Gnorman
2011-09-21, 02:24 AM
The Sentinel
http://www.wizards.com/dnd/images/hoh_gallery/91986.jpg
HD: d12
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (history), Knowledge (nobility and royalty), Listen, Profession, Ride, Spot, Swim
Skill Points: 4 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Archetype, Interception, Combat Versatility
2nd|+2|+3|+0|+0|Lesser Archetype Power
3rd|+3|+3|+1|+1|Battlefield Awareness
4th|+4|+4|+1|+1|Moderate Archetype Power
5th|+5|+4|+1|+1|Stalwart Defender, Combat Versatility Bonus Feat
6th|+6/+1|+5|+2|+2|Greater Archetype Power, Shrug Off[/table]
Proficiencies: A sentinel is proficient with light, medium, and heavy armor, as well as all shields (including tower shields). He is proficient with simple and martial weapons.
Archetype: At 1st level, a sentinel chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Interception: The sentinel is able to protect his allies from harm. Once per round as a free action, if an ally within the sentinel's reach is about to be attacked in melee, the sentinel may choose to attempt to deflect the attack. He makes an opposed melee attack roll, with the DC considered to be the total result of the incoming attack. If successful, the attack is instead directed towards the sentinel, and he may use his armor class to defend against it as if he were the original target. The sentinel may use this ability twice per round at level 4.
Combat Versatility: The sentinel qualifies for feats as if he was a fighter of his own level. He also gains bonus fighter feats at 1st and 5th level. Once every twenty-four hours, the sentinel may swap any of these bonus feats for another feat he qualifies for, though he must still fill the prerequisites of any feat he selects.
Lesser Archetype Power: At 2nd level, the sentinel gains the appropriate power for his archetype.
Battlefield Awareness: At 3rd level, the sentinel can no longer be flanked or caught flat-footed.
Moderate Archetype Power: At 4th level, the sentinel gains the appropriate power for his archetype.
Stalwart Defender: At 5th level, if the sentinel successfully hits an opponent with an attack of opportunity while the opponent is moving through his threatened area, the opponent must immediately stop moving and cannot move further that round.
Greater Archetype Power: At 6th level, the sentinel gains the appropriate power for his archetype.
Shrug Off: Three times per day, the sentinel may choose to completely negate all damage done to him by one physical attack.
Archetypes:
Bastion
http://www.wizards.com/dnd/images/excerpts_epg_0601.jpg
Lesser Archetype Power: A bastion may add his total shield bonus to his opposed attack rolls on all Interception attempts.
Moderate Archetype Power: A bastion may use his Interception ability against ranged attacks as long as he is wielding a shield and adjacent to the ally about to be attacked. If he chooses to do so, the Interception attempt automatically succeeds.
Greater Archetype Power: When wearing heavy armor and equipped with a shield, a bastion may automatically ignore the first melee attack in a round that is redirected to him via his Interception ability, as if it had missed.
Gallant
http://media.dandwiki.com/w/images/e/ed/FighterHandbookTitle.jpg
Lesser Archetype Power: A gallant gains the ability to initiate maneuvers as a crusader of his level. His maneuver progression (both known and readied) and recovery mechanics are identical to the crusader. The disciplines available to him are Iron Heart, Stone Dragon, and one of the following: Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266), Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?p=5569037), Steel Mountain (http://www.giantitp.com/forums/showthread.php?p=7473262), or White Raven.
Moderate Archetype Power: Anytime a gallant successfully executes a maneuver, he is healed for an amount equal to the level of the maneuver.
Greater Archetype Power: If an opponent is successfully damaged by a gallant using a strike, that opponent may only attack or target the gallant on the subsequent round.
Juggernaut
http://www.wizards.com/dnd/images/ForgeWar_Gallery/105864.jpg
Lesser Archetype Power: A juggernaut gains a bonus to both performing and resisting overrun and bullrush attempts equal to his Constitution modifier, and may bullrush an opponent of any size.
Moderate Archetype Power: When moving an opponent using a bullrush, a juggernaut deals extra damage if he can force his opponent into a wall or other obstacle. This damage is equal to 4d6 damage + twice his Strength modifier, and increases to 6d6 + three times his Strength modifier at 6th level.
Greater Archetype Power: When using Interception, if a juggernaut's opposing attack roll succeeds, the juggernaut's opponent is knocked back a number of squares equal to the difference between the two rolls, and is knocked prone. If the opponent is prevented from moving back by an obstacle, he takes 1d6 damage for each 5 feet he was unable to move.
Landsknecht
http://www.wizards.com/dnd/images/dd_gallery/dd5/Soldier_p209.jpg
Lesser Archetype Power: Any opponent moving into a landsknecht's reach is considered to be charging, giving it a -2 penalty to AC (though no positive benefits unless it was actually already charging) and allowing the landsknecht to do double damage with a weapon set against a charge. In additions, a landsknecht may attack adjacent opponents with reach weapons.
Moderate Archetype Power: All squares within a landsknecht's reach are considered difficult terrain for opponents.
Greater Archetype Power: When using Interception, if a landsknecht's opposing attack roll succeeds, the landsknecht may make one free melee attack at his highest base attack bonus as a free action.
Praetorian
http://d2o7bfz2il9cb7.cloudfront.net/main-qimg-5d3fb1aaf1c684d45ca898d67676f049
Lesser Archetype Power: A praetorian gains a +1 untyped bonus to armor class and Interception attempts for each ally within ten feet of it (to a maximum of +5).
Moderate Archetype Power: All allies within ten feet of a praetorian are immune to fear and negative morale effects, and may no longer be flanked or flat-footed.
Greater Archetype Power: If a praetorian successfully deflects an attack against an ally while using Interception, that ally may make one free melee attack against the opponent that attempted to attack them.
http://www.wizards.com/dnd/images/hoh_gallery/91986.jpg
HD: d12
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (history), Knowledge (nobility and royalty), Listen, Profession, Ride, Spot, Swim
Skill Points: 4 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Archetype, Interception, Combat Versatility
2nd|+2|+3|+0|+0|Lesser Archetype Power
3rd|+3|+3|+1|+1|Battlefield Awareness
4th|+4|+4|+1|+1|Moderate Archetype Power
5th|+5|+4|+1|+1|Stalwart Defender, Combat Versatility Bonus Feat
6th|+6/+1|+5|+2|+2|Greater Archetype Power, Shrug Off[/table]
Proficiencies: A sentinel is proficient with light, medium, and heavy armor, as well as all shields (including tower shields). He is proficient with simple and martial weapons.
Archetype: At 1st level, a sentinel chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Interception: The sentinel is able to protect his allies from harm. Once per round as a free action, if an ally within the sentinel's reach is about to be attacked in melee, the sentinel may choose to attempt to deflect the attack. He makes an opposed melee attack roll, with the DC considered to be the total result of the incoming attack. If successful, the attack is instead directed towards the sentinel, and he may use his armor class to defend against it as if he were the original target. The sentinel may use this ability twice per round at level 4.
Combat Versatility: The sentinel qualifies for feats as if he was a fighter of his own level. He also gains bonus fighter feats at 1st and 5th level. Once every twenty-four hours, the sentinel may swap any of these bonus feats for another feat he qualifies for, though he must still fill the prerequisites of any feat he selects.
Lesser Archetype Power: At 2nd level, the sentinel gains the appropriate power for his archetype.
Battlefield Awareness: At 3rd level, the sentinel can no longer be flanked or caught flat-footed.
Moderate Archetype Power: At 4th level, the sentinel gains the appropriate power for his archetype.
Stalwart Defender: At 5th level, if the sentinel successfully hits an opponent with an attack of opportunity while the opponent is moving through his threatened area, the opponent must immediately stop moving and cannot move further that round.
Greater Archetype Power: At 6th level, the sentinel gains the appropriate power for his archetype.
Shrug Off: Three times per day, the sentinel may choose to completely negate all damage done to him by one physical attack.
Archetypes:
Bastion
http://www.wizards.com/dnd/images/excerpts_epg_0601.jpg
Lesser Archetype Power: A bastion may add his total shield bonus to his opposed attack rolls on all Interception attempts.
Moderate Archetype Power: A bastion may use his Interception ability against ranged attacks as long as he is wielding a shield and adjacent to the ally about to be attacked. If he chooses to do so, the Interception attempt automatically succeeds.
Greater Archetype Power: When wearing heavy armor and equipped with a shield, a bastion may automatically ignore the first melee attack in a round that is redirected to him via his Interception ability, as if it had missed.
Gallant
http://media.dandwiki.com/w/images/e/ed/FighterHandbookTitle.jpg
Lesser Archetype Power: A gallant gains the ability to initiate maneuvers as a crusader of his level. His maneuver progression (both known and readied) and recovery mechanics are identical to the crusader. The disciplines available to him are Iron Heart, Stone Dragon, and one of the following: Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266), Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?p=5569037), Steel Mountain (http://www.giantitp.com/forums/showthread.php?p=7473262), or White Raven.
Moderate Archetype Power: Anytime a gallant successfully executes a maneuver, he is healed for an amount equal to the level of the maneuver.
Greater Archetype Power: If an opponent is successfully damaged by a gallant using a strike, that opponent may only attack or target the gallant on the subsequent round.
Juggernaut
http://www.wizards.com/dnd/images/ForgeWar_Gallery/105864.jpg
Lesser Archetype Power: A juggernaut gains a bonus to both performing and resisting overrun and bullrush attempts equal to his Constitution modifier, and may bullrush an opponent of any size.
Moderate Archetype Power: When moving an opponent using a bullrush, a juggernaut deals extra damage if he can force his opponent into a wall or other obstacle. This damage is equal to 4d6 damage + twice his Strength modifier, and increases to 6d6 + three times his Strength modifier at 6th level.
Greater Archetype Power: When using Interception, if a juggernaut's opposing attack roll succeeds, the juggernaut's opponent is knocked back a number of squares equal to the difference between the two rolls, and is knocked prone. If the opponent is prevented from moving back by an obstacle, he takes 1d6 damage for each 5 feet he was unable to move.
Landsknecht
http://www.wizards.com/dnd/images/dd_gallery/dd5/Soldier_p209.jpg
Lesser Archetype Power: Any opponent moving into a landsknecht's reach is considered to be charging, giving it a -2 penalty to AC (though no positive benefits unless it was actually already charging) and allowing the landsknecht to do double damage with a weapon set against a charge. In additions, a landsknecht may attack adjacent opponents with reach weapons.
Moderate Archetype Power: All squares within a landsknecht's reach are considered difficult terrain for opponents.
Greater Archetype Power: When using Interception, if a landsknecht's opposing attack roll succeeds, the landsknecht may make one free melee attack at his highest base attack bonus as a free action.
Praetorian
http://d2o7bfz2il9cb7.cloudfront.net/main-qimg-5d3fb1aaf1c684d45ca898d67676f049
Lesser Archetype Power: A praetorian gains a +1 untyped bonus to armor class and Interception attempts for each ally within ten feet of it (to a maximum of +5).
Moderate Archetype Power: All allies within ten feet of a praetorian are immune to fear and negative morale effects, and may no longer be flanked or flat-footed.
Greater Archetype Power: If a praetorian successfully deflects an attack against an ally while using Interception, that ally may make one free melee attack against the opponent that attempted to attack them.