Sentinel Weapon Masteries
(Version 1.00 - Last Modified: 08/30/2004)
Introduction
One of the most potent abilities of the Sentinel of the Dark is the training they receive in weapons.
This training goes far beyond the level of proficiency that most warriors attain and it combines
certain mystical studies to increase the Sentinel's abilities with a weapon. The Order of Sentinels
has only developed a number of Weapon Masteries, so the Sentinel of the Dark is a little limited in
what they can choose from, but the Weapon Masteries are broad categories of weapons like the weapon
proficiencies. One of the most important features of the Weapon Masteries are the Dark Attacks,
potent attacks that consume PPE, Hit Points, and Essence Points from the Sentinel of the Dark to
deliver a single, powerful attack.
Weapon Mastery
The following weapon proficiencies can be selected as Weapon Masteries by a Sentinel of the Dark:
Axe, Blunt, Bow, Crossbow, Knife, Polearm, Staff, and Sword. Weapon Masteries provide a series of
bonuses as the Sentinel increases his mastery of a particular weapon type, allowing the Sentinel to
hit harder and more accurately and providing several special abilities that are unique to a
Sentinel of the Dark. There are three different tables of bonuses for Weapon Masteries listed below.
The first table is used for weapon masteries in axes, blunt weapons, polearms, staves, and swords,
the second is used for knives, and the third is used for bows and crossbows. All bonuses apply only
when a weapon that falls into that category is wielded and only if the Sentinel has the appropriate
Weapon Mastery for that weapon.
Axe, Blunt, Polearm, Staff, and Sword Weapon Mastery Bonuses
| Level: |
Bonuses: |
| 1 |
+1 to strike and +1 to parry |
| 2 |
+1 to damage |
| 3 |
Select one Dark Attack for this weapon |
| 4 |
+1 to strike and +1 to damage |
| 5 |
+1 attack per melee that must be used with this weapon |
| 6 |
+1 to parry |
| 7 |
+1 to damage and W.P. Paired Weapons |
| 8 |
Select one Dark Attack for this weapon |
| 9 |
+1 to damage |
| 10 |
+1 attack per melee that must be used with this weapon |
| 11 |
+1 to parry, and +1 to damage |
| 12 |
+1 to strike |
| 13 |
Select one Dark Attack for this weapon |
| 14 |
+2 to damage |
| 15 |
+1 attack per melee that must be used with this weapon |
Knife Weapon Mastery Bonuses
| Level: |
Bonuses: |
| 1 |
+1 to strike, +1 to strike when thrown, and +1 to parry |
| 2 |
+1 to damage and increase throwing range by +50' (15.2 m) |
| 3 |
Select one Dark Attack for this weapon |
| 4 |
+2 to strike and W.P. Paired Weapons |
| 5 |
+1 attack per melee that must be used with this weapon |
| 6 |
+1 to strike when thrown, +1 to parry, +1 to damage, and increase throwing
range by +50' (15.2 m) |
| 7 |
+1 attack per melee that must be used with this weapon |
| 8 |
Select one Dark Attack for this weapon |
| 9 |
+1 to strike and +1 to damage |
| 10 |
+1 to strike when thrown and increase throwing range by +50' (15.2
m) |
| 11 |
+1 attack per melee that must be used with this weapon |
| 12 |
+2 to damage and increase throwing range by +50' (15.2 m) |
| 13 |
Select one Dark Attack for this weapon |
| 14 |
+1 to strike, +1 to strike when thrown, and +1 to damage |
| 15 |
+1 attack per melee that must be used with this weapon |
Bow and Crossbow Weapon Mastery Bonuses
| Level: |
Bonuses: |
| 1 |
+2 to strike, increase range by +30' (9.1 m), can fire one arrow or crossbow
bolt per melee attack, and does not suffer any penalties when firing while running,
flying, or firing from horseback. |
| 2 |
+1 to damage and increase range by +30' (9.1 m) |
| 3 |
Select one Dark Attack for this weapon and increase range by +30' (9.1
m) |
| 4 |
+1 attack per melee that must be used with this weapon and increase range
by +30' (9.1 m) |
| 5 |
+1 to strike, +1 to damage, and increase range by +30' (9.1 m) |
| 6 |
+1 attack per melee that must be used with this weapon and increase range
by +30' (9.1 m) |
| 7 |
+1 to strike and increase range by +30' (9.1 m) |
| 8 |
Select one Dark Attack for this weapon and increase range by +30' (9.1
m) |
| 9 |
+1 to strike and increase range by +30' (9.1 m) |
| 10 |
+1 attack per melee that must be used with this weapon and increase range by
+30' (9.1 m) |
| 11 |
+1 to damage and increase range by +30' (9.1 m) |
| 12 |
+1 attack per melee that must be used with this weapon and increase range by
+30' (9.1 m) |
| 13 |
Select one Dark Attack for this weapon and increase range by +30' (9.1
m) |
| 14 |
+1 to strike and increase range by +30' (9.1 m) |
| 15 |
+1 attack per melee that must be used with this weapon and increase range by
+30' (9.1 m) |
Dark Attacks
Dark Attacks are powerful abilities that a Sentinel of the Dark with sufficient levels in a Weapon
Mastery can select. These attacks allow the Sentinel to channel the powerful energy of the infused
demon essence into a single, powerful attack. To perform a Dark Attack, the Sentinel must be holding
a weapon with a minimum number of Essence Points placed into it and must activate the Dark Attack.
Activating a Dark Attack requires a melee attack unless otherwise stated in the attack's description.
Dark Attacks also require the Sentinel to pay a set amount of PPE and Hit Points. This hit point loss
takes place after the Dark Attack has been used, so a Dark Attack can be used even if it would cause
the Sentinel to drop below 0 hit points, and the damage can be healed normally. Each type of Weapon
Mastery has a number of Dark Attacks associated with it, but there is also a General category that
has Dark Attacks that can be used with Weapon Mastery. A Dark Attack chosen from the General category
can be used with all weapons that the Sentinel has a Weapon Mastery for, regardless of the level of
that Weapon Mastery, except for the bow and crossbow Weapon Mastery. The Dark Attacks for bows and
crossbows are applied to the ammunition fired by those weapons.
Accursed Scar
- Weapon Type: Axe
- Duration: 1 melee round per level of experience
- Saving Throw: Save vs. spell magic
- P.P.E.: 10
- Hit Points: 5
- Essence Points: 5
- Description: The Accursed Scar attack is used in combination with a normal attack and
causes the edge of the axe to turn blood red. Unlike some Dark Attacks that require a melee
attack to activate, this attack can be activated at will, but only once for each attack. Once
used, this attack provides the Sentinel with a bonus of +5 to strike and if the attack hits,
the target must make a save vs. spell magic. If the save fails, the target of the attack is
cursed and suffers the following penalties: -1 attack per melee, -2 to strike, parry, and
dodge, and -1 to all other combat rolls. Regardless of whether the target makes the save or
not, the place where the axe hit turns into a permanent blood red scar.
Bleeding Scar
- Weapon Type: General
- Duration: 1 minute per level of experience
- P.P.E.: 10
- Hit Points: 10
- Essence Points: 10
- Description: The Bleeding Scare attack is used in combination with a normal attack and
causes edge of the sword to turn blood red. Unlike some Dark Attacks that require a melee attack
to activate, this attack can be activated at will, but only once for each attack. Once used,
this attack provides the Sentinel with a bonus of +4 to strike and if the attack hits the target,
the wound begins to bleed excessively. The target takes an additional 1D4 points of damage each
time they perform an action or an attack and at the beginning of each melee round until the
duration of the attack ends. This bleeding wound will not close until the end of the duration, no
matter what kind of healing or regenerative abilities are used on it. Finally, the place where
the sword hit turns into a permanent and ugly red scar.
Blinding Blade
- Weapon Type: Sword
- Duration: 1 melee round per level of experience
- Saving Throw: Save vs. spell magic
- P.P.E.: 30
- Hit Points: 15
- Essence Points: 15
- Description: This dark attack channels the energies of the Gods of Light into the sword,
causing it to inflict additional damage and penalties on evil creatures it strikes. An evil
creature that is not a supernatural creature takes an additional +2D6 points of damage from each
attack by the sword and has to make a save vs. spell magic or be blinded for 1 melee round. A
non-evil supernatural creature takes an additional +3D6 points of damage from each attack by the
sword. An evil supernatural creature takes double damage from each attack by the sword and has
to make a save vs. spell magic or be blinded for 1D6 melee rounds. Damage inflicted by the sword
against an evil supernatural creature cannot be regenerated at a rate faster than 1 point of
damage per hour.
Crushing Gravity
- Weapon Type: Staff
- Duration: 1 melee attack per level of experience
- Saving Throw: Save vs. spell magic
- P.P.E.: 15
- Hit Points: 5
- Essence Points: 5
- Description: The Crushing Gravity attack is used in combination with a normal attack and is
part of a thrusting attack with the end of the staff. As the end moves towards the target, energy
forms around the end and solidifies just before impact. Unlike some Dark Attacks that require a
melee attack to activate, this attack can be activated at will, but only once for each attack. This
Dark Attack causes the staff to inflict an additional +10 points of damage for this attack and an
additional +3 points of damage on all future attacks until the end of the attack's duration. This
bonus damage is cumulative with other uses of this Dark Attack.
Dark Brimstone
- Weapon Type: Bow and Crossbow
- P.P.E.: 5
- Hit Points: 2
- Essence Points: 5
- Description: This Dark Attack is used in combination with a normal attack and causes the
arrow or bolt fired by the weapon to change into a bolt of black energy. Unlike some Dark Attacks
that require a melee attack to activate, this attack can be activated at will, but only once for
each attack. An arrow or bolt fired with the Dark Brimstone attack will inflict extra damage
based on how evil a creature is. If the target of the attack is any of the Good alignments, they
take no damage from the attack, not even normal damage. If the target of the attack was any of
the Selfish alignments, they take an additional +1D6 points of magical damage. If the target was
Aberrant, they would take an additional +2D4 points of damage. If the target was Miscreant, they
would take an additional +2D6 points of damage. If the target was Diabolic, they would take an
additional +3D6 points of damage.
Deep Cut
- Weapon Type: Knife
- Saving Throw: Save vs. spell magic
- P.P.E.: 15
- Hit Points: 5
- Essence Points: 3
- Description: The Deep Cut attack is used in combination with a normal attack and causes the
blade of the knife to grow once it has penetrated the target of the attack. Unlike some Dark
Attacks that require a melee attack to activate, this attack can be activated at will, but only
once for each attack. A knife affected by this attack inflicts double damage when it hits a target,
but it inflicts regular damage on targets that have a natural armor rating of 15 or higher.
Demon Claw
- Weapon Type: Axe
- P.P.E.: 15
- Hit Points: 10
- Essence Points: 10
- Description: This Dark Attack is used in combination with a normal attack and causes the axe
to glow with an intense white like while the Sentinel raises it above his head before before
bringing it rapidly down upon the target of the attack. Unlike some Dark Attacks that require a
melee attack to activate, this attack can be activated at will, but only once for each attack. Demon
Claw causes an attack to inflict maximum damage, so the Sentinel does not need to roll dice for
damage, but it inflicts only half maximum damage against a target that is not a supernatural
creature. For example, if an attack would normally inflict 4D6+8 points of damage, this attack would
inflict 32 points of damage against a supernatural creature or 16 points against a normal creature.
This attack is subject to critical strikes and any additional dice are maximized as well.
Demonic Blast
- Weapon Type: Polearm
- Range: 100' (30.5) per level of experience
- Saving Throw: Save vs. spell magic
- P.P.E.: 5
- Hit Points: 8
- Essence Points: 10
- Description: This Dark Attack focuses the demonic essence in the weapon into a burst of energy
that is fired from the tip of the polearm. The Sentinel must still roll to strike the target with the
long ranged weapon, but if the target is hit, the blast inflicts 1D6 points of damage per level of
experience of the Sentinel. The target must also make a save vs. spell magic. If the save is failed,
the target is infused with the demonic energy of the blast and receives a penalty of -1 to all combat
rolls for 1D4 melee rounds.
Dragon Flare
- Weapon Type: Bow and Crossbow
- Area of Effect: 5' (1.5 m) radius per level of experience
- Saving Throw: Save vs. spell magic
- P.P.E.: 10
- Hit Points: 5
- Essence Points: 5
- Description: This Dark Attack is used in combination with a normal attack and causes the arrow
or bolt fired by the weapon to change into a bolt of red energy. Unlike some Dark Attacks that
require a melee attack to activate, this attack can be activated at will, but only once for each
attack. Upon hitting its target, an arrow or bolt affected by the Dragon Flare attack bursts in
magical flame, burning all targets within the area of effect. The primary target of the attack takes
normal damage from the arrow or bolt, but the target everything within the area of effect will also
take an additional 4D6 points of magical fire damage. A successful save vs. spell magic reduces the
fire damage by half.
Essence Drain
- Weapon Type: General
- P.P.E.: 5
- Hit Points: 2
- Essence Points: 5
- Description: The Essence Drain attack is used in combination with a normal attack and causes
edge or end of the weapon to turn a vibrant purple color. Unlike some Dark Attacks that require a
melee attack to activate, this attack can be activated at will, but only once for each attack. The
Essence Drain attack provides the Sentinel with a bonus of +3 to strike and if the attack hits, the
target is instantly loses 3D6 PPE and 3D6 ISP. In addition, the Sentinel regains the same amount of
PPE and ISP drained from the target, up to the normal maximum that the Sentinel can hold.
Icy Prison
- Weapon Type: General
- Duration: 1 melee round per level of experience
- Saving Throw: Save vs. spell magic
- P.P.E.: 15
- Hit Points: 10
- Essence Points: 10
- Description: The Icy Prison attack is used in combination with a normal attack and causes
edge or end of the weapon turn blue. Unlike some Dark Attacks that require a melee attack to
activate, this attack can be activated at will, but only once for each attack. Once used, this
attack provides the Sentinel with a bonus of +4 to strike and if the attack hits, the target must
make a save vs. spell magic. If the save is failed, the target becomes partially encased in ice
and takes 4D6 points of cold damage, is immobilized, and takes an additional 1D6 points of damage
at the beginning of each melee round while encased in ice. While encased in the magical ice, the
target can breathe normally, but they cannot move unless they can break the ice, the ice is
destroyed, or the duration ends. The ice can be broken from the inside if the creature as a normal
strength of 50, a superhuman strength of 40, or a supernatural strength of 30. The ice also has 60
S.D.C. and it can be attacked from the outside in an effort to release the person trapped by the
magical ice. Finally, the weapon is encased in ice as well, which causes all future attacks to
inflict an additional 2D6 points of cold damage until the end of the duration of the attack. The
ice encasing the weapon causes no damage to the Sentinel and does not impair their ability to
wield the weapon.
Light's Fury
- Weapon Type: Bow and Crossbow
- Saving Throw: Save vs. spell magic
- P.P.E.: 5
- Hit Points: 15
- Essence Points: 5
- Description: This Dark Attack is used in combination with a normal attack and causes the
arrow or bolt fired by the weapon to change into a bolt of white energy. Unlike some Dark Attacks
that require a melee attack to activate, this attack can be activated at will, but only once for
each attack. An arrow or bolt affected by this Dark Attack inflicts extra damage against
supernatural creatures. The arrow or bolt will inflict double damage against a master psychic or
any normal creature with more then 20 PPE, triple damage against a minor supernatural creature,
five times normal damage against a major supernatural creature or creature of magic, and ten times
normal damage against an alien intelligence or similar creature.
Muscle Clamp
- Weapon Type: General
- Duration: 1 melee round per level of experience
- Saving Throw: Save vs. spell magic
- P.P.E.: 5
- Hit Points: 10
- Essence Points: 10
- Description: The Muscle Clamp attack is used in combination with a normal attack and causes
edge or end of the weapon to turn dark brown. Unlike some Dark Attacks that require a melee attack
to activate, this attack can be activated at will, but only once for each attack. Once used, this
attack provides the Sentinel with a bonus of +4 to strike and if the attack hits, the target must
make a save vs. spell magic. If the save fails, the target of the attack becomes paralyzed as per
the spell Paralysis: Lesser with the caster level equal to the level of the Sentinel of the Dark.
Poison Cloud
- Weapon Type: General
- Duration: 1 melee round per level of experience
- Area of Effect: 5' (1.5 m) per level of experience
- Saving Throw: Save vs. lethal poison
- P.P.E.: 10
- Hit Points: 10
- Essence Points: 5
- Description: When activated, this attack causes the weapon to turn a green color and a
poisonous cloud rapidly seeps from the weapon, filling the area of effect with a noxious vapor. All
creatures in the area of effect except the Sentinel of the Dark and creatures of a good alignment
must roll to save vs. lethal poison with a penalty of -3 to their roll. If the roll is failed, the
creature becomes poisoned and immediately takes 4D6 points of damage and an additional 3D6 points of
damage at the beginning of each melee round until the duration ends. If the save is successful, then
a creature becomes poisoned and immediately takes 2D6 points of damage and an additional 1D6 points
of damage at the beginning of each melee round until the duration ends.
Rending Wind
- Weapon Type: Polearm
- Saving Throw: Save vs. spell magic
- P.P.E.: 5
- Hit Points: 10
- Essence Points: 10
- Description: The Rending Wind attack is used in combination with a normal attack and causes
edges of the polearm to turn stark white. Unlike some Dark Attacks that require a melee attack to
activate, this attack can be activated at will, but only once for each attack. Once used, this attack
provides the Sentinel with a bonus of +6 to strike and if the attack hits, the target must make a
save vs. spell magic. If the save fails, the target of the attack takes an additional +2D6 points of
damage and is thrown back 10' from the Sentinel. Regardless of whether the target makes the save or
not, the target make make a roll to Maintain Balance, trying to match or exceed the Sentinel's strike
roll, or be knocked down.
Searing Gust
- Weapon Type: Staff
- Range: 10' (3 m) per level of experience
- Saving Throw: Save vs. spell magic
- P.P.E.: 20
- Hit Points: 5
- Essence Points: 15
- Description: The Searing Gust attack causes a gust of incredibly hot air to burst from one
end of the staff. This attack causes 1D6 points of damage per level of experience to all objects
within a line extending out to the range of the attack. All affected objects must make a save vs.
spell magic. If the save is successful, a target only takes half damage from this attack.
Sunder
- Weapon Type: Sword
- P.P.E.: 10
- Hit Points: 5
- Essence Points: 5
- Description: The Sunder attack is used in combination with a normal attack. Unlike some Dark
Attacks that require a melee attack to activate, this attack can be activated at will, but only once
for each attack. The Sunder attack is used when the attacker is trying to hit a target's weapon,
shield, or any armor they are wearing. This attack provides the Sentinel a bonus of +5 to strike the
chosen equipment and if the attack hits the target, the Sentinel inflicts double damage against the
chosen equipment. If the equipment, such as a shield, had any kind of natural armor rating, ignore it.
Triad Pulse
- Weapon Type: Blunt
- Saving Throw: Save vs. spell magic
- P.P.E.: 15
- Hit Points: 10
- Essence Points: 10
- Description: The Triad Pulse attack is used in combination with a normal attack and causes the
end of the weapon to visibly vibrate, although this does not hamper the Sentinel's ability to strike a
target. Unlike some Dark Attacks that require a melee attack to activate, this attack can be activated
at will, but only once for each attack. Once used, this attack provides the Sentinel with a bonus of
+6 to strike and if the attack hits, the target must make a save vs. spell magic. If the save fails,
the atomic structure target is disrupted and the target immediately takes 4D6 points of magical energy
damage and an additional 4D6 points of damage at the beginning of each melee round for the next two
melee rounds. If the save succeeds, the target only takes 2D6 points of damage instead of 4D6.
Turbulent Whip
- Weapon Type: Blunt
- Duration: 1 melee attack per level of experience
- P.P.E.: 8
- Hit Points: 5
- Essence Points: 2
- Description: When this Dark Attack is activated, a mystical tendril of air forms out of the end
of the Sentinels' weapon. The Sentinel can use this tendril as a weapon for a number of melee attacks
as they have levels of experience. When attacking with the whip, the Sentinel does not use any bonuses
from having a Weapon Mastery in Blunt weapons, but he can use bonuses provided by W.P. Whip. The whip
deals 1D4x10 points of damage and automatically extends to hit targets up to 200' (??? m) away from the
Sentinel.
Vile Scar
- Weapon Type: Knife
- P.P.E.: 5
- Hit Points: 6
- Essence Points: 5
- Description: The Vile Scar attack is used in combination with a normal attack and causes the
edge of the knife to turn black. Unlike some Dark Attacks that require a melee attack to activate,
this attack can be activated at will, but only once for each attack. Once used, this attack provides
the Sentinel with a bonus of +4 to strike and if the attack hits, the target takes an additional +3
points of damage. The damage inflicted by this attack does not heal normally and is restored at a
rate of 1 point per day no matter what kind of healing or regenerative powers the target may possess.
Finally, the place where the knife hit turns into a permanent black scar.