Sentinel Combat Abilities
(Version 1.00 - Last Modified: 08/30/2004)
Introduction
Two of the Sentinel's of the Dark abilities fall into the category of
combat abilities. The first area, Attack Abilities, are used in conjunction with attacks and any one
of these abilities can be added to each attack by the character. The second area, Defense Abilities,
are used in when the Sentinel is defending against an incoming attack. None of these abilities require
PPE to activate, but they all generate essence points, which if the Sentinel has too many of, can be
very bad. With both types of abilities the essence points generated by the ability are applied only
after the ability has been activated. For example, if an Attack Ability generated 3 essence points,
they are added to the Sentinel's pool of essence points after the attack is made, not before. In
addition, the essence points generated by these abilities occur even if the attack or defense fails
and they are cumulative with any other essence points that the Sentinel may receive, such as from
successfully hitting a target in combat.
Attack Abilities
As part of their training, Sentinels of the Dark learn techniques that combine both physical prowess and
stolen energy from the demonic essence. These abilities provide the Sentinel with great flexibility, but
they come at a high price. Each time one of these abilities are used, the Sentinel gains a set number of
essence points. The attack abilities can be used as part of any attack where the Sentinel is striking
something, such as with a weapon or a fist, but only one attack ability can be used at a time and
offensive actions that are not direct strikes at the target cannot use attack abilities. For example, an
Attack Ability could be used with a Leap Attack or a Simultaneous Attack, but it could not be used with
a Choke or a Joint Lock; when attacking with more then one weapon simultaneously, such as with paired
weapons, only one Attack Ability can be used and it only applies to one of the two weapons. The essence
points gained from the use of these attacks are not included when determining any penalties until after
the attack has occurred. Unlike a normal attack where essence points are gained only when an attack hits
a target, the essence points gained from these abilities occur even if the Sentinel misses his target.
Aching Pain
- Duration: 1 melee attack at levels 1, 4, 8, 12, and 15.
- Essence Points: 1
- Description: When this attack ability is activated, it has no immediate effect, instead it
causes future attacks from the Sentinel to cause additional damage. Each subsequent attack from
the Sentinel until the duration ends causes a damage bonus equal to 10% of the damage the attack
inflicted, rounding all fractions up. This damage bonus is cumulative with each attack that is
affected by this ability. For example, an eighth level Sentinel of the Dark used this ability
against an opponent and his first attack after using this ability inflicted 12 points of damage,
he would inflict an additional +2 points of damage (12 x 0.1 = 1.2 -> 2), and his second attack
after using this ability inflicted 9 points of damage, he would inflict an additional +3 points of
damage (9 x 0.1 = 0.9 -> 1 + previous bonus of +2 = 3), and his third attack after using this
ability inflicted 16 points of damage, he would inflict an additional +5 points of damage (16 x
0.1 = 1.6 -> 2 + previous bonus of +3 = +5). This ability lasts until the Sentinel has used a
number of melee attacks equal to the ability's duration, so if the ability would last for 2 melee
attacks and the Sentinel missed his next two attacks or failed to hit the target both times, the
ability ends.
Essence Focus
- Essence Points: 1
- Description: The rolled damage from this attack, before any damage bonuses are applied, is
increased by 10%, rounding up, and the total damage inflicted by the attack is added to the
Sentinel's weapon as essence points. For example, an attack that inflicts 2D6+6 that was rolled as
7+6 points of damage would inflict a total of 14 points of damage (7 x 1.1 = 7.7 -> 8+6 = 14) and
14 essence points would be added to the Sentinel's weapon. These extra essence points are recorded
separately from the points the Sentinel can transfer into a weapon, but they can be used to pay for
Dark Attacks and last for 1 minute per level of experience.
Essence Strike
- Essence Points: 3
- Description: This ability allows the Sentinel of the Dark to use essence points stored in the
weapon to inflict extra damage against a supernatural target. The target of this attack must be a
supernatural creature, a creature of magic, or a magical construct or item. The Sentinel can choose
how many essence points in the weapon they wish to use for this ability, but at first level every 2
essence points used creates a +1 bonus to damage, at fifth level every 2 essence points used creates
a +3 bonus to damage, and at tenth level every essence point used creates a +1 bonus to damage.
Until tenth level, essence points can only be used in groups of two. Essence points used in this way
are consumed from the weapon.
Heavy Hit
- Essence Points: 1
- Description: The rolled damage from this attack, before any damage bonuses are applied, is
increased by 50%. For example, an attack that inflicts 4D6+4 that was rolled as 14+4 points of damage
would inflict a total of 25 points of damage (14 x 1.5 = 21+4 = 25).
Mind Assault
- Essence Points: 1
- Description: Increase the damage inflicted by this attack by 20% of the PPE that the Sentinel
has remaining in his reserve. Using this ability reduces the Sentinel's PPE by 1D4 points for every point
of damage bonus he gains, this is not a permanent reduction, the PPE is simply consumed when this ability
is activated. For example, if the Sentinel had 43 PPE when he used this ability, he would inflict an
additional +7 points of damage, but would lose 7D4 PPE.
Mind Drain
- Essence Points: 1
- Description: The target of the attack loses 2D6 PPE or 2D6 ISP, the Sentinel's choice. The
Sentinel must choose which type of energy, PPE or ISP, to drain when the ability is activated and the
Sentinel does not know how much energy the target has remaining.
Paralyzing Strike
- Essence Points: 4
- Description: If the target is struck by this attack, he must make a save vs. spell magic. If
the save is successful, nothing happens. If the save is failed, the target is paralyzed and cannot
perform any actions until the end of the Sentinel's next melee attack.
Restoration
- Essence Points: 2
- Description: This strange ability channels the energy of the Sentinel into his weapon, armor,
and shield. The rolled damage from this attack, before any damage bonuses are applied, is increased
by 50% and the Sentinel's weapon, armor, and shield are instantly repaired an amount equal to the
rolled damaged. For example, an attack that inflicts 2D6+3 that was rolled as 8+3 points of damage
would inflict a total of 15 points of damage (8 x 1.5 = 12+3 = 15) and would repair up to 8 points
of damage on his weapon, armor, and shield, if any of them were damaged.
Restore Life
- Essence Points: 2
- Description: The Sentinel is healed up to 25% of the damage inflicted by the attack. For
example, if an attack inflicts 26 points of damage, the Sentinel would be healed 7 points of damage.
Restore Magic
- Essence Points: 2
- Description: The Sentinel regains PPE equal to 25% of the damage inflicted by the attack, but
the Sentinel's total PPE cannot exceed his normal maximum. For example, if an attack inflicts 13
points of damage, the Sentinel would regain 4 PPE, up to their normal maximum.
Sap Agility
- Essence Points: 3
- Description: If the target is struck by this attack, his body becomes numb and their reflexes
slow. The target suffers the following penalties: -3 to all defensive actions like Dodge and Parry,
but the target gains a bonus of +3 to save vs. pain. These penalties last for 1 melee attack per level
of experience of the Sentinel.
Sap Vigor
- Essence Points: 3
- Description: If the target is struck by this attack, his senses dull and his muscles weaken.
The target suffers the following penalties: -2 to all offensive actions like attacking and -2 to
damage rolls. These penalties last for 1 melee attack per level of experience of the Sentinel.
Shared Pain
- Essence Points: 2
- Description: The rolled damage from this attack, before any damage bonuses are applied, is
doubled, but the Sentinel takes 25% of the rolled damage as magical feedback damage of no particular
type. For example, an attack that inflicts 4D6+6 that was rolled as 12+6 points of damage would
inflict a total of 30 points of damage (12 x 2 = 24+6 = 30), but would cause 3 points of damage (12
x 0.25 = 3) to the Sentinel.
Venom
- Essence Points: 3
- Description: If the target is struck by this attack, he must make a save vs. lethal poison. If
the save is successful, nothing happens. If the save is failed, the target is poisoned and takes 3D6
points of damage immediately and 1D6 points of damage at the start of each melee round for 1 melee
round per level of the Sentinel.
Defense Abilities
By using the stolen energy from demonic essence, the Sentinels of the Dark learn techniques that protect them
in combat. However, each time one of these abilities are used, the Sentinel gains a set number of essence
points. The defense abilities can be used any time the Sentinel comes under attack, even if immobile or
otherwise prevented from defending physically, as long as they know the attack is coming and are conscious. An
attack can come in the form of a physical attack, a psionic attack, or even a magical spell where the Sentinel
is a target or simply in the radius of effect. A defense ability can be used with any defensive action or in
response to a Simultaneous Attack when the Sentinel was attacking, but only one defense ability can be used for
each attack against the Sentinel. If the Sentinel is attacked simultaneously by multiple objects, such as a
volley of missiles, only a single defense ability can be used but it is applied to the entire volley. The
essence points gained from the use of these abilities are not included when determining any penalties until
after the attack the Sentinel is defending against has occurred. Unless otherwise stated, the player can choose
to activate one of these abilities after they know the nature of the attack, such as whether they are being
attacked by a physical attack, by a magical spell without a visible result, or by a visible spell effect like a
bolt of fire.
Absorb Damage
- Essence Points: 4
- Description: When activated, this ability reduces the damage from a physical, non-magical attack,
either melee or ranged, by 25% at first level and an additional 5% at levels 3, 6, 9, 12, and 15. For
example, a sixth level Sentinel of the Dark using this ability would reduce damage from an attack by
35%. This ability will work melee and missile attacks and attacks made with magical weapons.
Absorb Magic
- Essence Points: 4
- Description: When activated, this ability reduces the damage that directly results from a magic
spell by 25% at first level and an additional 5% at levels 3, 6, 9, 12, and 15. For example, a sixth
level Sentinel of the Dark using this ability would reduce damage from a magical spell by 35%. This
ability will also work against wards and other types of magic, but not with spells that cause damage
through a secondary effect, such as a magical poison, being pushed off a cliff with a spell, or a
physical attack from a creature with spell-enhanced strength or against magical weapons.
Acid Ward
- Essence Points: 3
- Description: When activated, this ability reduces acid damage, either magical or non-magical,
by 50% at first level and an additional 10% at levels 3, 6, 9, 12, and 15. For example, a sixth level
Sentinel of the Dark using this ability would reduce acid damage by 70%.
Demon Guard
- Essence Points: 4
- Description: When activated, this ability reduces physical damage from a supernatural creature,
such as a claw attack, by 50% at first level and an additional 5% at levels 3, 6, 9, 12, and 15. For
example, a sixth level Sentinel of the Dark using this ability would reduce damage from a demon's claw
attack by 60%.
Energy Ward
- Essence Points: 3
- Description: When activated, this ability reduces energy damage, either magical or non-magical,
by 50% at first level and an additional 10% at levels 3, 6, 9, 12, and 15. For example, a sixth level
Sentinel of the Dark using this ability would reduce energy damage by 70%.
Essence Shield
- Essence Points: 6
- Description: This ability allows a Sentinel of the Dark to reduce the damage of an attack by up
to the total amount of essence points stored in his armor. Each essence point in the armor will reduce
the damage of the attack by 1 point, but is consumed in the process. For example, if the Sentinel's
armor had 10 essence points and was hit by an attack that inflicted 22 points of damage, the Sentinel
would take only 12 points of damage and his armor would have no more essence points in it.
Fire Ward
- Essence Points: 3
- Description: When activated, this ability reduces fire damage, either magical or non-magical,
by 50% at first level and an additional 10% at levels 3, 6, 9, 12, and 15. For example, a sixth level
Sentinel of the Dark using this ability would reduce fire damage by 70%.
Ice Ward
- Essence Points: 3
- Description: When activated, this ability reduces cold or water damage, either magical or
non-magical, by 50% at first level and an additional 10% at levels 3, 6, 9, 12, and 15. For example,
a sixth level Sentinel of the Dark using this ability would reduce cold or water damage by 70%.
Reflect Damage
- Essence Points: 2
- Description: The demon essence trapped inside the body of a Sentinel of the Dark has amazing
protective abilities, but it is still a vengeful, evil thing. As such, the essence provides the
interesting ability of reflecting part of a melee attack back on the attacker. When this ability is
activated, a bolt of energy will form at the point of impact on the Sentinel and fly towards the
attacker. The bolt of energy will hit the attacker unless an obstacle blocks its path or the attacker
has disappeared, in which case the bolt of energy will travel in the direction where the attacker
used to be. The bolt of magical energy will inflict 50% of the damage of the original attack back on
the attacker. However, this attack does not reduce the amount of damage that the Sentinel takes from
the original attack. For example, if a melee attack inflicted 15 points of damage on the Sentinel,
the bolt of energy would inflict 8 points of damage on the attacker.
Reflect Magic
- Essence Points: 2
- Description: This ability is identical to Reflect Damage, but instead of reflecting the damage
from a melee attack, it reflects the damage of a spell. This ability will work with any spell that
directly causes damage to the Sentinel, such as Fire Bolt or Fire Ball, but it will not work with
spells that cause damage through a secondary effect, such as a magical poison, being pushed off a
cliff with a spell, or a physical attack from a creature with spell-enhanced strength. As with Reflect
Damage, a bolt of magical energy will form at the point of impact or entirely around the Sentinel if
his whole body was in the area of effect and the bolt will unerringly fly towards the caster
inflicting 50% of the damage of the original attack back on the caster. However, this attack does not
reduce the amount of damage that the Sentinel takes from the original attack.
Syphon Magic
- Essence Points: 6
- Description: This ability syphons part of PPE used to cast a spell that would affect the
Sentinel to restore the Sentinel. The Sentinel regains 50% of the PPE used to cast a spell, but this
has no effect on the spell that has been cast. For example, if a spell that cost 20 PPE was cast at
the Sentinel, he would regain 10 PPE, but he would still be hit by the full force of the spell as
normal.
Ward
- Essence Points: 1
- Description: This ability is one of the simplest, but most effective of the defensive
abilities. Activating this ability provides the Sentinel with a bonus of +1 to all saving throws
at level 1, +2 to all saving throws at level 7, and +3 to all saving throws at level 7.
Unfortunately, the player must activate this ability before they know whether a spell or effect
has a savings throw.