Power:Umbral Decoy

Umbral Decoy
Night Stalker Class Feature [Summon]
Prerequisites: Night Stalker II
Focus Action [FT 5, REC 5]
Cost: 3 Resolve Burn
Limitation: You may only have one instance of this ability active at a time.
Duration: 1 phase or until dismissed, dispelled, disrupted, or you take an extended rest.
Upkeep: Spend 1 Resolve Burn to increase the duration by 1 phase.
Effect: You separate a portion of your shadow’s essence into a duplicate of yourself forming an Umbral Decoy. The decoy steps out of your body and into any adjacent space. If no free adjacent space exists, the decoy begins prone in an occupied space. The Decoy acts on its own initiative count, starting on the segment it is created.


The Decoy has Hitpoints equal to twice your Healing Value, but otherwise has statistics equal to your own (i.e. Defenses, Skills, Movement, Saving Throws, ect). It can utilize any of your Basic Martial Techniques, Physical Maneuvers, Mental Methods, and Class Feature Abilities (though not Talent abilities), but you must pay any Energy costs associated with the use of those abilities. The Decoy's attack bonus is equal to your own, and it has visual duplicates of all your equipment (worn at the time of manifestation). While it gains the benefits of any Item Bonuses imparted by your magic items, it cannot otherwise utilize the abilities granted by such items. Similarly, any attempts to remove items from the Decoy (either through theft or disarming) fail, as the item immediately discorporate into a shadowy mist and return to the Decoy's form.

The Decoy is indistinguishable from you, except through the use of abilities that can pierce magical forms of concealment (such as True Seeing or Deific Sight), which will cause the Decoy to appear semi-translucent.

You maintain a mental link with your Decoy at all times, allowing you to communicate with it. It understands your instructions and desires implicitly, and will act accordingly, even if you are unconscious. The Decoy can interact with simple physical objects and can transport items (anything you can carry), though the items are left behind if the Decoy is dismissed, dispelled, or disrupted.

When the Decoy is reduced to 0 hitpoints, it immediately discorporates and this ability is disrupted. The Umbral Decoy functions as a Simple Monster with regard to Injuries. The Decoy cannot be targeted by abilities with the Healing Keyword.