About Umbrutas
Umbrutas
Wayang Ninja 1/Wizard 1
NG Small humanoid (wayang)
Init +6; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 12 (+1 armor, +4 Dex, +1 size)
hp 15 (1d8+1d6+3)
Fort +2, Ref +7, Will +2; +2 vs. shadow spells
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork shortsword +2 (1d4/19-20)
Special Attacks sneak attack +1d6; +1 trait bonus on attack rolls made during the surprise round
Wizard Spells Prepared (CL 1st; concentration +3):
. . 1st—burning hands[S] (DC 14), grease (DC 13), vanish
. . 0 (at will)—detect magic, message, prestidigitation
[S] Specialized School Spell
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 15, Wis 8, Cha 14
Base Atk +0; CMB -1; CMD 13
Feats Combat Reflexes, Spell Focus (evocation)
Traits Freedom Fighter, Reactionary
Skills Acrobatics +8, Bluff +6, Craft (traps) +6, Diplomacy +6, Disable Device +11, Escape Artist +9, Knowledge (arcana) +7, Knowledge (local) +6, Perception +5, Stealth +15, Use Magic Device +6; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Thassilonian, Tien, Wayang
SQ arcane bond (arcane bond [ring]), dissolution’s child, intense spells, light and dark, opposition schools (enchantment, necromancy), poison use, specialized schools (admixture), versatile evocation
Combat Gear wand of cure light wounds (50/50 charges); Other Gear silken ceremonial armor, masterwork shortsword, cloak of resistance +1, Ring (Arcane Bond), Artisan's Tools (Craft (Traps)), Masterwork Thieves' Tools, 103 gp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Reflexes (5 AoO/round) You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Darkvision (60 feet) Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Dissolution’s Child (2 rounds, 1/day) (Su) Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Freedom Fighter Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round.
Intense Spells +1 (Su) Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Light and Dark (1/day) (Su) Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Resistance Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
Sneak Attack +1d6 Attacks deal extra damage if flanking foe or if foe is flat-footed.
Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the Evocation School.
Versatile Evocation (5/day) (Su) When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
--------------------
Spellbook
--------------------
0 - acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, haunted few aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener's chant, spark
1st - burning hands, feather fall, grease, mage armor, vanish
--------------------
Boons
--------------------
Masterful Performance (Murder's Mark, Not Used): As a reward for exonerating the Umbra Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. When you use this ability, cross it off the Chronicle sheet.
Clockwork Spy (Murder's Mark, not used): You recovered a broken clockwork creation, but without extensive repairs it will never function again. You may spend 50 gp to attempt to repair the construct. If you then succeed at a DC 30 Craft (clockwork) or Disable Device check, you may spend an additional 325 gp to restore the clockwork spy to full working condition (see page 58 of Pathfinder RPG Bestiary 3), after which it follows your simple commands. You may take 10 on this check but may not take 20, as the 50 gp is consumed whether or not you succeed at your skill check. You may substitute spending 2 PP for either of these skill checks but must still pay the requisite gold for the repair. The clockwork spy cannot be repaired if it uses its self-destruct ability anytime thereafter. You must bring a copy of Pathfinder RPG Bestiary 3 to any game in which you plan to use the clockwork spy, as if it were available as an additional resource.