Humanoid
Strider
The Strider is a being untethered from the constraints of conventional space, a spectral entity that glides effortlessly between locations in the blink of an eye. Their form shimmers like a half-remembered dream, an elusive wisp that manifests in unexpected corners of reality before dissolving back into the ether.
Whether functioning as a cunning infiltrator for the enigmatic Azure Syndicate, a rogue interdimensional wanderer traversing the unseen paths of existence, or a haunting remnant of a teleportation experiment gone awry, the Strider epitomizes the idea that no place is impervious to their presence, and no barrier stands unbreached.
With every flicker, they instill a disquieting sense of uncertainty, reminding all that safety is an illusion and challenges are merely stepping stones in their elusive dance through the tapestry of existence.
Endure: d6
Navigate: d10
Influence: d4
Glean: d8
Manifest: d12
Attack: d8
Armor: 1
Life Points: 6
Range: 8
Speed: 10
Size: Average
Dimensional Flicker: 1st - Passive - Navigate - Self
The Strider is never entirely in one location at any given time. Whenever the Strider takes damage, roll a d6. On a roll of 5 or 6, they instantly teleport 3 spaces to an unoccupied space within range (no action required).
Blink Step: 2nd - Action - Navigate - 9 Spaces
The Strider vanishes in a burst of spatial distortion and reappears instantly in a different location. The Strider can teleport to an unoccupied space within range, even if it cannot see that space. Any foes adjacent to the Strider at the beginning or end of the teleport must succeed on an Endure check against the Strider's Manifest die. If they fail, they will take Escalation damage.
Phase Disruption: 3rd - Reaction - Manifest - Self
The Strider disrupts an attacker's weapon, causing it to fall out of sync with reality. Whenever the Strider is hit by an attack, it can attempt to phase through the weapon or projectile as a reaction. The Strider makes a Manifest check against the original attack roll. If the check is successful, the attack passes harmlessly through the Strider, missing entirely.
Warp Charge: 4th - Action - Manifest - 18 Spaces
The Strider propels itself forward with incredible force, using a combination of teleportation and running. The Strider can teleport to any unoccupied space within their line of sight and range. All enemies within 3 spaces of the chosen location must make an Endure check against the Strider's Manifest die. If they fail this check, the affected creatures suffer Escalation damage and are knocked away from the Strider a number of spaces equal to the amount by which they failed. Additionally, they are knocked prone.
Paradox Rift: 5th - Action - Navigate - 24 Spaces - Focus - 1 Minute
The Strider tears open a portal between two distant points, creating an inescapable loop. The Strider chooses two spaces within range; these spaces do not need to be in sight as long as you have seen each space at least once. For the duration of this power, any creature that moves into one of the spaces will be instantly transported to the other space.