Realms of Acadecia
Criminals thrive in darkness, where their nefarious deeds are best-hidden. It has ever been the purview of ne’er-do-wells, and it is here their power is at its peak. The Shadow Sentinel, however, is bent on destroying this status quo. He uses the very darkness on which criminals rely to destroy them.
Part vigilante, part bounty hunter, the Shadow Sentinel works on the edge of the law to take down thugs, murderers, and thieves, and returns them dead or alive for bounties. The Shadow Sentinel walks a precarious line between upholding and breaking the law; each Shadow Sentinel struggles to keep this balance with each new mark they hunt down.
Role: Shadow Sentinels are tolerated by local authorities for their effectiveness, but only just. They see Shadow Sentinels as dangerous and unstable, and so treat them with a mixture of respect and mistrust. Because of their work, Shadow Sentinels rarely fit into general society. Some even develop “alter egos” in order to keep those few friends and family they have safe from the work they do. Many Shadow Sentinels take to adventuring, since travelling allows them to pick up new marks easily. Many adventuring parties enjoy the company of a Shadow Sentinel because they make such excellent scouts and ambushers.
Hit Die: d8.
|1||+0||+1||+1||+0||+1||Bonus Feat, Darkvision, Shadowmeld|
|2||+1||+2||+2||+0||+1||Mark of Justice, Nightstrike|
|5||+3||+3||+3||+1||+2||Bonus Feat, Weapon of Justice|
|6||+4||+4||+4||+2||+2||Mark of Determination|
|9||+6||+5||+5||+3||+3||Bonus Feat, Weapon of Vengeance|
|10||+7||+6||+6||+3||+4||Mark of Vengeance|
Faction: Cannot be from the Chainbreaker, Retribution, or Thief Factions.
Feats: Blind Fight, Enforcer.
Skills: Diplomacy 2 ranks, Intimidate 2 ranks, Perception 5 ranks, Stealth 5 ranks, Survival 2 ranks.
Special: Must single-handedly bring in a wanted criminal to the proper authorities.
The following are class skills for the Shadow Sentinel: Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int Mod.
Weapon and Armor Proficiency: A Shadow Sentinel gains no new weapon proficiencies. He gains proficiency with light armor.
Bonus Feat: A Shadow Sentinel gains a bonus feat at 1st, 5th, and 9th level. These bonus feats must be selected from the following list: Combat Expertise, Greater Blind Fight, Improved Blind Fight, Improved Disarm, Improved Feint, Improved Trip, Moonlight Stalker, Moonlight Stalker Feint, and Moonlight Stalker Master. He must meet all prerequisites for the feat chosen.
Darkvision (Su): A Shadow Sentinel gains darkvision of 60 feet, as the racial trait. If he already has darkvision, his range increases by 60 feet instead.
Shadowmeld (Su): A Shadow Sentinel can blend in with nearby shadows. Provided he is not in broad daylight or under the effect of a daylight spell, a Shadow Sentinel can always find sufficient shadows to blend into. He gains a circumstance bonus to Stealth checks equal to one-half his Shadow Sentinel level (minimum 1).
Mark of Justice (Ex): Beginning at 2nd level, a Shadow Sentinel can designate one target as his Mark. He must be able to either see the target or see his likeness (such as from a “wanted” poster). Designating a Mark is a Move Action.
From then on, the Shadow Sentinel gains a +1 competence bonus to all Bluff, Perception, Sense Motive, and Survival checks, as well as Diplomacy checks made to gather information, made either against or in pursuit of his Mark. He also gains the bonus on saving throws against spells and abilities created or used by his Mark. These bonuses increase by 1 at 5th and 10th level.
If his Mark is slain or brought to custody with authorities, the Sentinel can choose a new Mark as a Move action. If he willingly drops his designated Mark without either of these conditions occurring, he cannot choose a new Mark for 24 hours.
Nightstrike (Su): A Shadow Sentinel excels at attacking from shadows. Starting at 2nd level, whenever he is in an area of dim illumination, he gains a +1 bonus on attack and weapon damage rolls. This bonus increases by +1 every even level (at 4th, 6th, 8th, and 10th).
Inspire Dread (Ex): Beginning at 3rd level, the Shadow Sentinel can inspire fear into the hearts of his enemies simply by revealing his presence. Once per combat, when the Shadow Sentinel is successfully hidden from his enemies (be it from stealth or spells such as invisibility) he may reveal himself as a Move Action. If he does so, he may make a single Intimidate check to demoralize, and apply it against all enemies who can see and hear him within 30 feet. This is a mind-altering fear effect.
Shadow Jump (Sp): Beginning at 4th level, the Shadow Sentinel may travel via shadows. So long as he is standing in shadow, he can “jump” to a nearby shadow in range as a move action. This ability functions as dimension door with a caster level equal to the Shadow Sentinel’s character level, except it only affects the Sentinel and his possessions. He can shadow jump a number of feet equal to 20 times his Shadow Sentinel level. He may use this ability in a single jump or multiple jumps, but all jumps must be in increments of at least 10 feet.
Weapon of Justice (Sp): At 5th level, the Shadow Sentinel can transform any weapon into a terrifying instrument of justice. As a swift action, he can grant any weapon he holds one of the following properties: defending, ghost touch, merciful, or vicious. These properties only function against the Shadow Sentinel’s current Mark. He may choose a new weapon property as a swift action.
Mark of Determination (Ex): Beginning at 6th level, the Shadow Sentinel becomes a dauntless pursuer of his Mark. While using Survival to track his current Mark, the Shadow Sentinel may move at full speed without suffering the usual -5 penalty. Furthermore, any critical threats against his current Mark automatically confirm.
Inspire Terror (Ex): At 7th level, when a Shadow Sentinel successfully uses his Inspire Dread ability, he instead causes enemies to be panicked for one round, then shaken for 1d4 rounds, plus one round for every 5 points he surpassed the Intimidate DC.
Shadow Strike (Sp): At 8th level, the shadows truly become a Shadow Sentinel’s ally. He may cast shadow conjuration twice per day as a spell-like ability. His caster level is equal to his Shadow Sentinel level.
Weapon of Vengeance (Sp): At 9th level, the Shadow Sentinel adds the following weapon properties to his available list when using his Weapon of Justice ability: anarchic, axiomatic, disruption, holy, and unholy. When using Weapon of Justice, he may choose two weapon properties instead of one.
Mark of Vengeance (Sp): At 10th level, the Shadow Sentinel becomes a terrifying enemy of injustice. His held weapons automatically gain the bane special weapon property, keyed to the creature type of his current Mark (and subtype, if applicable). Against his Mark, all weapon damage from the Shadow Sentinel bypasses any Damage Reduction the opponent may have.
The Shadow Sentinel is also capable of performing critical hits against his current Mark, even if they are of a creature type normally immune to critical hits. Abilities and item properties that grant protection from critical hits (such as the fortification armor property) still function normally.