Temotei
2012-05-08, 06:04 PM
Sentinel
http://i.imgur.com/pA0KYl.jpg (http://anotherwanderer.deviantart.com/art/Defender-261060928?q=boost%3Apopular%20defender%20woman&qo=0)
A true sentinel doesn't let fear get in the way of defending anyone, including herself.
-- Fiona Fairland, sentinel
Defense is important for all, but none feel it as their calling such as the sentinel does. The sentinel is one of the few who develop their defensive skills so deeply that she can make them offensive measures as well, making the sentinel a dangerous opponent, indeed.
Adventures: Many sentinels set out to defend the world from whatever they feel is wrong or bad; injustice, tyranny, evil, or whatever all might fit in this category. Otherwise, adventuring is just a character's decision.
Characteristics: The sentinel's features focus on battlefield control while protecting allies. She has high mobility and high utility. Even out of combat, the sentinel has several skills to act as a party face.
Alignment: More often than not, sentinels are good. However, their alignment isn't restricted by any means. The sentiment to protect others just runs more commonly in goodly personalities. Lawful alignments are also far more common than chaotic alignments among sentinels.
Religion: Sentinels often worship Syreth (goddess of guardians), Moradin (god of protection), Gaerdal Ironhand (god of vigilance), Arvoreen (god of war), Eachthighern (god of loyalty), or Syranita (goddess of watchfulness). Many other gods and goddesses in the same domains are also worshiped. Sentinels have diverse religious choices.
Background: Sentinels are a diverse group. A sentinel may have learned her craft from a master, or perhaps she just wishes to defend what's important to her. Many sentinels end up working as mercenaries or town guards. In the end, a sentinel is too difficult to pin down with a single label.
Races: Elves are extremely common sentinels, despite their natural frailty. Their awareness is unmatched and their need to rest is less than other races, allowing them to watch dutifully while the other races sleep. Dwarves and humans come next, also being fairly common. Dwarves especially, with their community sense, enjoy the ability to protect their allies. Halflings aren't uncommon sentinels. Their daring exploits often lead them to put themselves in bad situations to help others, something the sentinel encourages. Other races will occasionally become sentinels, though less so than the listed.
Other Classes: Paladins usually get along with sentinels fairly well as protectors of others. Fighters and barbarians can at least relate in combat. Clerics enjoy the extra support. Beyond that, any class enjoys some extra protection and damage, which the sentinel provides nicely.
Role: Sentinels fill the role of a tank and supporter. By dashing around the battlefield, intercepting damage for allies, the sentinel will take a lot of pressure off of that deadly but frail wizard or dangerously close rogue.
GAME RULE INFORMATION
Sentinels have the following game statistics.
Abilities: Constitution allows the sentinel to soak more damage herself and for her allies, while Strength supplements her damage.
Alignment: Any.
Hit Die: d12.
Starting Age: As fighter.
Starting Gold: 6d4x10 gp.
Class Skills
The sentinel's class skills (and the key ability for each skill) are Climb (Str), Combat Training (Con) (http://www.giantitp.com/forums/showpost.php?p=10188056&postcount=23), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
SENTINEL
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Rush (movement)
2nd
+1
+3
+0
+3
Aegis of the legion (damage), parry
3rd
+2
+3
+1
+3
Allied rush, bonus feat, mirrormail
4th
+3
+4
+1
+4
Battlefield awareness, ever vigilant
5th
+3
+4
+1
+4
Opposed rush, rush (damage), strong support
6th
+4
+5
+2
+5
Aegis of the legion (condition), bonus feat
7th
+5
+5
+2
+5
Rush counter, unshakable champion
8th
+6/+1
+6
+2
+6
Bull dash
9th
+6/+1
+6
+3
+6
Bonus feat, fast support, rush (supernatural)
10th
+7/+2
+7
+3
+7
Aegis of the legion (improved)
11th
+8/+3
+7
+3
+7
Bulwark rush
12th
+9/+4
+8
+4
+8
Bonus feat, double rush
13th
+9/+4
+8
+4
+8
Rush (distance)
14th
+10/+5
+9
+4
+9
Aegis of the legion (condition II)
15th
+11/+6/+1
+9
+5
+9
Bonus feat, status counter
16th
+12/+7/+2
+10
+5
+10
Death denial
17th
+12/+7/+2
+10
+5
+10
Rush (action)
18th
+13/+8/+3
+11
+6
+11
Aegis of the legion (boost), bonus feat
19th
+14/+9/+4
+11
+6
+11
Killing rush
20th
+15/+10/+5
+12
+6
+12
Infinity shield
Class Features
All of the following are class features of the sentinel.
Weapon and Armor Proficiency: Sentinels are proficient with all simple and martial weapons and with all armor (light, medium, and heavy) and shields (including tower shields).
Rush (Ex): Whenever an enemy moves, the sentinel may move 5 feet.
At 5th level, whenever an enemy deals damage, the sentinel may move 5 feet.
At 9th level, whenever an enemy performs a supernatural or magical action, the sentinel may move 5 feet.
At 13th level, whenever the sentinel rushes, she may move 10 feet instead of 5 feet.
At 17th level, whenever an enemy takes an action, the sentinel may move 10 feet.
Rush is an immediate action and requires enemies to be within 30 feet of the sentinel at the start of the given action. The sentinel may not rush when she is denied her Dexterity bonus to AC or is dazed. Movement from rush doesn't count toward the sentinel's movement limit per round and does not provoke attacks of opportunity.
Aegis of the Legion (Su): At 2nd level, a sentinel is able to defend all of her allies, regardless of her own position. Whenever the sentinel is within 30 feet of her allies, she can choose to negate an amount of damage equal to her Constitution modifier (minimum 1) whenever they are harmed and take half of the damage herself (if the divided number is odd, the larger number is given to the ally). The sentinel and ally each take a minimum of 1 damage.
At 6th level, the sentinel is able to protect her allies from more than damage. If any ally within range would be subject to a saving throw or be blinded, confused, dazed, dazzled, deafened, or stunned, the sentinel can take the effect herself, making her own saving throw against the effect.
At 10th level, the sentinel can reduce the damage blocked with aegis of the legion by twice her Constitution modifier.
At 14th level, the sentinel is able to defend allies against ability damage, energy drain, fascination, and fear effects, applying the same rules as for the other status conditions she can defend against.
At 18th level, all damage allies deal is increased by Constitution modifier and all damage they receive is reduced by Constitution modifier. This is applied before aegis of the legion's damage negation.
Parry (Ex): A sentinel can parry (http://www.giantitp.com/forums/showpost.php?p=7561842&postcount=1) attacks exceptionally well, granting her the ability to parry (if the rule is not used) and the Improved Parry feat.
At 4th level, the sentinel can parry attacks against allies within 30 feet.
At 8th level, the sentinel can attempt to parry any effects aegis of the legion can protect allies against by making an attack roll against the saving throw.
Allied Rush (Ex): Whenever a sentinel rushes, she can direct one ally within 30 feet to do the same. Any concurrent effects of rush are only available to the sentinel, however. In other words, only movement is granted to the ally. If an ally does rush with the sentinel, that ally need not use an immediate action.
Bonus Feats: The sentinel gains bonus feats chosen from the fighter bonus feat list in addition to the following feats at 3rd, 6th, 9th, 12th, 15th, and 18th level: Alertness, Diehard, Endurance, Great Fortitude, Iron Will, Lightning Reflexes.
Mirrormail (Ex): The sentinel can redirect blows as a mirror reflects light--effortlessly. Whenever an enemy deals damage to the sentinel, it takes Constitution modifier damage (minimum 1) after the damage is dealt. The type of damage dealt is the same type as dealt to the sentinel.
At 8th level, there is an opportunity any status effects that hit the sentinel will be reflected. Any time the sentinel would be affected by a status effect, she can attempt to "attack" the effect by making a normal attack roll. If the attack roll exceeds the DC of the saving throw, she sends it back to the origin. If she fails, she is subject to the effect immediately with no saving throw against it. If the effect doesn't allow for a saving throw, the sentinel may not reflect it.
Battlefield Awareness (Ex): The sentinel is trained to survey the battlefield and assess threats constantly. The sentinel can sense hiding and invisible enemies as if she had a limited form of scent (http://www.d20srd.org/srd/specialAbilities.htm#scent), though it's really just her keen senses and training at hard work. Treat this as scent, except all ranges are halved.
Ever Vigilant (Ex): At 4th level, a sentinel becomes better at seeing danger before it comes. She has a 50% chance of avoiding being caught off guard in a surprise round.
At 8th level, a sentinel is always able to act in a surprise round.
Opposed Rush (Ex): At 5th level, the sentinel can force an enemy within 30 feet to rush with her. A Will saving throw of DC 10 + 1/2 class levels + Con modifier negates this effect, though the sentinel is still allowed to rush as normal.
Strong Support: Whenever a sentinel performs the aid another action, the bonus gained is +4 instead of +2. As well, the sentinel can aid another from aegis of the legion range.
At 10th level, and at every fifth level after (15th, 20th), the bonus further increases by 2.
Rush Counter (Ex): At 7th level, when the sentinel rushes, she can attack a single enemy within range.
Unshakable Champion (Ex): The sentinel's defenses are impenetrable. She gains an insight bonus on saving throws against all status conditions equal to 1/2 her Constitution modifier (minimum 1). In addition, all allies within 30 feet gain the same insight bonus.
Bull Dash (Ex): At 8th level, when the sentinel rushes, she can instead opt to bull rush an enemy within rushing range. This bull rush works exactly as normal (including distance traveled), but takes place as an immediate action. The sentinel effectively replaces her rush this round with a normal bull rush.
Fast Support (Ex): At 9th level, aiding another requires only a swift action.
Bulwark Rush (Ex): At 11th level, when the sentinel has the option to rush, she can opt out of the movement to grant an ally within 30 feet a bonus to AC and saving throws equal to her Constitution modifier for 1 round.
Double Rush (Ex): At 12th level, the sentinel can rush twice in one round. This effectively makes the first rush each round require no action.
Status Counter (Ex): At 15th level, any status effects the sentinel suffers from may be applied to an enemy she attacks with rush counter. The target can make a Will saving throw of DC 10 + 1/2 class levels + Con modifier to avoid the effects, though even if the save succeeds, the sentinel cleanses herself of the given effects.
Death Denial (Ex): At 16th level, if any ally would take damage that would reduce them to 0 hit points or less, the sentinel can block all damage with aegis of the legion and take it herself. This bypasses the limit presented by the sentinel's Constitution modifier. The sentinel cannot die from massive damage this way--only from being reduced to -10 hit points.
Killing Rush (Ex): At 19th level, when the sentinel rush counters, she has a 50% chance to instantly reduce the target's hit points to 0. This is considered a death effect, despite it not killing the target.
Infinity Shield (Ex): At the peak of her power, a sentinel is capable of saving allies from even the most dangerous foes. Once per encounter, the sentinel can completely negate any attack, spell, or other negative effect on any ally or allies within aegis of the legion range. In addition, all effects that would have been suffered are redirected upon every enemy within 60 feet of the sentinel.
http://i.imgur.com/pA0KYl.jpg (http://anotherwanderer.deviantart.com/art/Defender-261060928?q=boost%3Apopular%20defender%20woman&qo=0)
A true sentinel doesn't let fear get in the way of defending anyone, including herself.
-- Fiona Fairland, sentinel
Defense is important for all, but none feel it as their calling such as the sentinel does. The sentinel is one of the few who develop their defensive skills so deeply that she can make them offensive measures as well, making the sentinel a dangerous opponent, indeed.
Adventures: Many sentinels set out to defend the world from whatever they feel is wrong or bad; injustice, tyranny, evil, or whatever all might fit in this category. Otherwise, adventuring is just a character's decision.
Characteristics: The sentinel's features focus on battlefield control while protecting allies. She has high mobility and high utility. Even out of combat, the sentinel has several skills to act as a party face.
Alignment: More often than not, sentinels are good. However, their alignment isn't restricted by any means. The sentiment to protect others just runs more commonly in goodly personalities. Lawful alignments are also far more common than chaotic alignments among sentinels.
Religion: Sentinels often worship Syreth (goddess of guardians), Moradin (god of protection), Gaerdal Ironhand (god of vigilance), Arvoreen (god of war), Eachthighern (god of loyalty), or Syranita (goddess of watchfulness). Many other gods and goddesses in the same domains are also worshiped. Sentinels have diverse religious choices.
Background: Sentinels are a diverse group. A sentinel may have learned her craft from a master, or perhaps she just wishes to defend what's important to her. Many sentinels end up working as mercenaries or town guards. In the end, a sentinel is too difficult to pin down with a single label.
Races: Elves are extremely common sentinels, despite their natural frailty. Their awareness is unmatched and their need to rest is less than other races, allowing them to watch dutifully while the other races sleep. Dwarves and humans come next, also being fairly common. Dwarves especially, with their community sense, enjoy the ability to protect their allies. Halflings aren't uncommon sentinels. Their daring exploits often lead them to put themselves in bad situations to help others, something the sentinel encourages. Other races will occasionally become sentinels, though less so than the listed.
Other Classes: Paladins usually get along with sentinels fairly well as protectors of others. Fighters and barbarians can at least relate in combat. Clerics enjoy the extra support. Beyond that, any class enjoys some extra protection and damage, which the sentinel provides nicely.
Role: Sentinels fill the role of a tank and supporter. By dashing around the battlefield, intercepting damage for allies, the sentinel will take a lot of pressure off of that deadly but frail wizard or dangerously close rogue.
GAME RULE INFORMATION
Sentinels have the following game statistics.
Abilities: Constitution allows the sentinel to soak more damage herself and for her allies, while Strength supplements her damage.
Alignment: Any.
Hit Die: d12.
Starting Age: As fighter.
Starting Gold: 6d4x10 gp.
Class Skills
The sentinel's class skills (and the key ability for each skill) are Climb (Str), Combat Training (Con) (http://www.giantitp.com/forums/showpost.php?p=10188056&postcount=23), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
SENTINEL
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Rush (movement)
2nd
+1
+3
+0
+3
Aegis of the legion (damage), parry
3rd
+2
+3
+1
+3
Allied rush, bonus feat, mirrormail
4th
+3
+4
+1
+4
Battlefield awareness, ever vigilant
5th
+3
+4
+1
+4
Opposed rush, rush (damage), strong support
6th
+4
+5
+2
+5
Aegis of the legion (condition), bonus feat
7th
+5
+5
+2
+5
Rush counter, unshakable champion
8th
+6/+1
+6
+2
+6
Bull dash
9th
+6/+1
+6
+3
+6
Bonus feat, fast support, rush (supernatural)
10th
+7/+2
+7
+3
+7
Aegis of the legion (improved)
11th
+8/+3
+7
+3
+7
Bulwark rush
12th
+9/+4
+8
+4
+8
Bonus feat, double rush
13th
+9/+4
+8
+4
+8
Rush (distance)
14th
+10/+5
+9
+4
+9
Aegis of the legion (condition II)
15th
+11/+6/+1
+9
+5
+9
Bonus feat, status counter
16th
+12/+7/+2
+10
+5
+10
Death denial
17th
+12/+7/+2
+10
+5
+10
Rush (action)
18th
+13/+8/+3
+11
+6
+11
Aegis of the legion (boost), bonus feat
19th
+14/+9/+4
+11
+6
+11
Killing rush
20th
+15/+10/+5
+12
+6
+12
Infinity shield
Class Features
All of the following are class features of the sentinel.
Weapon and Armor Proficiency: Sentinels are proficient with all simple and martial weapons and with all armor (light, medium, and heavy) and shields (including tower shields).
Rush (Ex): Whenever an enemy moves, the sentinel may move 5 feet.
At 5th level, whenever an enemy deals damage, the sentinel may move 5 feet.
At 9th level, whenever an enemy performs a supernatural or magical action, the sentinel may move 5 feet.
At 13th level, whenever the sentinel rushes, she may move 10 feet instead of 5 feet.
At 17th level, whenever an enemy takes an action, the sentinel may move 10 feet.
Rush is an immediate action and requires enemies to be within 30 feet of the sentinel at the start of the given action. The sentinel may not rush when she is denied her Dexterity bonus to AC or is dazed. Movement from rush doesn't count toward the sentinel's movement limit per round and does not provoke attacks of opportunity.
Aegis of the Legion (Su): At 2nd level, a sentinel is able to defend all of her allies, regardless of her own position. Whenever the sentinel is within 30 feet of her allies, she can choose to negate an amount of damage equal to her Constitution modifier (minimum 1) whenever they are harmed and take half of the damage herself (if the divided number is odd, the larger number is given to the ally). The sentinel and ally each take a minimum of 1 damage.
At 6th level, the sentinel is able to protect her allies from more than damage. If any ally within range would be subject to a saving throw or be blinded, confused, dazed, dazzled, deafened, or stunned, the sentinel can take the effect herself, making her own saving throw against the effect.
At 10th level, the sentinel can reduce the damage blocked with aegis of the legion by twice her Constitution modifier.
At 14th level, the sentinel is able to defend allies against ability damage, energy drain, fascination, and fear effects, applying the same rules as for the other status conditions she can defend against.
At 18th level, all damage allies deal is increased by Constitution modifier and all damage they receive is reduced by Constitution modifier. This is applied before aegis of the legion's damage negation.
Parry (Ex): A sentinel can parry (http://www.giantitp.com/forums/showpost.php?p=7561842&postcount=1) attacks exceptionally well, granting her the ability to parry (if the rule is not used) and the Improved Parry feat.
At 4th level, the sentinel can parry attacks against allies within 30 feet.
At 8th level, the sentinel can attempt to parry any effects aegis of the legion can protect allies against by making an attack roll against the saving throw.
Allied Rush (Ex): Whenever a sentinel rushes, she can direct one ally within 30 feet to do the same. Any concurrent effects of rush are only available to the sentinel, however. In other words, only movement is granted to the ally. If an ally does rush with the sentinel, that ally need not use an immediate action.
Bonus Feats: The sentinel gains bonus feats chosen from the fighter bonus feat list in addition to the following feats at 3rd, 6th, 9th, 12th, 15th, and 18th level: Alertness, Diehard, Endurance, Great Fortitude, Iron Will, Lightning Reflexes.
Mirrormail (Ex): The sentinel can redirect blows as a mirror reflects light--effortlessly. Whenever an enemy deals damage to the sentinel, it takes Constitution modifier damage (minimum 1) after the damage is dealt. The type of damage dealt is the same type as dealt to the sentinel.
At 8th level, there is an opportunity any status effects that hit the sentinel will be reflected. Any time the sentinel would be affected by a status effect, she can attempt to "attack" the effect by making a normal attack roll. If the attack roll exceeds the DC of the saving throw, she sends it back to the origin. If she fails, she is subject to the effect immediately with no saving throw against it. If the effect doesn't allow for a saving throw, the sentinel may not reflect it.
Battlefield Awareness (Ex): The sentinel is trained to survey the battlefield and assess threats constantly. The sentinel can sense hiding and invisible enemies as if she had a limited form of scent (http://www.d20srd.org/srd/specialAbilities.htm#scent), though it's really just her keen senses and training at hard work. Treat this as scent, except all ranges are halved.
Ever Vigilant (Ex): At 4th level, a sentinel becomes better at seeing danger before it comes. She has a 50% chance of avoiding being caught off guard in a surprise round.
At 8th level, a sentinel is always able to act in a surprise round.
Opposed Rush (Ex): At 5th level, the sentinel can force an enemy within 30 feet to rush with her. A Will saving throw of DC 10 + 1/2 class levels + Con modifier negates this effect, though the sentinel is still allowed to rush as normal.
Strong Support: Whenever a sentinel performs the aid another action, the bonus gained is +4 instead of +2. As well, the sentinel can aid another from aegis of the legion range.
At 10th level, and at every fifth level after (15th, 20th), the bonus further increases by 2.
Rush Counter (Ex): At 7th level, when the sentinel rushes, she can attack a single enemy within range.
Unshakable Champion (Ex): The sentinel's defenses are impenetrable. She gains an insight bonus on saving throws against all status conditions equal to 1/2 her Constitution modifier (minimum 1). In addition, all allies within 30 feet gain the same insight bonus.
Bull Dash (Ex): At 8th level, when the sentinel rushes, she can instead opt to bull rush an enemy within rushing range. This bull rush works exactly as normal (including distance traveled), but takes place as an immediate action. The sentinel effectively replaces her rush this round with a normal bull rush.
Fast Support (Ex): At 9th level, aiding another requires only a swift action.
Bulwark Rush (Ex): At 11th level, when the sentinel has the option to rush, she can opt out of the movement to grant an ally within 30 feet a bonus to AC and saving throws equal to her Constitution modifier for 1 round.
Double Rush (Ex): At 12th level, the sentinel can rush twice in one round. This effectively makes the first rush each round require no action.
Status Counter (Ex): At 15th level, any status effects the sentinel suffers from may be applied to an enemy she attacks with rush counter. The target can make a Will saving throw of DC 10 + 1/2 class levels + Con modifier to avoid the effects, though even if the save succeeds, the sentinel cleanses herself of the given effects.
Death Denial (Ex): At 16th level, if any ally would take damage that would reduce them to 0 hit points or less, the sentinel can block all damage with aegis of the legion and take it herself. This bypasses the limit presented by the sentinel's Constitution modifier. The sentinel cannot die from massive damage this way--only from being reduced to -10 hit points.
Killing Rush (Ex): At 19th level, when the sentinel rush counters, she has a 50% chance to instantly reduce the target's hit points to 0. This is considered a death effect, despite it not killing the target.
Infinity Shield (Ex): At the peak of her power, a sentinel is capable of saving allies from even the most dangerous foes. Once per encounter, the sentinel can completely negate any attack, spell, or other negative effect on any ally or allies within aegis of the legion range. In addition, all effects that would have been suffered are redirected upon every enemy within 60 feet of the sentinel.