"Wrong room!" the Semblant calls out in his sibilant voice before slipping back to the group. "Three goblins and a doggy-thing. Worse than the others."
I can use that wand on you Fizzle. If Semblant and I can each have a charge too!
The colorful man finishes tracing his shadow, and the shadow slowly begins moving of its own accord. First a hand peels itself off the ground and inflates, then the other. Then the two hands push against the ground, and the shadow slowly rises up and fills out. By the time Dusty returns with his find, the creature has become fully corporeal. The creature is dressed in the garish garb of the fool, hat and all, but the color has been washed out and replaced with a smoky black. It gives the party a bow. "Call me the Semblant!"
As Levin moves, the Semblant moves as well, becoming misty and formless. It passes directly through the warrior in front of Levin and reforms on the man's other side. With one shadowy hand, he reaches out much as he'd done before.
The movement provokes AoO's from all three, but of course if their weapons aren't magical...
Unnerving Touch (vs touch AC): 1d20 + 3 ⇒ (10) + 3 = 13
Had the save DC wrong earlier; not that it mattered then, but it's DC 11 not DC 13.
Moving toward the man, the Semblant reaches out with a ghostly hand. "You do not belong here," it says in a whispery voice.
Unnerving Touch: 1d20 + 3 ⇒ (4) + 3 = 7
Well that didn't work the way I'd hoped...
-Posted with Wayfinder
The Semblant stands at Levin's height but appears more like a living shadow, black as pitch and indistinct at the edges. Though its feet reach the ground, it weighs nothing and not the tiniest of pebbles moves at its passing. Where its eyes would be, two holes in the smoke show what is directly behind it-- though from the back, no such holes can be seen.
After looking around, without a word the Semblant walks toward the man guarding the warehouse doors.
Is meshing with the others a concern? I created this guy with story in mind... for example, he'll (initially) have lots of misgivings about any and all females on the ship, because "it's bad luck having a woman on board." I was thinking about the roleplaying opportunities this would create. But if you're looking for a party that gets along from the start, I might have to withdraw.
GM Right: I actually meant 'fate' as being essentially just a huge coincidence; random chance brought him right where he was needed, at just the right time. He went to Dalviss because the innkeep of a town usually has his finger on the pulse of all the goings-on, and Dalviss would take to him quickly (see: personality) and recruit him for the mission. But if you'd rather Dalviss had a reason for reaching out to him specifically, I can change it.