Spells Known: Spell Level 0 Detect Magic; Disrupt Undead; Mage Hand; Message; Ray of Frost; Spell Level 1 Blend; Expeditious Retreat; Grasping Corpse; Grease; Mage Armor; Magic Missile; Protection from Evil; Spell Level 2 Acid Arrow; Elemental Touch; False Life; Invisibility; Mirror Image; Scorching Ray; Spell Level 3 Battering Blast; Fly; Halt Undead; Heroism; Invisibility Sphere; Versatile Weapon; Spell Level 4 Dimension Door; Shadow Conjuration;
--------------------
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 13, Int 20, Wis 8, Cha 14
Base Atk +7; CMB +11; CMD 22
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Expert Sniper, Extra Rogue Talent: Eerie Disappearance, Extra Rogue Talent: Ninja Talent (Acrobatic Master), Master Sniper, Power Attack, Precise Shot, Rapid Shot, Shadow’s Shroud, Skill Focus: Stealth, Weapon Finesse
Traits Irrepressible, Lost Love (Lover)
Languages Common, Elven, Kellid, Skald, Varisian, Ancient Thassilonian
SQ Edge: Intimidate, Edge: Stealth, Fast Stealth, Acrobatic Master, Eerie Disappearance, Superior Sniper; Alarm Sense, Debilitating Injury, Evasion, Finesse Training, Sneak Attack +2d6, Spellcasting, Trapfinding (Magical Traps), Uncanny Training
Skills Acrobatics +18, Bluff +18, Diplomacy +5, Disable Devise +27 (traps), +24 (locks), Disguise +5, Escape Artist +24, Intimidate +20, Knowledge (Local) +13, Knowledge (Planes) +10, Perception +20, Spellcraft +18, Stealth +24
Combat Gear circlet of persuasion, headband of vast intelligence (Intimidate), eyes of the eagle, cloak of resistance +2, amulet of natural armor +1, vest of escape, belt of physical might (Dex/Con) +2, lesser bracers of archery, sandals of quick reaction, ring of Protection +1
Other Gear Bolt of Latching (1), bolts, blunt (20), handy haversack, Extend Metamagic Rod, Pearl of Power 1st (2), Potion of Cure moderate (3), Potion of Darkvision (1), Oil of Daylight (1), potion of delay poison; Scrolls: 1st--Alarm, Ant Haul, Floating Disk, Hold Portal, Sculpt Corpse; 2nd–Command Undead, Enchantment Sight, Knock, Rope Trick, Share Language; 3rd–Assume Appearance, Clairvoyance, Dispel Magic, Gaseous Form, Communal Spider Climb, Tongues, Water Breathing; 4th–break curse; Wands: endure elements (50)
--------------------
Special Abilities
--------------------
Unusual Feats:
EXPERT SNIPER
Requirements: Stealth 3 ranks.
You reduce the penalty on your Stealth checks to stay hidden while sniping by 10.
MANYSHOT
Requirements: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
MASTER SNIPER
Requirements: Expert Sniper, Rapid Shot, Stealth 6 ranks.
While hiding, you can make two ranged attacks at your highest attack bonus as a full-round action and then immediately use Stealth again. You take the normal penalties on your Stealth check to remain hidden. Effects that modify sniping apply to this full-round action. These attack rolls take a -2 penalty.
RAPID SHOT
Requirements: Dex 13, Point-Blank Shot.
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.
SHADOW SHROUD
Requirements: Knowledge (planes) 5 ranks.
As a swift action, you can shroud yourself in shifting, camouflaging shadow. While shrouded in this fashion, you can attempt Stealth checks as though you had concealment, even in areas of normal or bright light. Creatures that can see normally in supernatural darkness can still see you normally. You can use this feat’s benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive. Special: Unlike spells like shadow walk, which require you to be on a plane that is coterminous with the Shadow Plane, this feat functions even on planes that do not normally share a border with the Shadow Plane. Like all conduit feats, the effects are suppressed when planar travel is forbidden.
Rogue Talents/Edges:
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Acrobatic Master (Su) (Ultimate Combat pg. 14): As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Eerie Disappearance (Ex) (Heroes of the Streets pg. 26): As a full-round action, the rogue can move up to her speed. If she successfully reaches a location that offers her cover or concealment, any creature observing her must attempt a Perception check opposed by the rogue’s Stealth check. On a failed check, the observer loses track of the rogue and fails to note where she moved to. The rogue does not take a penalty on this Stealth check for moving up to her speed. At the end of her movement, the rogue can attempt an Intimidate check to demoralize all foes within 60 feet who were aware of her at any point during her movement and are unaware of her current location. She rolls the Intimidate check only once and compares her result to the DC for each opponent. The rogue must be at least 6th level to select this talent.
Edge: Intimidate
5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.
10 Ranks: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability.
15 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1 round or panicked for 1d4 rounds (your choice) and frightened thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering, panicked, and frightened conditions, but the target is still shaken, even if it has the stalwart ability.
20 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability.
Edge: Stealth
5 Ranks: Reduce the Stealth penalty from sniping by 10.
10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.
15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.
20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.
Spells:
ACID ARROW
School: Conjuration (creation)
Level: sorcerer/wizard 2, magus 2, bloodrager 2
Descriptor: acid
Casting time: 1 standard action
Components: V, S, M (rhubarb leaf and an adder's stomach), F (a dart)
Range: long (400 ft. + 40 ft./level)
Effect: one arrow of acid
Duration: 1 round + 1 round per three levels;
Saving Throw: none
Spell Resistance: no
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals
2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to
a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.
BATTERING BLAST
School: Evocation
Level: sorcerer/wizard 3
Descriptor: force
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature or unattended object
Duration: instantaneous;
Saving Throw: Reflex partial (see text)
Spell Resistance: yes
You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. You must succeed on a ranged touch attack
to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels (maximum 5d6). For every 5 caster levels you
possess beyond 5th, you gain a second ball of force. A creature struck by any of these is subject to a bull rush attempt. The force has a Strength
modifier equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest). The CMB for the force's bull rush uses your caster level as
its base attack bonus, adding the force's Strength modifier and a +10 bonus for each additional blast directed against the same target. Each sphere
of force makes its own separate bull rush attempt-if multiple spheres strike one target, you make multiple CMB checks but only take the highest
result to determine success. If the bull rush succeeds, the force pushes the creature away from you in a straight line, and the creature must make a
Reflex save or fall prone. This spell pushes an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per
level (maximum 250 pounds). This spell cannot move creatures or objects beyond your range. Used on a door or other obstacle, the spell attempts
a Strength check to destroy it if the sheer damage inflicted by the spell doesn't do the job.
BLEND
School: Illusion (glamer)
Level: alchemist 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1, witch 1, shaman 1, psychic 1, mesmerist 1
Casting time: 1 standard action
Components: S
Range: personal
Targets: you
Duration: 10 minutes/level;
You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This
grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you
move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until
the start of your next turn. If you make an attack, this spell ends (as invisibility).
DIMENSION DOOR
School: Conjuration (teleportation)
Level: bard 4, sorcerer/wizard 4, summoner 3, witch 4, magus 4, occultist 4, psychic 4, mesmerist 4, spiritualist 4
Casting time: 1 standard action
Components: V
Range: long (400 ft. + 40 ft./level)
Targets: you and touched objects or other touched willing creatures
Duration: instantaneous;
Saving Throw: none and Will negates (object)
Spell Resistance: no and yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired--whether by
simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along
objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying
gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature
counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures
must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6
points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space
within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet.
If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply
fails.
DISRUPT UNDEAD
School: Necromancy
Level: sorcerer/wizard 0, inquisitor 0, magus 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of
damage to it.
FALSE LIFE
School: Necromancy
Level: sorcerer/wizard 2, alchemist 2, witch 2, bloodrager 2, shaman 2, occultist 2, psychic 2, mesmerist 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, M (a drop of blood)
Range: personal
Targets: you
Duration: 1 hour/level or until discharged; see text;
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to
1d10 + 1 per caster level (maximum +10).
FLY
School: Transmutation
Level: sorcerer/wizard 3, alchemist 3, summoner 3, witch 3, magus 3, bloodrager 3, shaman 3, occultist 3, psychic 3, spiritualist 3
Casting time: 1 standard action
Components: V, S, F (a wing feather)
Range: touch
Targets: creature touched
Duration: 1 min./level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half
speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the
subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum
load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. Should the spell duration expire while the
subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of
time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it,
the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
GRASPING CORPSE
School: Necromancy
Level: antipaladin 1, cleric/oracle 1, occultist 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1
Descriptor: evil
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels) Effect: one corpse
Duration: Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You can cause one nearby corpse to animate for a brief moment. Choose a creature within 30 feet of the corpse (even if the creature is outside the
spell's range). The corpse shambles toward the creature and then attempts to trip or grapple it (your choice). The corpse does not provoke attacks
of opportunity. Attempt a special combat maneuver check against the chosen creature. Your CMB for this combat maneuver is equal to your caster
level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. If you chose to trip the creature, it falls prone if you equal or
exceed its CMD. If you chose to grapple, the creature gains the grappled condition until it breaks free from the corpse. Treat your save DC for a
spell of this level as the CMD of the grasping corpse. Alternatively, destroying the corpse with damage ends the grapple. The corpse has 12 hit
points and DR 5/slashing.
HALT UNDEAD
School: Necromancy
Level: sorcerer/wizard 3, inquisitor 3
Casting time: 1 standard action
Components: V, S, M (a pinch of sulfur and powdered garlic)
Range: medium (100 ft. + 10 ft./level)
Targets: up to three undead creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level;
Saving Throw: Will negates (see text)
Spell Resistance: yes
This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead
creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on
a living creature). The effect is broken if the halted creatures are attacked or take damage.
INVISIBILITY
School: Illusion (glamer)
Level: bard 2, sorcerer/wizard 2, alchemist 2, summoner 2, inquisitor 2, antipaladin 2, magus 2, occultist 2, psychic 2, mesmerist 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, M/DF (an eyelash encased in gum arabic)
Range: personal or touch
Targets: you or a creature or object weighing no more than 100 lbs./level
Duration: 1 min./level (D);
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone
else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or
put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain
other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary
invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks
any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe
depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge
while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this
purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell.
MAGE ARMOR
School: Conjuration (creation)
Level: sorcerer/wizard 1, summoner 1, witch 1, bloodrager 1, occultist 1, psychic 1, spiritualist 1
Descriptor: force
Casting time: 1 standard action
Components: V, S, F (a piece of cured leather)
Range: touch
Targets: creature touched
Duration: 1 hour/level (D);
Saving Throw: Will negates (harmless)
Spell Resistance: no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor,
mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal
creatures can't bypass it the way they do normal armor.
MAGE HAND
School: Transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Duration: concentration;
Saving Throw: none
Spell Resistance: no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in
any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
MAGIC MISSILE
School: Evocation
Level: sorcerer/wizard 1, magus 1, bloodrager 1, psychic 1
Descriptor: force
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Targets: up to five creatures, no two of which can be more than 15 ft. apart
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes
unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be
singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at
5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or
several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
PROTECTION FROM EVIL
School: Abjuration
Level: cleric/oracle 1, inquisitor 1, paladin 1, sorcerer/wizard 1, summoner 1, bloodrager 1, shaman 1, spiritualist 1
Descriptor: good
Casting time: 1 standard action
Components: V, S, M/DF
Range: touch
Targets: creature touched
Duration: 1 min./level (D);
Saving Throw: Will negates (harmless)
Spell Resistance: no; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around
the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to
AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject
immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control
over the creature (including enchantment [charm] effects and enchantment [compulsion] effects such as charm person, command, and dominate
person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for
the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to
any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or
spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created
by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural
weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that
are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against
or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded
creature.
RAY OF FROST
School: Evocation
Level: sorcerer/wizard 0, magus 0
Descriptor: cold
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target.
The ray deals 1d3 points of cold damage.
SCORCHING RAY
School: Evocation
Level: sorcerer/wizard 2, magus 2, bloodrager 2
Descriptor: fire
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more rays
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of
three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or
different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
SHADOW CONJURATION
School: Illusion (shadow)
Level: bard 4, sorcerer/wizard 4, mesmerist 4, spiritualist 4
Descriptor: shadow
Casting time: 1 standard action
Components: V, S
Range: see text
Effect: see text
Duration: see text;
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: yes; see text
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic
any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. Shadow conjurations are only one-fifth (20%)
as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature
that interacts with the spell can make a Will save to recognize its true nature. Spells that deal damage have normal effects unless the affected
creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a
special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also
allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (4th) rather than the spell's
normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects
or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature
has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all
normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth
(20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character
separately.) Furthermore, the shadow creature's AC bonuses are just one-fifth as large. A creature that succeeds on its save sees the shadow
conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.
VERSATILE WEAPON
School: Transmutation
Level: bard 2, ranger 2, sorcerer/wizard 3, magus 3, bloodrager 3, occultist 2, psychic 3
Casting time: 1 standard action
Components: V, S, M (iron filings)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one weapon or 50 projectiles, all of which must be together at the time of casting
Duration: 1 minute/level;
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
You transform the physical makeup of a weapon as you desire. This spell functions like greater magic weapon, except that it subtly alters the
physical properties of a weapon, enabling it to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or
slashing. The affected weapon still inflicts damage of its normal type and its hardness and hit points are unchanged. This spell can be cast on a natural weapon or unarmed strike.