Shooting Starknife

A weapon that can be used to stab, or be thrown like a chakram, the **starknife** is the favored weapon of the church of Desna. With a handle through the diameter of a metal ring and a double-edged blade protruding from each compass point of the ring

## Starknife:

**Cost** 24 gp **Weight** 3 lbs.
**Damage** 1d3 (small), 1d4 (medium) **Critical** x3 **Type** piercing
**Range Increment** 20 ft. (thrown)
**Category** light **Proficiency** martial
**Weapon Groups** light blades, thrown

*From a central metal ring, four tapering metal blades extend from
 this weapon like points on a compass rose. By gripping the crossbar
that runs through the weapon’s open middle, a wielder can strike with it
 as a deadly melee weapon. Alternatively, by gripping it by the outer
rim, a starknife’s light, aerodynamic design allows it to be thrown
short distances in a manner similar to a chakram.*

## Shooting Starknife:

**Aura:** Faint Illusion and Transmutation

**CL:** 5

**Slot:** None

**Cost:** 7,724 gp

**Category:** Weapon

This bright +1 Starknife is engraved with beautiful moth icon. When wielded, it leaves a trail of harmless starry motes that shed light as a candle in any squares the wielder occupies or the moves through. These motes last for 1 round before fading away. Once per day, the wielder can speak a command word to use Jump (with a +20 bonus), but this effect immediately ends if the wielder losses it grasp on the weapon. Additionally, once per day the wielder can use it to fire a blast of motes, with the same effect as Color Spray.

### Jump:

**School** transmutation; **Level** alchemist 1, bloodrager 1, druid 1, magus 1, psychic 1, ranger 1, sorcerer/wizard 1, summoner/unchained summoner 1

CASTING
**Casting Time** 1 standard action
**Components** V, S, M (a grasshopper’s hind leg)

EFFECT

**Range** touch
**Target** creature touched
**Duration** 1 min./level (D)
**Saving Throw** Will negates (harmless); **Spell Resistance** yes

DESCRIPTION

The subject gets a +10 enhancement bonus on Acrobatics
 checks made to attempt high jumps or long jumps. The enhancement bonus
increases to +20 at caster level 5th, and to +30 (the maximum) at caster
 level 9th.

### Color Spray:

**School** illusion (pattern) [mind-affecting]; **Level** bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1

CASTING
**Casting Time** 1 standard action
**Components** V, S, M (red, yellow, and blue powder or colored sand)

EFFECT

**Range** 15 ft.
**Area** cone-shaped burst
**Duration** instantaneous; see text
**Saving Throw** Will negates; **Spell Resistance** yes

DESCRIPTION

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

*2 HD or less*: The creature is unconscious, blinded, and stunned
 for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then
stunned for 1 round. (Only living creatures are knocked unconscious.)

*3 or 4 HD*: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

*5 or more HD*: The creature is stunned for 1 round.

Sightless creatures are not affected by *color spray*.