Speed: 30 ft
HP: 29 / 29Stats
Ability Scores Saving ThrowsSpecial:
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 10 +0 10 +0 Fort: 7 = 5 + 1 + 1 + 0
Dex: 16 +3 16 +3 Ref: 6 = 2 + 3 + 1 + 0
Con: 12 +1 12 +1 Will: 6 = 5 + 0 + 1 + 0
Int: 17 +3 17 +3 Initiative
Wis: 10 +0 10 +0 Total = Dex + Misc
Cha: 08 -1 08 -1 5 = 2 + 3
When reduced below 0 hit points for the first time each day, recover one quarter of total hit points and become incorporeal for two roundsCombat
Total Armor Shield Dex Size Nat Defl Misc
AC : 21 = 10 + 5 + 2 + 3 + 0 + 1 + 0 + 0
Touch: 13 Flat-Footed: 18
Total Base Str Misc Total Base Dex Misc
Melee : 3 = 3 + 0 + 0 Ranged : 6 = 3 + 3 + 0
WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
Dagger +0 1d4 19-20/x2 10ft 1lb L P
ARMOR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
+1 Chain Shirt Light +5 -1 +4 - 30ft 25lb
+1 Buckler Shield +2 - - - - 5lb
Attacks vs me have 10% miss chance.
On the first attack of each round, if I successfully strike an opponent, they must make a Fortitude save of 10 + 1/2 lvl + Int mod or lose 10% of their reality for one hour. This stacks with itself and other reality penalties.
1) Here and Now
1) Chill of Reality (Bonus)
3) Fade Away
6) Reality Wound
Proficiencies: All simple weapons, light armor, shields (except tower shields)
Never Quite There (Su): Attacks against me, including spells that require an attack roll, have a 10% chance of missing.
Across the Threshold (Su): Once per round, as an immediate action, I can teleport to any other spot within a distance of 5 feet per two class levels. If I use this in response to an attack, the strike has a 50% miss chance if I would no longer be a valid target for it.
Beyond and Between (Su): Any of the following abilities can be activated as a move action, and cancelled as a move action. Duration is permanent until cancelled.
- Of Two Minds: When entering combat, roll initiative twice. Designate one roll for my standard action, and one for my move action. I may not take full round actions. When entering this ability, designate whether the swift action is paired with the move or the standard action. I may only use it on that initiative. If I enter this ability during combat, roll a second initiative and follow the procedure above. If I end this ability during combat, I take your whole turn on the lower of my two initiatives.
- Forked Life: Takes only 50% damage from any attacks, but can only use either a standard or a move action each turn.
Thickened Reality (Ex): When bringing Shadows into being, you may increase (or decrease, as desired) the reality of that type of threshold by 10%. This stacks with other benefits.
Threshold Capacity: 18
Threshold Capacity is the total number of thresholds that can be in existence at once.
Actions: Swift > Move > Standard > Full-round
I may add 10% reality to one threshold as part of the action of casting that threshold. For as long as that threshold is active, forgo the benefits of Never Quite There.
Shadows gain 10% bonus reality
Enemies dealt damage by a gap threshold must make a Fortitude save of 10 + 1/2 character level + Intelligence modifier or be slowed for one round. If the gap is 80% real or more, the save is against paralysis.
Behind the Wall of Sleep (Shadow)
As a move action, create a wall of shadowstuff within Close range (25 ft + 5 ft/2 lvls). The wall is 5 ft by 10 ft by 10 ft and lasts for 1 round/lvl. Any creature who under 5 HD who approaches within 5 ft. of the wall must succeed at a Will save or fall asleep. At 40% real, the wall can affect creatures of 10 HD or less. At 60% real, the wall becomes solid enough to have a physical presence (treat as wall of ectoplasm for hardness and hit points). At 100%, treat as a wall of stone for hardness and hit points, and it can affect creatures of any HD. This threshold is 20% real.
Bolt of Burning Shadows (Gap)
As a swift action, target one creation within Medium range (100 ft + 10 ft/lvl). The target takes 1d4 fire, 1d4 cold, and 1d4 negative energy damage per caster level (Fortitude for half damage). At 40% real, if the target failed its save, it catches fire. At 70% real, the target is slowed for one round. At 100% real, if the target failed its save, it takes a -6 penalty to strength. This threshold is 20% real.
Thinning Life (Gap)
Increase the casting time of a Gap threshold by 1 action, it becomes 10% more real.
Umbral Thickening (Shadow)
Increase the casting time of a Shadow threshold by 1 action, it becomes 10% more real.
Crack in the World (Gap)
As a swift action, target a Cylinder (20 ft radius, 20 ft high) within Medium range (100 ft + 10 ft/lvl). The ground and air suddenly cease to exist in the affected area for 1 round/lvl. Any creatures in the area have no air to breathe and must hold their breath (Suffocation, DMG p304). The ground becomes slick and uncertain, parts of it disappearing into nothingness and returning even as the creatures move across it. Any creature entering the area or caught in it when the threshold is created must make a successful DC 10 Acrobatics check or slip, skid, and fall. Those that succeed on the skill check can move at half speed across the surface. However, those that remain in the area must each make a new skill check every round to avoid falling and be able to move.
Shield of Night (Shadow)
As a move action, grant one creature within Close range (25 ft + 5 ft/2 lvls) a shield for 1 round/lvl. The target gets a +3 deflection bonus to AC. Any creature who is adjacent to the shield's wielder must make a will save or be shaken. At 50% real, the creatures are frightened. At 100% real, they become panicked. This threshold is 10% real.
Unending Twilight (Shadow)
Increase the casting time of a Shadow threshold by 2 actions, it becomes 20% less real, but increases its duration one step (rounds -> minutes, minutes -> hours. Hours is the maximum).
As a swift action, one creature within Medium rage (100 ft + 10 ft/lvl) has their reality reduced by the reality percentage of this threshold for 1 round/lvl (Fortitude negates). This threshold is 40% real.
Blade of the Dark (Shadow)
As a move action, one creature within Close range (25 ft + 5 ft/2 lvls) gains a blade of nightmares for 1 round/lvl. The sword does 1d4 fire, 1d4 cold, and 1d4 negative energy damage, and strikes as a touch attack. Any creature who is struck must make a will save or be sickened for one round. At 50% real, the creatures are nauseated. At 100% real, they become paralyzed. This threshold is 10% real.
Multiple Portals (Gap)
Whenever I bring into being a single-target gap with a reality percentage, I may instead apply it to as many targets within range as I wish, dividing the reality percentage as I choose among all targets, rounding down to the nearest 5% in each case. Otherwise, apply the gap normally.
Umber Twin (Shadow)
As a move action, target one creature/lvl (no two of which can be more than 30 ft. apart) within Medium range (100 ft + 10 ft/lvl). Each creature affected gains a shadow double, indistinguishable from the real creature for 1 round/lvl. Treat these shadows as mirror images. At 30% real, each creature gains a second shadow double. At 60% real, a third. At 100% real, each creature gains only a single shadow double, but treat the shadow as simulacrum. It still disappears at the end of the duration. This threshold is 20% real.
Weapons of Unreality (Gap)
As a swift action, target a 20 ft radius spread within Medium range (100 ft + 10 ft/lvl). All creature's within the range have their damage reduced to 50% of its normal value after all modifiers are applied for 1 round/lvl (Fortitude negates). For every 10% more real this threshold becomes, the target creature loses 10% more of damage output. This threshold is 50% real.
Equipment Max Ranks(9); CC Max Ranks(4.5); ACP(-1)
*Skill suffers armor check penalty (Penalty is doubled for Swim)
Key Skill Ability Misc
Name Ability Mod Mod Ranks Mod
Acrobatics* Dex 2 = 3 + 0 - 1
Acting Cha -1 = -1 + 0 + 0
Animal Affinity Cha -1 = -1 + 0 + 0
Animalism Wis 0 = 0 + 0 + 0
Athletics* Str -1 = 0 + 0 - 1
Chirography Int 12 = 3 + 9 + 0
Craft Int 3 = 3 + 0 + 0
Device Manipulation Dex 3 = 3 + 0 + 0
Diplomacy Cha -1 = -1 + 0 + 0
Heal Wis 2 = 0 + 0 + 2
Intimidate Cha -1 = -1 + 0 + 0
Investigation Cha -1 = -1 + 0 + 0
Knowledge (Arcana) Int 3 = 3 + 0 + 0
Knowledge (Ar. & En.)Int 3 = 3 + 0 + 0
Knowledge (Chrono.) Int 3 = 3 + 0 + 0
Knowledge (History) Int 12 = 3 + 9 + 0
Knowledge (Local) Int 12 = 3 + 9 + 0
Knowledge (Nature) Int 12 = 3 + 9 + 0
Knowledge (Planes) Int 3 = 3 + 0 + 0
Knowledge (Religion) Int 3 = 3 + 0 + 0
Knowledge (Rituals) Int 3 = 3 + 0 + 0
Mentalism Int 12 = 3 + 9 + 0
Perception Wis 9 = 0 + 9 + 0
Perform Cha -1 = -1 + 0 + 0
Spellcraft Int 3 = 3 + 0 + 0
Stealth* Dex 11 = 3 + 9 - 1
Thievery* Dex 11 = 3 + 9 - 1
+1 Chain Shirt
Amulet of Natural Armor +1
Cloak of Resistance +1
Everlasting Rations (Every morning makes 1 day of food for a medium creature
Healing Belt (3 charges/day. 1 charge: 2d8 healed, 2 charges: 3d8 healed, 3 charges: 4d8 healed)
Replenishing Skin (Refills in 1d4 hours)
Watch Lamp (Head, swift action to summon/dismiss light as a torch)