Initiative+3, Senses Perception+10, Darkvision 60'ft, See in Darkness
AC 15(+3 Dex, +2 Def)
Fort+2, Ref+4 Will+7. Shadow Blending, Resist Cold 5, Resist Electricity 5.
Speed 30 ft
Melee +2 Quarterstaff.(1d6/1d6/x2)
Ranged +5 Ranged touch attack.
Special Attacks Binding Darkness 7/day
Special Qualities and Unique Abilities:
Dissolution's Child Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race can change its appearance to look as if it were little more than a 4-foot-tall area of shadow. Its physical form still exists and it is not incorporeal—only its appearance changes. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds).
Shadow Blending Benefit: Attacks made against members of this race while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability.
Shadow Caster Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool.
Shadow Magic Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—Ghost Sound, Pass Without Trace, Ventriloquism. The caster level for these spell-like abilities is equal to the user's character level.
Shadow Travel Benefit: When a member of this race reaches 9th level in any combination of classes, she gains the ability to use Shadow Walk (self only) as a spell-like ability once per day, and at 13th level, she can use Plane Shift (self only to the Shadow Plane or the Material Plane only) as a spell-like ability once per day. The caster level of these spell-like abilities is equal to the user's character level.
Base Attack+2 CMB+2 CMD 13
Feats Cosmopolitan(b), Scribe Scroll(b), Spell Focus(Illusion), Spell Mastery, Tenebrous Spell, Umbral Spell
Skills Bluff+10, Diplomacy+3, Disguise+11, Intimidate+3, Knowledge(Arcana)+13, Knowledge(Religion)+9, Linguistics+12, Perception+10, Sense Motive+3 Spellcraft+13, Stealth+12
Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Shadow Spells (Su)
At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest-level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language.
This ability replaces arcane bond.
Prohibited Schools: Kheldor has chosen Enchantment and Necromancy as his prohibited schools.
As a standard action, the veiled illusionist can spend 1 point from her veil pool to alter her appearance as per the spell disguise self. This is a glamer effect that lasts a number of hours equal to the veiled illusionist's class level. The DC to disbelieve the effect is equal to 15 + the number of points remaining in the veiled illusionist's veil pool.
At 3rd level, the veiled illusionist can alter her perceived audible (sound) properties when she assumes her disguise. At 5th level, the veiled illusionist can also alter her perceived tactile (touch) properties, and can imitate any voice with which she is familiar. At 9th level, the veiled illusionist's veil fools even extraordinary senses, such as scent, blindsight, or tremorsense.
Human: At 1st level, a veiled illusionist may select an illusion spell from the sorcerer/wizard spell list of a level she can cast and add it to her class spell list at the same level. If the spell is already on her spell list, she adds it to her spellbook, familiar, or list of spells known. Each time the illusionist gains a level, she may select an additional illusion spell.
1: Cause Fear, Charm Person, Chill Touch, Color Spray, Detect Secret Doors, Disguise Self, Enlarge Person, Floating Disc, Mage Armor, Magic Missile, Magic Weapon, Obscuring Mist, Protection from Evil, Ray of Enfeeblement, Shadow Weapon, Shield, Silent Image, Vanish, Web Bolt, 2 Darkness, Haunting Mists, Invisibility, Levitate, Minor Image, Protective Penumbra, Scorching Ray, Spider Climb, 3 Displacement, Gloomblind Bolts, Summon Monster III,
[spoiler=Equipment]Headband of Ponderous Recollection, Ring of Protection+2.