Created using PCGen 6.06.01 on Apr 28, 2017
Letek Neutral Evil 25 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Bard6 (Archaeologist) 23000 Ghoul Medium / 5 ft. 0' 0" 0 lbs. Darkvision (60 ft.)
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
6 35000 0 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
12 +1 12 +1
DEX
Dexterity
20 +5 20 +5
CON
Constitution
* +0 * +0
INT
Intelligence
16 +3 16 +3
WIS
Wisdom
16 +3 16 +3
CHA
Charisma
20 +5 20 +5

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
68




  
Walk 30 ft.
AC
Armour Class
23 : 15 : 18 = 10 + 6 + 0 + 5 + 0 + 2 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+5 = +5 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+4


10 +0 +6 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+9 = +7 + +0 + +2
+ +0
+ +0
+
Reflex
Dexterity
+12 = +5 + +5 + +2
+ +0
+ +0
+
Will
Wisdom
+10 = +5 + +3 + +2
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
+2 Reflex to avoid traps
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+5 = +4
+ +1 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+9 = +4
+ +5 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+5 = +4
+ +1 + +0
+ +0
+ +0
+
CMB +5 +5 +5 +5 +5 +5
CMD 20 20 20 20 20 20
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+9
1d3+7
20/x2
5 ft.

*Rapier (Cold Iron)
HAND TYPE SIZE CRITICAL REACH
Primary
P
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +9
+5
+9
+3
+5
-1
 Dam 1d6+3
1d6+2
1d6+3
1d6+3
1d6+3
1d6+2
 Special Properties  30 hp/inch, hardness 10

*Whip
HAND TYPE SIZE CRITICAL REACH
Off-hand
S
M
20/x2
15 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +9
+5
+9
+3
+5
-1
 Dam 1d3+3
1d3+2
1d3+3
1d3+3
1d3+3
1d3+2
 Special Properties  Bonus to disarm an enemy (pg. 144), Deals nonlethal damage (pg. 145), May be used to make trip attacks (pg.145)

*Claw
TOTAL ATTACK BONUS DAMAGE CRITICAL
+9/+9
1d6+7
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Primary
0 ft.
PS
M
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Mithral Shirt +2
TYPEARMOR BONUSMAX DEX BONUS
Light
+6
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
10
30 hp/inch, hardness 15
SKILLS MAX
RANKS
6/6
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 12 = 5
+ 4
+ 3
  Appraise INT 12 = 3
+ 6
+ 3
  Bluff CHA 9 = 5
+ 1
+ 3
  Climb STR 5 = 1
+ 1
+ 3
  Craft (Untrained) INT 3 = 3
+ 0
+ 0
  Diplomacy CHA 14 = 5
+ 6
+ 3
  Disable Device DEX 14 = 5
+ 6
+ 3
  Disguise CHA 14 = 5
+ 6
+ 3
  Escape Artist DEX 5 = 5
+ 0
+ 0
  Fly DEX 5 = 5
+ 0
+ 0
  Heal WIS 3 = 3
+ 0
+ 0
  Intimidate CHA 9 = 5
+ 1
+ 3
  Knowledge (Arcana) INT 10 = 3
+ 1
+ 6
  Knowledge (Dungeoneering) INT 10 = 3
+ 1
+ 6
  Knowledge (Engineering) INT 10 = 3
+ 1
+ 6
  Knowledge (Geography) INT 10 = 3
+ 1
+ 6
  Knowledge (History) INT 10 = 3
+ 1
+ 6
  Knowledge (Local) INT 10 = 3
+ 1
+ 6
  Knowledge (Nature) INT 10 = 3
+ 1
+ 6
  Knowledge (Nobility) INT 10 = 3
+ 1
+ 6
  Knowledge (Planes) INT 10 = 3
+ 1
+ 6
  Knowledge (Religion) INT 10 = 3
+ 1
+ 6
  Knowledge (Untrained) INT 6 = 3
+ 0
+ 3
  Perception WIS 15 = 3
+ 6
+ 6
  Perform (Untrained) CHA 5 = 5
+ 0
+ 0
  Ride DEX 5 = 5
+ 0
+ 0
  Sense Motive WIS 7 = 3
+ 1
+ 3
  Sleight of Hand DEX 9 = 5
+ 1
+ 3
  Spellcraft INT 7 = 3
+ 1
+ 3
  Stealth DEX 14 = 5
+ 6
+ 3
  Survival WIS 3 = 3
+ 0
+ 0
  Swim STR 2 = 1
+ 1
+ 0
  Use Magic Device CHA 10 = 5
+ 2
+ 3
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 6.06.01 on Apr 28, 2017
Player: ; Character Name: Letek
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Amulet of Mighty Fists (Agile)
(Dex to damage)
Equipped
1
0.02
4000
 Rapier (Cold Iron)
(30 hp/inch, hardness 10)
Equipped
1
2
40
 Whip
(Bonus to disarm an enemy (pg. 144), Deals nonlethal damage (pg. 145), May be used to make trip attacks (pg.145))
Equipped
1
2
1
 Claw
Equipped
1
0
0
 Bite
Equipped
1
0
0
 Cloak of Resistance +2
Equipped
1
1
4000
 Mithral Shirt +2
(30 hp/inch, hardness 15)
Equipped
1
10
5100
 Wand (Infernal Healing/Wizard/1st)
Equipped
2
0
750
 Bolts, Crossbow (10)
Equipped
3
1
1
 Scroll (Undetectable Alignment)
Equipped
2
0.01
150
 Scroll (Identify)
Equipped
2
0.01
25
ITEM LOCATION QTY WT. COST
 Scroll (Grease)
Equipped
2
0.01
25
 Scroll (Expeditious Retreat)
Equipped
1
0.01
25
 Scroll (Detect Secret Doors)
Equipped
2
0.01
25
 Scroll (Darkness)
Equipped
2
0.01
150
 Potion of Protection from Good
(+2 deflection bonus to AC, +2 resistance bonus to saves, gain protection from mental control and summoned creatures for 1 minute. Protects from attacks by good creatures only.)
Equipped
1
0
50
 Potion of Magic Fang
(+1 enhancement bonus on attack and damage rolls with one single natural weapon)
Equipped
2
0
50
 Scale (Merchant's)
(+2 to appraise items valued by weight)
Equipped
1
1
2
 Potion of Enlarge Person
(Target's size category increases to next larger category for 1 minute)
Equipped
4
0
50
 Potion of Inflict Light Wounds
(Inflicts 1d8+1 points of damage)
Equipped
4
0
50
 Crossbow, Light
Carried
1
4
35
TOTAL WEIGHT CARRIED/VALUE   23.13 lbs. 16006 gp
WEIGHT ALLOWANCE
Light 43 Medium 86 Heavy 130

MONEY
Unspent Funds = 0.0

*Bite
TOTAL ATTACK BONUS DAMAGE CRITICAL
+9
1d6+7
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Primary
0 ft.
BP
M
 

Crossbow, Light
HAND TYPE SIZE CRITICAL
Carried
P
M
19-20/x2
  Range 30 ft.'
80 ft.'
160 ft.'
240 ft.'
320 ft.'
 Bonus +9
+9
+7
+5
+3
 Dam 1d8+2 1d8+2 1d8+2 1d8+2 1d8+2
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common
PROFICIENCIES
Battle Aspergillum, Bayonet, Bite, Blowgun, Boar Spear, Brass Knuckles, Cestus, Claw, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Javelin, Longspear, Longsword, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Quarterstaff, Rapier, Rock, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Sword (Short), Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Whip
Archetypes
Archaeologist No stodgy researcher, this Archaeologist meets his research head-on in the field. Archaeologists sacrifice the bard's inspirational performance for a smattering of rogue talents. This archetype also fits roguelike characters that focus more on learning than on stabbing foes in the back.
SPECIAL ATTACKS
Disease (Su) [Paizo Inc. - Bestiary, p.146]
     Ghoul Fever: Bite--injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Paralysis (Su) [Paizo Inc. - Bestiary, p.146]
     This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can resist it with a Fortitude saving throw DC 15. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round.
SPECIAL QUALITIES
Archaeologist's Luck (Ex) [Paizo Inc. - Ultimate Combat, p.32]
     Fortune favors the Archaeologist. As a swift action, an Archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the Archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level. (9 uses per day with +2 bonus)
Armored Casting (Ex) [Paizo Inc. - Core Rulebook, p.35]
     You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) [Paizo Inc. - Core Rulebook, p.35]
     You add +3 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance [Paizo Inc. - Ultimate Combat, p.32]
     Archaeologists do not gain the bardic performance ability or any of its performance types.
Black Market Connections (Ex) [Paizo Inc. - Ultimate Combat, p.69]
     A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table 15-1 on page 461 of the Core Rulebook) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue's presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table below.
Cantrips [Paizo Inc. - Core Rulebook, p.38]
     You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Channel Resistance (Ex) [Paizo Inc. - Bestiary, p.298]
     You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Clever Explorer (Ex) [Paizo Inc. - Ultimate Combat, p.32]
     At 2nd level, an Archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an Archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Darkvision (Ex) [Paizo Inc. - Bestiary]
     Range 60 ft.; 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.
Evasion (Ex) [Paizo Inc. - Ultimate Combat, p.32]
     At 6th level, an Archaeologist gains evasion, as the rogue ability of the same name.
Evasion (Ex) [Paizo Inc. - Core Rulebook]
     You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Immunity to Ability Drain (Ex) [Paizo Inc. - Bestiary, p.301]
     You are immune to ability drain attacks.
Immunity to Death Effects (Ex) [Paizo Inc. - Bestiary, p.301]
     You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) [Paizo Inc. - Bestiary, p.301]
     You are not at risk of death from massive damage.
Immunity to Disease (Ex) [Paizo Inc. - Bestiary, p.301]
     You are never subject to disease effects.
Immunity to Energy Drain (Ex) [Paizo Inc. - Bestiary, p.301]
     You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) [Paizo Inc. - Bestiary, p.301]
     You can never be exhausted.
Immunity to Fatigue (Ex) [Paizo Inc. - Bestiary, p.301]
     You can never be fatigued.
Immunity to Mind-Affecting Effects (Ex) [Paizo Inc. - Bestiary, p.301]
     You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) [Paizo Inc. - Bestiary, p.301]
     You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) [Paizo Inc. - Bestiary, p.301]
     You can never be paralyzed.
Immunity to Poison (Ex) [Paizo Inc. - Bestiary, p.301]
     You never take poison damage.
Immunity to Sleep (Ex) [Paizo Inc. - Bestiary, p.301]
     You are never subject to sleep effects.
Immunity to Stunning (Ex) [Paizo Inc. - Bestiary, p.301]
     You are never subject to stunning.
Lore Master (Ex) [Paizo Inc. - Core Rulebook, p.38]
     You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.
Rogue Talents [Paizo Inc. - Ultimate Combat, p.32]
     At 4th level, an Archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of Archaeologist gained after 4th level. Otherwise, this works as the rogue's rogue talent ability.
Trap Sense (Ex) [Paizo Inc. - Ultimate Combat, p.32]
     At 3rd level, an Archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
Trap Sense (Ex) [Paizo Inc. - Core Rulebook]
     You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) [Paizo Inc. - Ultimate Combat, p.32]
     At 2nd level, an Archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
Uncanny Dodge (Ex) [Paizo Inc. - Core Rulebook]
     You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
FEATS
Arcane Strike [Paizo Inc. - Core Rulebook, p.118]
    As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, you gain a +2 damage bonus and your weapons are treated as magic for the purpose of overcoming damage reduction.
    As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Civilized Ghoulishness [Allard Hoeve - Houserules]
    Although undead, you can easily pass as living.
    Your appearance is such that, while pale-skinned and gaunt, you can pass as a living humanoid of your choice. You gain a +10 racial bonus on Disguise checks made to appear human, and your channel resistance increases by +2.
Weapon Finesse [Paizo Inc. - Core Rulebook, p.136]
    You are trained in using your agility in melee combat, as opposed to brute strength.
    With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Temporary Bonuses Applied
Arcane Strike

Created using PCGen 6.06.01 on Apr 28, 2017
Player: ; Character Name: Letek
Bard Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 6 4 4 0 0 0 0
PER DAY 0 6 4 0 0 0 0
LEVEL 0
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 6 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  You detect magical auras.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   6
Mending
DC: 15
Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object.
Source:  CR p.312
Target Area:   One object of up to 6 lb.
Caster Level:   6
Message
Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Medium (160 ft.)
Comp: V, S, F
SR: No
School: Transmutation, AirSchool
Effect:  You can whisper messages and receive whispered replies.
Source:  CR p.313
Target Area:   6 creatures
Caster Level:   6
Prestidigitation
DC: 15
Save: See text
Time: 1 standard action
Duration: 1 hour
Rng: 10 ft.
Comp: V, S
SR: No
School: Universal
Effect:  Prestidigitations are minor tricks that novice spellcasters use for practice.
Source:  CR p.325
Target Area:   See text
Caster Level:   6
Read Magic
Save:
Time: 1 standard action
Duration: 60 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
Effect:  You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Source:  CR p.330
Target Area:   You
Caster Level:   6
Sift
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: 30 ft.
Comp: V, S
SR: No
School: Divination
Effect:  See area as though examining it.
Source:  APG p.244
Target Area:   one 10-ft. cube
Caster Level:   6
LEVEL 1
Beguiling Gift
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: 5 ft.
Comp: V, S, F
SR: Yes
School: Enchantment
Effect:  Subject immediately accepts an offered item and uses it.
Source:  APG p.205
Target Area:   one creature
Caster Level:   6
Blurred Movement
Save:
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Illusion
Effect:  As blur, but only while you are moving.
Source:  ACG p.176
Target Area:   you
Caster Level:   6
Identify
Save: None
Time: 1 standard action
Duration: 18 rounds [D]
Rng: 60 ft.
Comp: V, S, M
SR: No
School: Divination
Effect:  This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
Source:  CR p.299
Target Area:   Cone-shaped emanation
Caster Level:   6
Undetectable Alignment
DC: 16
Save: Will negates (object)
Time: 1 standard action
Duration: 24 hours
Rng: Close (40 ft.)
Comp: V, S
SR: Yes (object)
School: Abjuration
Effect:  An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
Source:  CR p.363
Target Area:   One creature or object
Caster Level:   6
LEVEL 2
Darkness
Save: None
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  This spell causes an object to radiate darkness out to a 20-foot radius.
Source:  CR p.263
Target Area:   Object touched
Caster Level:   6
Glitterdust
DC: 17
Save: Will negates (blinding only)
Time: 1 standard action
Duration: 6 rounds
Rng: Medium (160 ft.)
Comp: V, S, M (ground mica)
SR: No
School: Conjuration, EarthSchool
Effect:  A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell.
Source:  CR p.290
Target Area:   Creatures and objects within 10-ft.-radius spread
Caster Level:   6
Invisibility
DC: 17
Save: Will negates (harmless) or Will negates (harmless, object)
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Personal or touch
Comp: V, S, M/DF
SR: Yes (harmless) or yes (harmless, object)
School: Illusion
Effect:  The creature or object touched becomes invisible.
Source:  CR p.301
Target Area:   You or a creature or object weighing no more than 600 lbs.
Caster Level:   6
Silence
DC: 17
Save: Will negates; see text or none (object)
Time: 1 round
Duration: 6 rounds [D]
Rng: Long (640 ft.)
Comp: V, S
SR: Yes; see text or no (object)
School: Illusion
Effect:  Upon the casting of this spell, complete silence prevails in the affected area.
Source:  CR p.343
Target Area:   20-ft.-radius emanation centered on a creature, object, or point in space
Caster Level:   6
* = Domain/Specialty Spell