Shadow Skiff
Creation, Darkness, Illusion, Shadow
Activation: 2 actions (Standard), 75% failure chance
Duration: 2 hours
Target: 1 Large shadow vehicle created within range
Rolls: See text
You create a Large quasi-real vehicle of shadow. The skiff carries up to four Medium creatures, including you. It can carry no more than 250 lbs. per Medium creature it can carry. Only you may operate it. It has dark tendrils that serve as seats and seat belts and handholds should passengers wish to use them.
The skiff’s speed is 30 feet in bright light and 60 feet in dim light or darkness. In dim light or darkness, its movement ignores difficult terrain and does not provoke attacks of opportunity.
Creatures aboard the skiff gain concealment (20%). Creatures that can see normally in darkness ignore this concealment.
While in dim light or darkness, you may attempt a DC 15 Ride check as a move action. If successful, you cause the skiff to teleport up to 120 feet to another area of dim light or total darkness that you can see. On a failed check, the vehicle doesn't move and all creatures aboard are dazzled for 1 round.
The skiff has hardness equal to your casting modifier and 10 hit points per tier but is immune to nonmagical bludgeoning, piercing, and slashing damage, and takes half damage from magical bludgeoning, piercing, and slashing damage.
Effects with the light descriptor that target or damage the skiff deal an additional 2d6 damage per spell level. Bright light created by a magical effect deals 1d6 damage per spell level to the skiff at the start of each of your turns. Natural sunlight deals 20d6 damage to the skiff at the start of each of your turns. If reduced to 0 hit points, the skiff dissipates and the spell ends.
Big Shadow (+1): The skiff can be up to huge size and hold up to 10 medium creatures.
Dark Camouflage (+1): The skiff and all occupants aboard become invisible while in areas of dim light or total darkness. Anything that would disrupt the invisibility spell disrupts this effect for 1d4+1 rounds.
Shadow Glide (+1): The skiff gains a 30-foot swim and climb speed. Those aboard the skiff must hold on to it to avoid falling while it climbs. As a swift action you can cause the skiff to grow a roof and windows that allow it to dive underwater and protect its occupants from getting wet or climb without its cargo falling overboard. You can also dismiss this roof as a swift action. If you apply this upgrade a second time, the skiff levitates roughly 3 feet above the ground similar to a floating disk and increases all its speed to 80 feet while in dim light or darkness.
Shadow Maw (+1): As an action you can make a Ride check against a creature of medium or smaller size within 10 feet of the Skiff. If your check hits the greater of their Dodge or Parry defense, they are scooped aboard the skiff as a passenger, willing or not. As 3 actions (full round) you can do this against up to a number of creatures adjacent to the skiff equal to the total number of empty passenger seats it has remaining. If it is huge sized or larger, its "reach" increases by 5 feet per size above larger that it is.
Shadow Ride (+1): As 3 actions (full round), the driver can make a DC20 Ride check to send the Shadow Skiff into a quasi-shadowy state for the remainder of the duration. The shadow skiff and all its cargo and passengers are affected as by Shadow Walk of equal tier so long as they remain aboard.