) Osirion
You have studied the history of ancient Osirion, and may have even ventured inside one of the great pyramids. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.


Kukuri + d4+2 (18-20x2)


Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

total= (8+8+4+4/base; +0 int, +0 fav bonus)= 24

*- gain's Skill focus (stealth and intimidate) when shadow is not manifested.

Class abilities: Rogue and spirtaulist:

Rogue Class Features
The following are class features of the rogue.
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
See Precision Damage & Critical Hits FAQ for more information.
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
A complete listing of rogue talents can be found here: Rogue Talents
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Advanced Talents
At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
A complete listing of advanced rogue talents can be found here: Rogue Advanced Talents
Master Strike (Ex)
Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:
The target can be…
put to sleep for 1d4 hours
paralyzed for 2d6 rounds, or
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Class abilities archetype , Cutpurse; Shadow caller:

Everyone who lives in the city understands that a wealthy man stays wealthy by guarding his purse while wandering the streets and markets. Cutpurses are often trained by guilds to collect the guild’s tax from local businesses on a daily basis, whether through intimidation or pickpocketing. Some find themselves taking up the mantle of adventurer, and their talents are generally appreciated in this role, but the cutpurse is still the first person her companions look to when an Item goes missing.

Measure the Mark (Ex)
When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt.
This ability replaces trapfinding.
Stab and Grab (Ex)
At 3rd level, as a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an Item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft.
This ability replaces trap sense.
Rogue Talents: The following rogue talents complement the cutpurse archetype: combat swipe, fast fingers, fast getaway, hard to fool, minor magic, slow reactions, and surprise attack.
Advanced Talents: The following advanced rogue talents complement the cutpurse archetype: crippling strike, fast tumble, and skill mastery.

Shadow caller
While most spiritualists form a bond with the remnants of a creature’s soul, some explore ways to bind ephemeral shadows to their own souls in exchange for power.
A shadow caller adds darkness and deeper darkness to their class spell list as 2nd- and 3rd-level spells, respectively. When her shade inhabits her shadow, the shadow caller’s effective caster level is one higher when she casts all spells with the shadow or darkness descriptor.
This ability alters the spiritualist’s spellcasting.
A shadow caller gains a special kind of phantom known as a shade. A shade functions as a phantom, except as noted below. A shade is from the Shadow Plane instead of the Ethereal Plane. A shade is not confined to the shadow caller’s consciousness, but instead inhabits her shadow.
This ability alters phantom.
Emotionless (Su)
A shadow caller’s shade lacks an emotional focus; it is cold and devoid of all emotions. The shade gains a number of ranks in Intimidate and Stealth equal to its Hit Dice. The shadow caller gains Skill Focus in each of these skills while the shade inhabits her shadow.
The shade has good Reflex and Will saves, gains Lightning Reflexes as a bonus feat, and gains the following abilities.
Weakening Touch (Su)
A shade’s slam attack causes its victim to take a –2 penalty to Strength for 1 round. As a standard action, a shade in incorporeal form can deliver the penalty as a touch attack. This penalty does not stack with itself. This is a negative energy effect.
Umbral Shroud (Su)
When the shadow caller reaches 7th level, her shade can emit a 10-foot aura of swirling shadows that grants all allies 20% concealment against creatures without darkvision or the see in darkness ability, and a +4 bonus on Stealth checks.
Shadow Caster (Sp)
When the shadow caller reaches 12th level, her shade gains the ability to cast either shadow conjuration or shadow evocation once per day. It uses its Hit Dice as its caster level, and the DC for these spells equals 10 + 1/2 the shade’s Hit Dice + its Charisma modifier. Instead of the normal spell level and percentage of reality for the two spells, the maximum spell level of the duplicated spell is 4th level, and the effects are 40% real. When the shadow caller reaches 18th level, the maximum spell level improves to 6th level and effects are 60% real.
Midnight Shroud (Su)
When the shadow caller reaches 17th level, her shade’s umbral shroud also lowers the light level in its range to darkness, regardless of the prevailing conditions; this counts as a 7th-level darkness spell for the purpose of adjudicating light and darkness effects.
Inhabit Shadow (Su)
A shade resides within a shadow caller’s own shadow. When the shade is summoned, the shadow caller does not cast a shadow under any circumstances. Creatures that don’t normally cast shadows (such as vampires) cannot be shadow callers. While the shade inhabits its master’s shadow, the shadow caller gains a +4 circumstance bonus on Stealth checks against creatures without darkvision or the see in darkness ability; at 12th level, this bonus increases to +8. Additionally, the shadow caller gains darkvision 60 feet while her shade inhabits her shadow. If the shadow caller already has darkvision, its range increases by 30 feet.
This ability replaces shared consciousness.
Shadow Bound (Su)
A shadow caller’s shade remains stable while adjacent to the shadow caller, or while up to 5 feet away from the shadow caller for every 5 levels the shadow caller possesses. If the shade moves beyond this distance, it is automatically dismissed back to the Shadow Plane (preventing the shade from being summoned back for 24 hours) unless the shadow caller concentrates as per the etheric tether ability. However, if both the shadow caller and shade are in areas of total darkness, the shade can move any distance from the shadow caller. If the shade is beyond its maximum distance and enters an area of dim or brighter illumination, it immediately returns to the Shadow Plane and cannot be summoned for 24 hours.
This ability replaces etheric tether.
Shadow Jump (Su)
At 6th level, when a shadow caller’s shade inhabits her shadow, she can travel between shadows as per the shadowdancer’s shadow jump ability. Each day, she can travel a total of 40 feet per spiritualist level in this way and, as with a shadowdancer, the distance is rounded to the nearest 10-foot increment.
This ability replace phantom recall.
See in Darkness (Su)
At 9th level, a shadow caller can gain the see in darkness universal monster ability as a standard action. She can use this ability for a number of rounds per day equal to her spiritualist level, though these rounds need not be consecutive.
This ability replaces see invisibility.
Umbral Aura (Sp, Su)
At 10th level, a shadow caller is wreathed in an aura of darkness while her shade inhabits her shadow, gaining 50% concealment against creatures without darkvision or the see in darkness ability.
Additionally, the shadow caller’s square and all adjacent squares are treated as areas of dim illumination while she benefits from this ability; this second effect counts as a 4th-level darkness spell for the purpose of adjudicating light and darkness effects. While her shade inhabits her shadow, the shadow caller can hide in plain sight, even if an observing creature has darkvision or see in darkness.
This ability replaces fused consciousness.
Living Darkness (Su)
At 20th level, a shadow caller becomes a creature of absolute darkness. When using her incorporeal bonded manifestation, she is immune to cold and mind-affecting effects and gains an incorporeal touch attack that she can use as a standard action to deal 20d6 points of negative energy damage. When the shadow caller damages a creature with this ability, she gains 5d6 temporary hit points (Fortitude half; DC = 20 + her Wisdom modifier), so long as she doesn’t already have any temporary hit points gained via this ability). Temporary hit points gained this way disappear after 1 hour.
This ability replaces empowered consciousness.

Looks and personality:

Background (in progress):


Shadow of Set:

Description : Amadune's shadow (see drawback) looks like the shadow of set himself with a Sha's head and human body and a tail when the shadow manifests it is also the same with glowing green eyes anyone can tell from Amadunes shadow that it is not natural. the shadow constantly "kills" other peoples shadows and taunts people by miming things (no game effect just for flavor)