Nocturnal Sentinel

"This place needs a guardian… and I will be that guardian…"
Prerequisite: Duskblade

The world is a place of darkness and evil, where savage monsters roam the world and prey upon the good and the just. Even in the scattered points of light where civilization holds sway, the corrupt and the powerful pose just as much of a threat as the Orcs and Goblins which plunder the villages and hamlets on the edges of great city-states. Few warriors are strong enough or dedicated enough to go forward and combat evil for the sake of justice, and fewer still ever return.
You have witnessed misery and evil, and your soul has been marked by it for all time. Within your heart is buried the curse of Shadow power. You may have bargained for it and been left with more than you wanted, or perhaps a traumatic past left the mark of shadow in your soul to replace the part of you that died on that day. Perhaps you even accepted the mark willingly, surrendering to the power of Darkness as the only way you could defend those important to you.
Whatever is the case you have risen from the masses of would-be heroes and become a paragon of justice among your fellow adventurers. All who know you can speak to your dedication and your expertise; you will never stop until evil has been brought to justice, and the weak need no longer fear for their safety in their own homes. You have moved beyond battling thugs and random monsters to fighting beings whose power is a match for your own. But you will not falter. You are a Nocturnal Sentinel. The night is your constant companion, and you will not rest until it is safe for everyone.

Path Features

Aura of Misery (Level 11): You may add your Constitution or Wisdom modifier to the damage dealt by your Mark of Woe to enemies within your aura.

Nightwind Action (Level 11): When you spend an action point to take an extra action, you may teleport your speed as a free action before or after taking your extra action.

Rejuvenating Fury (Level 16): When an enemy marked by you makes an attack which includes an ally of yours as a target, you may spend your second wind as a free action.

Path Powers

Sentinel's Strike Nocturnal Sentinel Attack 11

The night flows around you like a protective blanket as you strike out at your enemies.

Encounter • Shadow, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage and you gain temporary hit points equal to 10 + your Constitution or Wisdom modifier.

Night Step Nocturnal Sentinel Attack 11

You step through the shadows to appear elsewhere.

Encounter • Shadow, Teleportation
Move Action Personal

Effect: You teleport up to 5 squares and gain concealment until the end of your next turn.

Curse of the Sentinel Nocturnal Sentinel Attack 11

Your intimidating strike causes your enemy to retreat in fear, and makes him terrified to go near you.

Encounter • Fear, Psychic, Shadow, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. Will

Hit: 3[W] + Charisma modifier psychic damage and you push the target a number of squares equal to your Charisma modifier. The target takes 5 psychic damage each time it ends a move closer to you than it started (save ends).

Effect: Until the end of the encounter or until you end the effect as a free action, when an enemy marked by your Mark of Woe makes an attack that doesn't include you as a target you may push that enemy 1 square and deal psychic damage equal to 5 + your Charisma modifier to it.

rating: 0+x

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