Glomintar 2's page

29 posts. Organized Play character for Qstor.

Full Name



Sor 5 HP 34 | AC 13; Touch 13; FF 12 | F +4; R +3; W +5 | CMB +1; CMD 13 | Speed 20 ft | Init +1 | Perc +1 | Stealth: +7


Sorcerer 5







Special Abilities

Darkvision 90'




Zon Kuthon


Aklo, Wayang, Infernal, Common, Azlanti. Shadowtounge

Strength 10
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 8
Charisma 20

About Glomintar 2

Male wayang sorcerer (umbral scion) 6 (Pathfinder Player Companion: Blood of Shadows, Pathfinder RPG Bestiary 4 274)
LN Small humanoid (native, wayang)
Init +1; Senses darkvision 90 ft.; Perception +1
AC 13, touch 13, flat-footed 12 (+1 deflection, +1 Dex, +1 size)
hp 40 (6d6+14)
Fort +6, Ref +5, Will +7
Speed 20 ft.
Melee club +4 (1d4)
Ranged light crossbow +5 (1d6/19-20)
Spell-Like Abilities (CL 6th; concentration +11)
1/day—ghost sound (DC 16), pass without trace, ventriloquism (DC 17)
Sorcerer (Umbral Scion) Spells Known (CL 6th; concentration +11)
3rd (3/day)—major image (DC 19)
2nd (5/day)—darkvision, minor image (DC 18), shadow anchor[ARG] (DC 19)
1st (7/day)—burning hands (DC 16), mage armor, ray of enfeeblement (DC 16), shadow trap (DC 18), vanish[APG] (DC 17)
0 (at will)—acid splash, detect magic, disrupt undead, ghost sound (DC 16), mage hand, prestidigitation, read magic
Bloodline Shadow
Str 10, Dex 12, Con 14, Int 12, Wis 8, Cha 20
Base Atk +3; CMB +2; CMD 14
Feats Eschew Materials, Shadow Gambit, Spell Focus (illusion), Wayang Soothsayer
Traits cosmopolitan, indomitable faith
Skills Acrobatics +1 (-3 to jump), Bluff +10, Diplomacy +6, Knowledge (arcana) +9, Linguistics +8, Perception +1, Profession (astronomer) +3, Spellcraft +8, Stealth +7, Use Magic Device +12; Racial Modifiers +2 Perception, +2 Stealth
Languages Aklo, Azlanti, Common, Infernal, Shadowtongue, Wayang
SQ encroaching darkness, scion of shadows, shadow magic, shrouded spells, wayang sorcerer
Combat Gear potion of spider climb, wand of acid arrow (12 charges), wand of infernal healing (50 charges), wand of resist energy (6 charges), alchemist's fire, antitoxin; Other Gear club, crossbow bolts (10), light crossbow, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, backpack, bag, bear[ARG], bedroll, belt pouch, flint and steel, mess kit[UE], shadow stencil set[ARG], soap, torch (10), trail rations (5), waterskin, donkey, pot, 7,811 gp
Special Abilities
+1 damage to illusion spells of the shadow subschool. Add +1/2 point of damage to any illusion spells of the shadow subschool cast by the sorcerer.
Darkvision (90 feet) You can see in the dark (black and white only).
Encroaching Darkness (-1 steps 10-ft radius, 5 rounds, 8/day) (Su) As a standard action, create veil which lowers light level in area.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Scion of Shadows Increase miss chance from dim light to 50%. Treated as an outsider (native) for pre-reqs.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadow Gambit You can tap into the Plane of Shadow to momentarily lend reality to one of your illusion (figment) spells.
Shadow Magic (Ex) Wayangs add 1 to the DC of any saving throws to resist spells of the shadow subschool that they cast.
Shrouded Spells (Su) +2 to Spellcraft DC to ID spells you cast, +5 if in dim light or darker.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.