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| Genetic04-24-07, 01:43 PM | I was inspired to make this class when I read about the Gray Guard in Complete Scoundrel. I still haven't actually seen that class, but the duskborne sentinel is what I'd imagine a "shady" paladin to be like. All constructive comments are welcome. **PLEASE SEE THE BOTTOM OF THE POST FOR THE LATEST CHANGES :)** THE DUSKBORNE SENTINEL "The end justifies the means. --Aspar, a duskborne sentinel Decades ago, a group of people came to meet in secret. They were rebels against the corruption in one of the most powerful theocracies in the world. Known as the Order of Dusk, they are composed of clerics, paladins, and others who have become disillusioned with their faith. They know that the light of good casts a shadow. In that shadow is where evil lurks. As opposed to the more direct methods of crusaders and martyrs, the Order of Dusk recognizes that some must maneuver within that shadow and destroy the evil where it lurks at its strongest. These elite warriors of the Order of Dusk are known as duskborne sentinels. They are similar to paladins: warriors who draw power from the divine. However, duskborne sentinels are not necessarily the epitome of law and good. They follow a limited philosophy of "the ends justify the means" and will do what it takes to make sure good continues to thrive. They will not commit egregious evil acts, but they are not above things such as theft or the assassination of a known evil-doer. If a paladin is the shining light of his god, the duskborne sentinel is the shadow that light casts. Race: Duskborne sentinels can be of any race. They are found mostly amongst humans, elves, and half-elves though. Those who wanted to become paladins but found that they could not handle the strict moral requirements often fall into the path of the duskborne sentinel. Alignment: A duskborne sentinel must be neutral good. Duskborne sentinels have a general view that good is the best course of action for the world. However, their methods of advancing the good cause can be rather shady. They are apt to be hired as bounty hunters or found as vigilantes much of the time. Role: The role of the duskborne sentinel in the adventuring party is an intriguing one. They have an average attack bonus, but their sacred oath ability keeps their effective attack roll bonus on par with full base attack bonus classes. Most of their damage potential comes from their sneak attack ability. Their d8 hit dice also allows duskborne sentinels to take quite a few hits. The duskborne sentinel also has a healthy selection of skills and skill points. This collection of abilities allows the duskborne sentinel to be played in a multitude of ways. The most common archetype is a frontline fighter who uses flanking or feinting in order to make sneak attacks—even when staring an enemy down in the face. Other Classes: Duskborne sentinels associate closely with fighters and rogues. Paladins tend to look down on members of the Order of Dusk due to the moral views that the sentinels espouse. Religion: Duskborne sentinels come from many different religions. Usually, they are disillusioned with the current state of their church or they have fallen from faith. Most usually return to their faith (at least somewhat) by the time they become a sentinel. They are never as devoted to their faiths as paladins are though. The Duskborne Sentinel: Level BAB Fort / Ref / Will Special 1 +0 +0 / +2 / +0 Sneak attack +1d6, detect alignment, sacred oath +1 2 +1 +0 / +3 / +0 Aura of non-detection, lay on hands 3 +2 +1 / +3 / +1 Trapfinding 4 +3 +1 / +4 / +1 Sneak attack +2d6 5 +3 +1 / +4 / +1 Sacred oath +2, hidden weapon (standard action) 6 +4 +2 / +5 / +2 Divine health 7 +5 +2 / +5 / +2 Sneak attack +3d6 8 +6/+1 +2 / +6 / +2 Sneak attack undead (half) 9 +6/+1 +3 / +6 / +3 Divine vengeance 10 +7/+2 +3 / +7 / +3 Sneak attack +4d6, divine oath +3 11 +8/+3 +3 / +7 / +3 Change oath 12 +9/+4 +4 / +8 / +4 Hidden weapon (swift action) 13 +9/+4 +4 / +8 / +4 Sneak attack +5d6 14 +10/+5 +4 / +9 / +4 Divine resistance, sneak attack undead (full) 15 +11/+6/+1 +5 / +9 / +5 Sacred oath +4 16 +12/+7/+2 +5 / +10 / +5 Sneak attack +6d6 17 +12/+7/+2 +5 / +10 / +5 18 +13/+8/+3 +6 / +11 / +6 19 +14/+9/+4 +6 / +11 / +6 Sneak attack +7d6 20 +15/+10/+5 +6 / +12 / +6 Sacred oath +5, divine wrath GAME RULE INFORMATION: Hit Dice: d8. Alignment: neutral good. Class Skills: The duskborne sentinel’s class skills (and the key ability for each skill) are Diplomacy (Cha), Gather Information (Cha), Open Lock (Dex), Listen (Wis), Search (Int), Spot (Wis), Ride (Dex), Sense Motive (Wis), Knowledge (religion) (Int), Craft (Int), Profession (Wis), Forge (Int), Hide (Dex), Move Silently (Dex). Skill Points: (4 + int modifier) x 4 at first level. 4 + int modifier at each additional level. Armor/Weapon Proficiency: Duskborne sentinels are proficient with all simple and martial weapons. They are proficient with light and medium armor. They are not proficient with shields. CLASS FEATURES: All of the following are class features of the duskblade sentinel. Sneak attack: This functions as the rogue ability of the same name. Detect alignment (Sp): At will, a duskborne sentinel can detect alignments within an area. This ability functions similarly to the spells detect evil, detect good, detect law, or detect chaos. When using this ability, the duskborne sentinel must choose to detect alignments on the law-chaos or good-evil scales. It will detect both lawful and chaotic auras or good and evil auras in one casting. The duskborne sentinel's caster level is equal to one-half her class level (rounded down). Aura of non-detection (Su): A duskborne sentinel's powers enshroud her in a constant aura of mystery. She is immune to all effects that detect presence base on alignment. Furthermore, she is immune to all spells and effects of the divination (scrying) subschool and its equivalents (psionics, for example). All allies within 10 feet of the duskborne sentinel gain a +4 bonus against saves versus such effects if the duskborne sentinel wishes it. Bestowing or removing this aura from an ally within 10 feet is a free action. Sacred oath: Every morning, the duskborne sentinel swears an oath against some injustice in the world. Mechanically, this translates to a sacred bonus on attack and damage rolls against an alignment or specific person that the duskborne sentinel chooses each morning. The alignment chosen must be “lawful,” “chaotic,” “evil,” “neutral,” or a combination of those alignments (chaotic evil, for example). It cannot be the duskborne sentinel's own alignment. If the oath is sworn against lawful, chaotic, or neutral creatures, it does not work on good creatures of that type (LG, CG, and NG creatures). Alternatively, the duskborne sentinel can swear an oath against the injustice of a specific person or thing (but not an entire race or group). The person or thing must be identifiable in a direct, specific manner. For example, “the first orc I meet today” is not a valid oath—but “the man who stole the king’s crown” is. The acts of the person or thing must be obviously evil or have been witnessed by the duskborne sentinel herself. This type of declaration can override the alignment restrictions of the ability. For example, it is possible that a lawful good fighter has committed a heinous act under the effects of a dominate spell. This fighter would be a legal target for the sacred oath. The bonus to attack and damage rolls is noted on the class table. This sacred bonus to attack and damage rolls stacks with the weapon's magical enhancement bonus if it has one. However, this damage bonus only applies to the duskborne sentinel’s regular melee attacks. It does not get added on to sneak attack damage (though it would be added on to the regular attack damage of the sneak attack). Lay on hands (Su): This functions as the paladin ability of the same name except as noted here. At the duskborne sentinel’s option, she may opt to use lay on hands to deal damage (instead of healing) to undead or those she has sworn a sacred oath against. This effect is chosen at each use of lay on hands when using it against those who fall under sacred oath’s effects. In order to use lay on hands to damage a creature, the duskborne sentinel must make a melee touch attack. She chooses the amount of damage done and it uses up the appropriate amount of healing. An affected creature is allowed a Will save to halve the damage. This offensive aspect affects living and undead creatures equally. Trapfinding (Ex): This functions the same as the rogue class feature. Divine health (Ex): A duskborne sentinel of 6th level or higher is immune to all non-magical diseases. Hidden weapon (Su): A duskborne sentinel of 5th level or higher has the ability to hide any weapon she touches. Because this is a magical effect, the weapon's actual appearance is unchanged. In order to confer this special ability to her weapon, the duskborne sentinel must spend 1 hour in prayer/concentration. Once this ritual is complete, the duskborne sentinel can make the weapon appear or disappear from her hands as a standard action that does not provoke attacks of opportunity. When the weapon disappears, it is not actually present in the material plane and thus cannot be affected with attacks or spells. At 12th level, the weapon can be summoned as a swift action. Making it disappear is still a standard action. The duskborne sentinel must pray for each weapon that she wants to give this ability and can only have one weapon with the property at any given time. A duskborne sentinel cannot use this ability to summon a dropped weapon back to her hand, nor can she make a weapon she is not touching disappear. Sneak attack undead (Su): At 8th level and higher, a duskborne sentinel can deal half sneak attack damage to undead creatures. At 14th level, the duskborne sentinel can deal full damage on a sneak attack to undead creatures. Even if the sentinel can only deal half damage to undead with her sneak attacks, successful hits still count as a "successful sneak attack" for feats, abilities, spells, etc. that rely on successful sneak attacks. Divine vengeance (Su): At 9th level and above, a duskborne sentinel uses d8s for sneak attack damage when attacking those creatures which she has sworn a divine oath against. Sneak attacks against other creatures still require the use of d6s for damage dice. Change oath: As a full round action, a duskborne sentinel of 11th level or higher can change her sacred oath. See the sacred oath class feature, above, for determining legal targets for the ability. The duskborne sentinel can change her oath once per day. Divine resistance (Ex): A duskborne sentinel of 14th level or higher gains spell resistance equal to her class level + 15 when being affected by spells from those she has sworn a sacred oath against. Divine wrath (Su): At 20th level and above, a duskborne sentinel uses d10s for sneak attack damage when attacking those creatures which she has sworn a divine oath against. Sneak attacks against other creatures still require the use of d6s for damage dice. Ex-duskborne sentinels: If an duskborne sentinel ever willingly commits a minor evil act (such as theft, bribery, or lying) that does not further the cause of good or ceases to be an allowable alignment, she loses all advancement potential in this class, but not class abilities, until an atonement spell is cast upon her. If the duskborne sentinel ever willingly commits an egregious evil act (such as unjustified murder, rape, or something similar) she loses all class abilities and cannot raise her duskborne sentinel level until she receives an atonement spell and personally renders her injustices right. Unlike the paladin’s moral code, a duskborne sentinel’s code of conduct is very flexible. A duskborne sentinel has no qualms with killing an evildoer in her sleep, nor does she have a problem with manipulating the proceedings of a court or something similar. The only requirement is that these acts further the cause of good and are not egregious, unjustified acts of evil. ------------------------------------------------ Latest changes (11/6/07): Added trapfinding at 3rd level. Rewrote flavor text and re-worded sneak attack undead class feature. |
| Spikes01k04-24-07, 02:13 PM | Full BaB, two good saves, and 4+int skills with sneak attack capability even halved is still too much. drop one of the saves, and ether drop the BaB down a notch or drop the skills to 2+int. |
| Genetic04-25-07, 04:28 PM | Late last night I forgot if I had actually posted this. I was just about to post another thread too. Heh. The new version has the BAB dropped to 3/4s (Full is too much) and the saves are completely different. It just hit me that a duskborne sentinel probably wouldn't have good Fortitude/Will saves. It'd most definitely be good Reflex, poor will, and arguably a good Fortitude. However for the sake of balance it's going to be poor Fortitude. I also moved some of the abilities around (notably sneak attack undead and hidden weapon) and tweaked some minor things. |
| Genetic04-26-07, 12:02 AM | Bump. |
| Drewcifer998404-26-07, 02:43 PM | What are the requirements you need to meet for this class? |
| legowarrior04-26-07, 03:07 PM | I don't believe it has any requirements, since its a base class. That's just my guess though. Interesting idea though, but not a flavor I would go for. Batman is fine and good, but I think that class would be a little more independent of other authority. I would tone down the divine aspect a little, you are moving away from that after all. |
| Drewcifer998404-26-07, 06:00 PM | Oh, I didn't know it was a base class, sounded more like a PrC for paladins or clerics. Gotcha, it would be a different take on a base class that sounds interesting enough |
| Genetic04-26-07, 10:25 PM | Yes, it is a base class. The duskborne sentinels basically use their divine powers in an alternative way compared to paladins or clerics. They're more sneaky... I guess batman would be a way to describe them, kind of. They don't always go sneaking around and they don't keep their identities secret. Also, Batman is purely physical while the duskborne sentinel augments his abilities with divine power. You may be right about slightly de-emphasizing the divine connection though. I think that's more of a matter of flavor text than anything else. Maybe I'll try coming up with some slightly different names for some of the abilities. I don't think certain ones could really be re-named though... like divine oath. We'll see. |
| Pangeon04-26-07, 10:41 PM | Nicley done. I'd drop the alignment restriction to any good or any non-evil. Limiting the class to NG and N seems a little odd, in my opinion, though I know what you're tyring to get at. Maybe a non-evil alignment with at least one good or neutral component (allowing LG, NG, CG, and N.) I really like Divine Vengance, by the way. I thought Divine Wrath was a little much, but it's a capstone ability, so it should be fine. You've got a couple of dead levels. While not terrible, it's nice to get something each level. I'd consider allowing a higher level Duskborne Sentinel change his Divine Oath 1/day to a different alignment as a full round action, perhaps. Maybe move Divine Vengance to 11th level, and give them Evasion at 9th. It fits the class, I think, and a few similar classes also get Evasion at 9th level (Ranger, Swordsage, Lurk, to name a few.) All in all, a very cool class. I might consider using this in a future campaign, it fits really well with the setting... |
| deanruel04-26-07, 10:53 PM | Yeah this is a pretty decent class. I'm not tooooo crazy about the Divine Oath bit but I like it more than the regular Paladins ability. Basically I don't like any ability than is just as likely to not be able to work as it is to work. So basically I like your smite BETTER, I just don't like smite. If it just could smite anyone ever then I think that'd be better but maybe it wouldn't feel very "Paladinny". |
| Genetic04-26-07, 11:13 PM | Nicley done. I'd drop the alignment restriction to any good or any non-evil. Limiting the class to NG and N seems a little odd, in my opinion, though I know what you're tyring to get at. Maybe a non-evil alignment with at least one good or neutral component (allowing LG, NG, CG, and N.) Originally, that actually was the alignment restriction. Opening it back up would loosen the lore slightly, but it would also make for more interesting character concepts. I think I'll do this (as well as rewrite some of the flavor text). This will also allow me to add in a class feature I wanted earlier. I really like Divine Vengance, by the way. I thought Divine Wrath was a little much, but it's a capstone ability, so it should be fine. Yeah, at max you'd be getting 4 attacks per round on a full attack (3 attacks + haste or something). The average damage is in the low 200s if all attacks hit. The d10 sneak attack damage dice would be overpowered at lower levels but at 20 I think it's fine. You've got a couple of dead levels. While not terrible, it's nice to get something each level. I'd consider allowing a higher level Duskborne Sentinel change his Divine Oath 1/day to a different alignment as a full round action, perhaps. That is not a bad idea. I will consider it. The thing about dead levels is that you run the risk of putting TOO much into a class. It can become bloated pretty fast. Maybe move Divine Vengance to 11th level, and give them Evasion at 9th. It fits the class, I think, and a few similar classes also get Evasion at 9th level (Ranger, Swordsage, Lurk, to name a few.) Evasion would fit the class concept, but it might be a bit much. I think the class would have to lose something elsewhere if evasion was added. It's a pretty good ability. All in all, a very cool class. I might consider using this in a future campaign, it fits really well with the setting... Thanks. :) |
| Genetic06-07-07, 10:16 PM | Bumpage... made a few changes to the class and would like some more input if possible. :) |
| Geraturatu06-07-07, 10:22 PM | The Duskborne Sentinel's moral code thingy needs to change with their alignment. Since a Nuetral character isn't going to have the same moral code as a lawful good one. Edit: also, a lawful good char. shouldn't be able to take this class, since they already have the paladin and because some of the abilities don't seem to fit with the alignment. Not trying to be offensive towards you, just to so you know. :D |
| Genetic06-19-07, 04:34 PM | Aura of non-detection buffed, alignment restricted to NG, lay on hands clarified (again). I think this class is pretty much complete. |