Difference between revisions of "Midnight Sentinel (3.5e Prestige Class)"

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''{{Anchor|Psychic Inquisitor}} {{Su}}:'' If a Midnight Sentinel spend at least 1 minutes reading the mind of a creature with her mind scan ability, she may attempt to prod deeper. The creature is allowed a [[Will]] save against being affected by a [[Reveal Greatest Sin (3.5e Spell)|''reveal greatest sin'']] effect. At 8th level she may use the version allowing her to scan for a specific 'sin'. This Sentinel trick require the Mind Scan class feature.
 
''{{Anchor|Psychic Inquisitor}} {{Su}}:'' If a Midnight Sentinel spend at least 1 minutes reading the mind of a creature with her mind scan ability, she may attempt to prod deeper. The creature is allowed a [[Will]] save against being affected by a [[Reveal Greatest Sin (3.5e Spell)|''reveal greatest sin'']] effect. At 8th level she may use the version allowing her to scan for a specific 'sin'. This Sentinel trick require the Mind Scan class feature.
  
''{{Anchor|Subtle Mind Trick}} {{Su}}:'' If a Midnight Sentinel with trick  manage to suppress all display of a telepathy or clairsentience power, she may make a [[SRD:Bluff Skill|Bluff]] check opposed by either [[SRD:Sense Motive Skill|Sense Motive]] or [[SRD:Spot Skill|Spot]] by onlookers. Any creature that do not beat her bluff check fail to realize she manifested a power. Doing so successfully on a [compulsion] or [charm] effect increase the DC of the power by 1, if the creature succeed on the [[Will]] save and negate the power it must roll another one with the same DC, a failure indicate it is not aware it was targeted by a power.
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''{{Anchor|Sentinel Mind Trick}} {{Su}}:'' If a Midnight Sentinel with trick  manage to suppress all display of a telepathy or clairsentience power, she may make a [[SRD:Bluff Skill|Bluff]] check opposed by either [[SRD:Sense Motive Skill|Sense Motive]] or [[SRD:Spot Skill|Spot]] by onlookers. Any creature that do not beat her bluff check fail to realize she manifested a power. Doing so successfully on a [compulsion] or [charm] effect increase the DC of the power by 1, if the creature succeed on the [[Will]] save and negate the power it must roll another one with the same DC, a failure indicate it is not aware it was targeted by a power.
  
 
''{{Anchor|Telepathic Intimidation}} {{Su}}:'' A Midnight Sentinel with this trick may attempt to [[SRD:Intimidate Skill|Demoralize Opponent]] against all creatures within 20 feet as a move action or against a single creature within 20 feet as a swift action, instead of the normal effect the intimidated creatures are [[At Bay (3.5e Condition)|At Bay]] from her for 1d4 rounds or until they next damage her.  
 
''{{Anchor|Telepathic Intimidation}} {{Su}}:'' A Midnight Sentinel with this trick may attempt to [[SRD:Intimidate Skill|Demoralize Opponent]] against all creatures within 20 feet as a move action or against a single creature within 20 feet as a swift action, instead of the normal effect the intimidated creatures are [[At Bay (3.5e Condition)|At Bay]] from her for 1d4 rounds or until they next damage her.  

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The midnight sentinels are an order of psionic vigilante who protect the innocent and bring those who crawl in the dark to justice, a somewhat focused arcane trickster for psionics.

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Psionics, Sneak Attack Full

Midnight Sentinel

Nah, I know what y'ah did, I'm readin' your mind like right now, none of that 'I'm innocent' crap please.
—Val Gorbin, Human Slipmind/Midnight Sentinel

A psionic version of the arcane trickster, the Midnight Sentinel class allow psionic rogues to take on a more heroic role. The Midnight Sentinel class grant full sneak attack and power progression as well as the tool to be a true defender of justice, or at least something of the sort. The flavor of the midnight sentinel vary from lone vigilante with a personal code to an entire network of rogues and lawman, with the night sentinels themselves as the most elite members.

It should be noted that the Midnight Sentinel code do not have a clause against committing petty crimes, since their "membership" include many rogue it is logical, however it does not prohibit capturing another midnight sentinel and bring them to justice either.

Becoming a Midnight Sentinels

In order to become a midnight sentinel several strict requirement must be met, a Rogue/Psion can easily meet the requirement by level 5 while a Slipmind can do so at level 3, although there are ups and down to either choices. The full power progression is certainly very tempting for a full manifester but is more attainable to partial manifesters.

Entry Requirements  
Alignment: Any Lawful or Good. 
Skills: Autohypnosis 6 Ranks, Move Silently 6 Ranks, Psicraft 6 Ranks, Tumble 6 Ranks. 
Feats: Two [Psionic] Feats. 
Manifesting: Must be able to manifest at least three different 1st level powers. 
Class Feature: Must possess at least 2d6 Sneak Attack from class level. 
Special: Must willingly take the Midnight Sentinel's oath and abide by the code of conduct.

Table: The Midnight Sentinel

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Manifesting
Fort Ref Will
1st +0 +0 +2 +2 Code of the Sentinel, Expanded Power List, Sentinel Trick x2 +1 level of existing in manifesting class
2nd +1 +0 +3 +3 Mind Scan, Sneak Attack +1d6 +1 level of existing in manifesting class
3rd +2 +1 +3 +3 Bonus Feat, Sentinel Trick +1 level of existing in manifesting class
4th +3 +1 +4 +4 Sneak Attack +2d6 +1 level of existing in manifesting class
5th +3 +1 +4 +4 Sentinel Trick +1 level of existing in manifesting class
6th +4 +2 +5 +5 Bonus Feat, Sneak Attack +3d6 +1 level of existing in manifesting class
7th +5 +2 +5 +5 Sentinel Trick +1 level of existing in manifesting class
8th +6/+1 +2 +6 +6 Sneak Attack +4d6 +1 level of existing in manifesting class
9th +6/+1 +3 +6 +6 Bonus Feat, Sentinel Trick +1 level of existing in manifesting class
10th +7/+2 +3 +7 +7 Master Sentinel, Sneak Attack +5d6 +1 level of existing in manifesting class

Class Skills (8 + Int modifier per level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Midnight Sentinel.

Manifesting: At each level, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a Midnight Sentinel, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Code of the Sentinel: Each and every Midnight Sentinel make an oath, to protect the innocents and uphold the rules of law from the shadow. The code of the midnight sentinel is as follow:

  • Must use a weapon capable of dealing non-lethal damage without penalty, such as a Sap, Unarmed Strike or a Merciful weapon.
  • Must take out humanoid foes without killing them, this also apply to non-humanoid target with Int 3 or greater. This only apply to living creatures.
  • Surrender captures to a lawful organization, it is allowable to execute creatures who are menace by their own existence.
  • Must attempt, at reasonable risk of their own live, to protect the innocents in danger.
  • Must attempt to prevent corruption and perversion of justice.

If a midnight sentinel fail to obey her code she lose a number of power point as if she took a Negative Level. As a general rule if there are any room to hesitate on the action of a midnight sentinel, she does not lose power points. A particular violation of the code can be triggered at most once per hour.

Expanded Power List: A Night Sentinel add the following power to her power list, she must pick these powers as normal. If the power already appeared on your own list list at a different level, use whichever is lower: mind thrust (1st), warp light (2nd), projected cloud mind (3rd), warp cloak (4th).

Sentinel Trick: A Midnight Sentinel is capable of learning special psionic tricks that aid her in her fight, she know two tricks at 1st level and gain an additional trick at each odd class levels beyond. She must meet the prerequisite of a particular trick and may only select a trick once.

Egocentric Telekinesis (Su): As long as a Midnight Sentinel is psionically focused her speed increase by 10 feet and receive a +1 deflection bonus to AC. At 4th level this increase to +20 ft/+2 and at 8th level to +30 ft/+3.

Improved Mind Scan: The Midnight Sentinel's mind scan ability may now be used with it normal area, or as a swift action for the single target version. This Sentinel trick require the Mind Scan class feature.

Hyperconscious Blast: The Midnight Sentinel gain Brain Thrust as a bonus feat and may deal nonlethal damage when she manifest mind thrust. If she would make a creature unconscious via mind thrust, she may at her option leave it hypnotized for 1 hour/level (D) with an amount of nonlethal damage equal to it current hit point instead of making it go unconscious. This Sentinel Trick require mind thrust as a power known.

Nightvision (Su): As long as the Midnight Sentinel is psionically focused she gain darkvision with unlimited range.

Prescient Daredevil (Su): As long as the Midnight Sentinel is psionically focused she may roll twice on any Strength and Dexterity-based skill checks. If she fail such a check she may expend her psionic focus to delay the consequences of the failure for 1 round, often enough time to allow her to correct her mistake and move on.

Precognitive Trickster (Ex): The Midnight Sentinel gain the benefits of Improved Combat Trick as long as she is psionically focused, if you use another ability score to your attack roll you may use it instead of Strength when doing combat tricks. At 8th level this become Greater Combat Tricks.

Psychic Inquisitor (Su): If a Midnight Sentinel spend at least 1 minutes reading the mind of a creature with her mind scan ability, she may attempt to prod deeper. The creature is allowed a Will save against being affected by a reveal greatest sin effect. At 8th level she may use the version allowing her to scan for a specific 'sin'. This Sentinel trick require the Mind Scan class feature.

Sentinel Mind Trick (Su): If a Midnight Sentinel with trick manage to suppress all display of a telepathy or clairsentience power, she may make a Bluff check opposed by either Sense Motive or Spot by onlookers. Any creature that do not beat her bluff check fail to realize she manifested a power. Doing so successfully on a [compulsion] or [charm] effect increase the DC of the power by 1, if the creature succeed on the Will save and negate the power it must roll another one with the same DC, a failure indicate it is not aware it was targeted by a power.

Telepathic Intimidation (Su): A Midnight Sentinel with this trick may attempt to Demoralize Opponent against all creatures within 20 feet as a move action or against a single creature within 20 feet as a swift action, instead of the normal effect the intimidated creatures are At Bay from her for 1d4 rounds or until they next damage her.

Urban Parkour (Ex): The Midnight Sentinel gain the Master Roof-Runner ability of a Nightblade.

Mind Scan (Ps):A 2nd level Midnight Sentinel is capable of using a single target version of read thoughts at-will. A creature who succeed it save against this ability is immune for 24 hours.

Sneak Attack (Ex): At 2nd level and every even levels thereafter, a Midnight Sentinel receive an additional +1d6 sneak attack.

Bonus Feat: At 3rd, 6th and 9th level a Midnight Sentinel receive a bonus [Ambush] or [Psionic] feat she meet the prerequisites of.

Master Sentinel (Ex): A 10th level Midnight Sentinel become a Master Sentinel, which allow her to regain her Psionic Focus as a move action (or swift action if she possess Psionic Meditation) and make her invisible to dakrvision as if she was wearing a Ring of the DarkhiddenMoF.



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Leziad's Homebrew (4523 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
Base Attack Bonus ProgressionModerate +
Class AbilityPsionics + and Sneak Attack +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level4 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Psicraft +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim +, Tumble +, Use Psionic Device + and Use Rope +
Skill Points8 +
SummaryThe midnight sentinels are an order of psionic vigilante who protect the innocent and bring those who crawl in the dark to justice, a somewhat focused arcane trickster for psionics. +
TitleMidnight Sentinel +
Will Save ProgressionGood +