Isaac's Guardian

The Watching Shadow

Description:

Point Total: 219/225+5 PP
PL: 11

Abilities (22 PP)
Strength —(-10 PP)
Dexterity 10(0 PP)
Constitution 32(22 PP)
Intelligence 10(0 PP)
Wisdom 10(0 PP)
Charisma 20(10 PP)

Combat (44 PP)
Atk +0 / +11 Ranged (0 PP)
Def +11 (22 PP)
Tough +11 (11 Con)
Fort +11 (11 Con +0)
Ref +11 (0 Dex +11) (11 PP)
Will +11 (0 Wis +11) (11 PP)

Skills (24 PP)
Concentration 10 ranks + 0 Wis = +10
Intimidate 10 ranks + 5 Cha = +15
Know (arcana) 16 ranks + 0 Int = +16
Notice 16 ranks + 0 Wis = +16
Sense Motive 16 ranks + 0 Wis = +16
Stealth 16 ranks + 0 Dex = +16

Feats (18 PP)
Evasion 2 – Take no damage from an area attack on a successful reflex save, and only half damage on a failed one.
Fearless – Immune to fear.
Interpose – Once per round, the Guardian can interpose itself on behalf of an ally within 5’ of it, allowing it to redirect the attack to itself; if the attack misses the Guardian, it also misses the original target.
Attack Focus (Ranged) 11 – +11 to ranged attacks.
Precise Shot 2 – Ignore penalties for making ranged attacks into melee, as well as defense bonuses for anything less than total cover and miss chances for anything less than total concealment.
Hide in Plain Sight – No need for cover to hide.

Powers (111 PP)
*Living Shadow [magic] [shadow]
INSUBSTANTIAL 3
[4 PP/rank (5 PP – 1 PP Permanent) + 1 PP]: 13 PP
Effect: Alteration
Action: Free
Range: Personal
Duration: Permanent
Extras: None
Flaws: Permanent (-1 PP/rank)
Power Feats: Innate
The Guardian is a being of living shadow, and as such is insubstantial. Physical attacks cannot affect it, it has no Strength score, and it capable of passing through objects permeable to its type of energy, though energy-resistant barriers (like heavy shielding or force fields) block its movement. Energy attacks—other than the energy making up its form—can also affect it normally.

*Shadow’s Hame [magic] [shadow]
REGENERATION 3 (Resurrection)
[1 PP/rank]: 3 PP
Effect: Alteration
Action: Reaction
Duration: Permanent
Range: Personal
Extras: True Resurrection (+1 PP/rank)
Flaws: Source (Shadow/Darkness) (-1 PP/rank)
The Guardian will, given time, be able to recover even from dissolution, though not easily. As time passes, it will gradually regenerate its shadowy form from ambient darkness; given an hour to draw upon ambient darkness, it will be able to attempt a recovery check (DC 10) to recover from death.

*Shadow’s Hame [magic] [shadow]
IMMUNITY 12 (Aging/Sleep/Life Support)
[1 PP/rank + 1 PP]: 13 PP
Effect: Defense
Action: Reaction
Duration: Permanent
Range: Personal
Power Feats: Innate

*Night’s Cloak [magic] [shadow]
CONCEALMENT 4 (All Visual)
[1 PP/rank (2 PP – 1 PP Medium) + 2 PP]: 6 PP
Effect: Sensory
Action: Free
Duration: Sustained
Range: Personal
Extras: None
Flaws: Requires Medium (Shadow/Darkness) (-1 PP/rank)
Power Feats: Subtle 2
So long as there is a shadow to hide in, the Guardian can remain unseen by any visual sense; only when no shadows are about can it be seen. Usually the Guardian hides in Isaac’s shadow.

*Night’s Wings
FLIGHT 1
[2 PP/rank]: 2 PP
Effect: Movement
Action: Move
Duration: Sustained
Range: Personal
Fly speed of 10 MPH, or 100’ per round.
Range: Personal

*Shadow Slip [magic] [shadow]
TELEPORT 1
[1 PP/rank (2 PP – 1 PP Medium) + 3 PP]: 5 PP
Effect: Movement
Action: Move
Range: Personal
Duration: Instant
Extras: None
Flaws: Requires Medium (Shadow/Darkness) (-1 PP/rank)
Power Feats: Change Direction, Change Velocity, Turnabout, Progression 2
The Guardian is capable of taking shortcuts through shadows, allowing it to almost instantly ferry passengers from one point to another without crossing the intervening space. It can carry up to 500 lbs of matter along with it. It should be noted that the Guardian requires shadow or darkness at the entry and exit points in order to use its teleportation.

*Shadowsenses [magic] [shadow] [mental]
SUPER-SENSES 25
[1 PP/rank + 1 PP]: 25 PP
Effect: Sensory
Action: Free
Range: Personal
Duration: Permanent
Extras: None
Flaws: None
Power Feats: Innate
As a being of manifest darkness, Isaac’s Guardian has access to senses beyond the human norm. It can see without difficulty in darkness (either mundane or magical), can sense shadows or shadow magic, and can communicate telepathically with Isaac when necessary.

Shadowsight (Darkvision): 2 ranks.
Shadowlink (Communication Link): 1 rank.
Shadowsense (Mental Shadow Detect 2, Accurate, Acute, Analytical, Extended Range 1, Radius, Penetrates Concealment): 12 ranks.
Shadowsense (Mental Shadow Descriptor Awareness, Accurate, Acute, Radius, Extended Range 1, Penetrates Concealment): 10 ranks.

*Shadowlink [magic] [mental]
SUPER-SENSES 1 (Communication Link)
[1 PP/rank + 1 PP]: 2 PP
Effect: Sensory
Action: Free
Range: Personal
Duration: Permanent
Extras: None
Flaws: None
Power Feats: Innate
The Guardian can communicate with him by broadcasting directly into Isaac’s mind, when it deems it necessary.

*Shadowsense [magic] [shadow] [mental]
SUPER-SENSES 12 (Mental Shadow Detect 2, Penetrates Concealment 4, Radius 1, Accurate 2, Acute 1, Analytical 1, Extended Range 1 + Mental [Shadow] Awareness 1)
[1 PP/rank]: 12 PP
Effect: Sensory
Action: Free
Range: Personal
Duration: Permanent
Extras: None
Flaws: None
Power Feats: None
An ability that allows the Guardian to detect and identify shadows, even through solid matter. (-1 to Notice DCs per 100’, counts as an exotic sense for purposes of Subtle powers.)

*Power of the Dark
A set of offensive abilities drawing on the Guardian’s mastery of darkness.

*Night’s Hammer [magic] [shadow]
TRIP 11
[4 PP/rank (1 PP + 1 PP Area (Burst) + 1 PP Selective + 1 PP Knockback) + 8 PP]: 52 PP
Effect: Attack
Action: Standard (Active)
Range: Ranged
Duration: Instant
Save: Reflex
Extras: Area (Burst), Selective, Knockback
Flaws: None
Power Feats: Affects Incorporeal 2, Alternate Power 5, Improved Trip
A violent surge of telekinetic force that batters all targeted foes with a significant area, Night’s Hammer is a devastating and flashy tantrum guaranteed to draw all eyes… exactly as planned. Night’s Hammer affects all targeted foes within 5’ per rank. (Targets make Reflex save, then defend against Trip check, then defend Knockback if applicable.)

*Alternate Power: Effacement [magic] [shadow] [storm]
BLAST 11
[4 PP/rank (2 PP + 1 PP Penetrating + 3 PP Autofire – 1 PP Action – 1 PP Distracting) + 1 PP]: 45 PP
Effect: Attack
Action: Full (Active)
Range: Ranged
Duration: Instant
Extras: Penetrating (1 PP/rank), Autofire 3 (3 PP/rank)
Flaws: Action (-1 PP/rank), Distracting (-1 PP/rank)
Power Feats: Homing
The most devastating attack the Guardian has at its disposal, Effacement unleashes a spherical storm of dark energy shreds anything that cannot evade it. This represents a tremendous investment of energy, though, leaving the Guardian vulnerable for a short time afterwards. (For every point the attack roll for this power exceeds the target’s defense, increase the attack’s saving throw DC by +1, to a maximum of +10. May also use this against multiple targets as a full action; to do this, choose a line of squares no greater in number than the shadow’s attack bonus; you may make attack rolls to hit the targets, one at a time. You suffer a penalty to each attack roll equal to the total number of squares, but may attempt to hit other targets down the line even if you miss.)

*Alternate Power: Night’s Reach [magic] [shadow]
TELEKINESIS 11
[3 PP/rank (2 PP + 1 PP Damaging) + 5 PP]: 38 PP
Effect: General
Action: Standard
Range: Ranged
Duration: Sustained
Extras: Damaging (+1 PP/rank)
Flaws: None
Power Feats: Indirect 2, Subtle 2, Precise 1
The Guardian’s favored use of its telekinetic abilities, Night’s Reach is a versatile ability allowing for subtle and delicate manipulation of objects as well as throwing them with great force.

*Alternate Power: Forbiddance [magic] [shadow] [fire]
BLAST 11
[4 PP/rank (2 PP + 1 PP Area + 1 PP Incurable) + 3 PP]: 47 PP
Effect: Attack
Action: Standard (Active)
Range: Ranged
Duration: Instant
Extras: Area (Cloud) (1 PP/rank)
Flaws: None
Feats: Progression 3 (Area Decrease)
Forbiddance unleashes a powerful blast of shadow fire that lingers for a round after being fired (max area: 50’ diameter, 25’ height; min area: 35’ diameter, 20’ height). Damage inflicted by these flames is not easily cured.

*Alternate Power: Castigation [magic] [shadow]
STUN 11
[2 PP/rank + 5 PP]: 27 PP
Effect: Attack
Action: Standard
Range: Touch
Duration: Instant (Lasting)
Saving Throw: Fortitude
Power Feats: Accurate 5
A close range burst of dark energy, Castigation is used to disrupt targets, leaving them dazed and vulnerable.

*Alternate Power: Aspersion [magic] [shadow]
ILLUSION 11 (ILLUSION 6 + ILLUSION 5)
[([4 PP/rank (3 PP + 1 PP Selective)] * 6 ranks) + ([3 PP/rank (3 PP + 1 PP Selective – 1 PP Medium)] * 5 ranks) + 6 PP]: 45 PP
Effect: Sensory
Action: Standard (Active)
Range: Perception
Duration: Concentration
Saving Throw: Will
Extras: Selective (1 PP/rank)
Flaws: Requires Medium (Shadow/Darkness) (-1 PP/rank) (applies to 5 ranks)
Power Feats: Progression 4, Precise 1, Split Attack 1
Aspersion generates potent illusions to bedevil the Guardian’s enemies, encompassing an area of up to 100’; these illusions are made far more potent and terrifying in the presence of darkness. Static illusions can be maintained via concentration as a free action; active illusions require concentration as a standard action. These illusions are only half as convincing without darkness, though.

Drawbacks
Vulnerability [Light] (-1 PP): As a being of elemental shadow, the Guardian is somewhat more susceptible to light-based attacks; light based attacks do +1 damage.
Weakness [Isaac] (-4 PP): Isaac is the Guardian’s anchor point; without him, the Guardian’s connection to the material plane will steadily degrade. For every 5 minutes the Guardian spends outside of Isaac’s presence, it takes a cumulative -1 to its Con score.

Bio:

An entity of darkness that lives within Isaac’s shadow. Where it originally came from and what it truly is, even Isaac doesn’t know… and the Guardian itself doesn’t seem inclined to talk about it. Two things are for certain: first, that there is no surer way to anger it than to offer injury to Isaac; second, that when roused to anger, it is a tremendously dangerous enemy.

Isaac's Guardian

Mana of Mayhem: Magic School Blues Dry