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View Full Version : Pathfinder [PEACH] The Sentinel, A Knife-Thrower Prestige Class



Sooth
2016-12-13, 10:46 PM
Looking to make a fairly straightforward PrC that
a) Further encourages knife throwers as a viable archetype
b) Remains at least modestly effective into the double-digit levels
c) is based off of the Judas Priest song of the same name

Thanks for your thoughts!

**

Upon this sign the challengers / With shrieks and cries rush forth
The knives fly out like bullets / Upon their deadly course
Screams of pain and agony / Rent the silent air
Amidst the dying bodies / Blood runs everywhere
The figure stands expressionless / Impassive and alone
Unmoved by this victory / And the seeds of death he’s sown

The Sentinels were an ancient order of weapon-masters who practiced the esoteric arts of knife throwing and kept guardianship over the people of their remote territories. Under circumstances lost to the shuffle of history, their lands were cast into ruin and the organization was destroyed. Only a handful of Sentinels remained, and they wandered seemingly without purpose save to avenge their fallen and to pass on the teachings of their deadly art.

Role: Sentinels blend the roles of skirmisher and ranged assault, weaving across the fray while perforating their enemies with throwing knives. As many foes learn much too late, Sentinels are also versed in crowd-control due to their ability to saturate an area with deadly blades.

Alignment: Sentinels can be of any alignment. Those who harbor a connection to the lost traditions of the original Sentinels may harbor a Lawful bent. Many Sentinels lean toward Neutrality or Chaos because of the perspective and self-sufficiency that a wanderer’s isolation brews.

Hit Die: d8.

Requirements
To prepare themselves for the arduous rites of the Sentinel, a character must fulfill all the following criteria.
Base Attack Bonus: +4
Feats: Point Blank Shot, Rapid Shot, Quick Draw, Weapon Focus (dagger, or some similar throwable light weapon)

Class Skills


The Sentinel’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Level
BaB
Fort
Ref
Will
Special
1
+1
+0
+2
+0
Enhance Knives +1, Bonus Feat
2
+2
+0
+3
+0
Sentinel Technique (1/encounter)
3
+3
+1
+3
+1
Superior Conditioning
4
+4
+1
+4
+1
Enhance Knives +2, Sentinel Technique (new ability)
5
+5
+1
+4
+1
Bonus Feat, Sentinel Technique (2/encounter)
6
+6
+2
+5
+2
SentineL Technique (new ability)
7
+7
+2
+5
+2
Enhance Knives +3, Superior Conditioning
8
+8
+2
+6
+2
Sentinel Technique (new ability)
9
+9
+3
+6
+3
Bonus Feat, Sentinel Technique (3/encounter)
10
+10
+3
+7
+3
Enhance Knives +4, Sentinel Technique (new ability)


A Note on “Throwing Knives”
Multiple abilities below only function when the Sentinel uses “throwing knives.” This term is purposefully loosely defined so as to allow the GM and the players to use their common judgment when deciding which weapons count as “throwing knives.” Obviously, thrown Daggers count. Weapons which are not light or throwable, like a dagger, need not apply. What other light, throwable weapons count? You decide.

Bonus Feat: At 1st, 5th and 9th level, the Sentinel gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be selected from the following list: Close-Quarters Thrower, Deadly Aim, False Opening, Distance Thrower, Far Shot, Greater Two-Weapon Fighting, Improved Precise Shot, Improved Two-Weapon Fighting, Manyshot, Pinpoint Targeting, Precise Shot, Two-Weapon Fighting. The Sentinel must meet the prerequisites for any feat he chooses.

Enhance Knives (Su): The Sentinel’s knives cut deeper and soar farther than thought possible by mundane throwers. Starting at 1st level, every throwing knife the Sentinel lets fly becomes magical and gains a +1 enhancement bonus. This stacks with any existing weapon enhancement allowing for a maximum of a +5 bonus. Furthermore, any throwing knife the Sentinel wields is considered to have the Distance magical property in addition to any others. These new properties only exist for the Sentinel himself, and the knives may well register as nonmagic otherwise.

At levels 4, 7, and 10, this ability improves so that the Sentinel’s throwing knives grant greater enhancement bonuses. Alternatively, the Sentinel can choose special weapon properties in place of enhancement bonuses (such as flaming in exchange for a +1 bonus); these properties are likewise in addition to existing weapon properties, but duplicates do not stack.

After completing an 8 hour rest or by merely spending 1 hour in quiet meditation, the Sentinel can change or repick the distribution of these bonuses (which magical properties to impart, and so forth). All of his throwing knives gain the selected bonuses until he chooses to change them.

Sentinel Technique: The Sentinel’s signature maneuver is the ability to throw a boundless quantity of knives with which to lacerate and perforate his manifold foes. At levels 2, 4,6, 8 and 10, the Sentinel gains one ability from the list below. Instead of choosing a different option at a later level, the same choice may be selected twice for improved effectiveness.

Once per encounter, the Sentinel may use a single Sentinel Technique that he knows. At 5th level, he may use a Sentinel Technique twice per encounter; at 9th level, he may use a Sentinel Technique three times in an encounter. All Sentinel Techniques share the same per-encounter recharge period (so a 4th level Sentinel who knows two techniques must still choose which one he wishes to use in an encounter, instead of being able to use both of them once).

All of the below abilities can be used as a standard action and the saving throw DC is equal to 10 + ½ the Sentinel’s Hit Dice + the Sentinel’s Strength or Dexterity modifier (whichever is higher).
If the Sentinel possesses the Shot on the Run feat, he gains increased versatility with Sentinel Techniques; this allows him to spend a full-round action to move up to his speed and use a Sentinel Technique he knows at any point during his movement.

Deadly Barrage (Ex): The Sentinel chooses a single 20’ radius spread within range and deals piercing damage to each creature in that area; the damage is 1d6 per character level of the Sentinel (max 15d6) with a successful Reflex save for half. This ability has a range of 30’ + 5’ per two Hit Dice of the Sentinel.
If this ability is taken twice, the Sentinel can choose to alter the radius spread, decreasing it to as little as 10’ or increasing it to as large as 30’, selected each time he uses this ability; the range increases to 60’ + 5’ per Hit Die of the Sentinel.

Death Blossom (Ex): When the Sentinel wishes to kill everything in the immediate vicinity, he can throw knives at all creatures within 20’, dealing 1d8 piercing damage per character level of the Sentinel (max 15d8) with a successful Reflex save for half.
If this ability is taken twice, the Sentinel can choose to increase the area-of-effect from 20’ to 25’ or 30’, selected each time he uses this ability; the saving throw DC also increases by 2.

Fan of Knives (Ex): The Sentinel can throw knives in a 30’ cone originating from him; each creature in the area suffers 1d6 piercing damage per character level of the Sentinel (max 15d6) and a successful Reflex save halves this damage.
If this ability is taken twice, the Sentinel can choose the size of the cone to be anywhere from 30’ to a maximum distance of 60’, selected each time he uses this ability; the saving throw DC also increases by 2.

Perforating Tunnel (Ex): The Sentinel can unleash knives that damage all creatures in a 60’ line originating from him; each creature in the area suffers 1d8 piercing damage per character level of the Sentinel (max 15d8) and a successful Reflex save halves this damage.
If this ability is taken twice, the Sentinel can choose the length of the line from a minimum length of 30’ to a maximum length of 120’, selected each time he uses this ability; the saving throw DC also increases by 2.

Superior Conditioning: At levels 3 and 7, the Sentinel’s physical conditioning allows him one choice from the boons below. Instead of choosing a different option at level 7, the same choice may be selected twice for an improved benefit.

Defensive Training (Ex): The Sentinel gains a +1 dodge bonus to AC and a +1 competence bonus to all saving throws. If taken twice, these bonuses increase to +2.

Evasion (Ex): The Sentinel gains Evasion, which functions identically to the 2nd level Rogue ability of the same name. If the Sentinel takes this ability a second time, or if he already has Evasion from another class when he chooses this ability, he instead gains Improved Evasion (as per the Rogue Advanced Talent).

Skirmisher (Ex): The Sentinel gains a +5-foot bonus to his land speed and the Mobility feat even if he does not meet the prerequisites for it. If taken twice, this bonus increases to +10 feet and he furthermore gains the Shot on the Run feat.