Lyndiri
Fetchling Sorcerer (Wildblooded) 1
LE Medium
Init +2; Senses Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2 (+1 vs divine spells)
Cold Resistance: 5
Electricity Resist: 5
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Offense
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Speed 30 ft.
Sorcerer (Wildblooded) Spells Known (CL 1):
1 (5/day) Color Spray (DC 17), Silent Image (DC 17)
0 (at will) Ray of Frost, Mage Hand, Detect Magic, Prestidigitation (DC 15)
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Statistics
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Str 7, Dex 14, Con 13, Int 14, Wis 10, Cha 20
Base Atk +0; CMB -2; CMD 10
Feats Eschew Materials, Spell Focus (Illusion)
Traits Desecration (Campaign)
Skills Bluff +9, Knowledge (arcana) +6, Perception +1, Spellcraft +6, Stealth +6, Use Magic Device +9
Languages Common; Draconic
SQ cloak of shadows +1 (8/day), mutated bloodlines (umbral)
Other Gear You have no money!
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Special Abilities
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Cloak of Shadows +1 (8/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
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Umbral Your nature is to gather the darkness into yourself.
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Shadow Magic: Fetchlings who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These fetchlings gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast. This racial trait replaces the skilled racial trait.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice.
Darkvision: Fetchlings can see perfectly in the dark up to 60 feet.
Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Fetchling:
Defense Racial Traits
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Shadow Magic: Fetchlings who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These fetchlings gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast. This racial trait replaces the skilled racial trait.
Magical Racial Traits
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
Senses Racial Traits
Darkvision: Fetchlings can see perfectly in the dark up to 60 feet.
Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.