Neftren
2007-09-16, 06:53 PM
Please DON'T use this class before clearing it with me. It is still being revised and edited to be completely fair and balanced. If you are interested in using this class, PM me or make a post here.
I've been working on this for a while and I've finally decided to post this and let you guys shoot it up. Here is a Bladewind Sentinel, a mix of a Monk and a Swashbuckler with a few miscellaneous things mixed in to fit the theme. When you finish reading, please provide some comments.
It would be most appreciated if you rated according to the three categories below:
Playability:
Creativity:
Originality:
Playability/Balance and Originality/Flavor comments would be appreciated.
See the spoiler for the class details. Fluff is in Progress.
The Bladewind Sentinel:
The Bladewind Sentinel
Alignment: Any Neutral
Hit Die: d8
Base Attack Bonus: Good
Base Fortitude Save: Poor
Base Reflex Save: Good
Base Will Save: Poor
Class Skills: The Bladewind Sentinel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Hide (Dex), Jump (Str), Knowledge: History (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis) and Tumble (Dex).
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
{table="head"]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus
1st|+1|+0|+2|+0|Flurry of Blades, Bonus Feat, AC Bonus|+0
2nd|+2|+0|+3|+0|Weapon Finesse|+0
3rd|+3|+1|+3|+1|Bonus Feat, Spell-Like Abilities|+0
4th|+4|+1|+4|+1|Precise Strike|+0
5th|+5|+1|+4|+1|AC Bonus +1, Uncanny Dodge|+1
6th|+6/+1|+2|+5|+2|Improved Flurry of Blades, Bonus Feat|+1
7th|+7/+2|+2|+5|+2|Purity of Body|+1
8th|+8/+3|+2|+6|+2|Improved Precise Strike|+1
9th|+9/+4|+3|+6|+3|Evasion, Spell-Like Abilities|+1
10th|+10/+5|+3|+7|+3|AC Bonus +2|+2
11th|+11/+6/+1|+3|+7|+3|Deflect Arrows|+2
12th|+12/+7/+2|+4|+8|+4|Bonus Feat|+2
13th|+13/+8/+3|+4|+8|+4|Acrobatic Charge|+2
14th|+14/+9/+4|+4|+9|+4|Wholeness of Body|+2
15th|+15/+10/+5|+5|+9|+5|AC Bonus +3|+3
16th|+16/+11/+6/+1|+5|+10|+5|Improved Initiative|+3
17th|+17/+12/+7/+2|+5|+10|+5|Canny Defense|+3
18th|+18/+13/+8/+3|+6|+11|+6|Spell-Like Abilities|+3
19th|+19/+14/+9/+4|+6|+11|+6|Fast Movement|+3
20th|+20/+15/+10/+5|+6|+12|+6|AC Bonus +4|+4
[/table]
Weapon and Armor Proficiency:
Bladewind Sentinels are proficient with the butterfly sword, the rapier and the war fan in addition to all simple weapons.
Bladewind Sentinels are not proficient with any armor or shields.
When wearing armor, wielding a shield or carrying a medium or heavy load, a Bladewing Sentinel loses his AC bonus and his Flurry of Blades Ability.
AC Bonus (Ex)
When unarmored and unencumbered, a Bladewind Sentinel adds his Wisdom bonus (if any) to his AC. In addition, a Bladewind Sentinel gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Bladewing Sentinel Levels levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Bladewind Sentinel is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feats (Ex)
-At 1st level, a Bladewing Sentinel may select either Combat Reflexes or Dodge as a bonus feat.
-At 3rd level, he may select either Whirlwind Attack or Mobility as a bonus feat.
-At 6th level, he may select either Improved Feint or Spring Attack as a bonus feat.
-At 12th level, he may select either Stunning Fist or Improved Feint as a bonus feat.
A Bladewind Sentinel need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blades (Ex)
Beginning at 1st level, a Bladewind Sentinel may make up to three attacks with a cumulative -4 penalty to the attack roll each additional attack. A Bladewing Sentinel may also take an optional -6 penalty to the attack roll (decided before rolling) and deal an extra 1d6 points of damage. This additional damage ability may only be used on the additional attacks granted by Flurry of Blades.
This ability may only be used with weapons that have a metal blade, are one handed and deal slashing or piercing damage. Two handed swords that are wielded in one hand do not count, but two handed weapons wielded with both hands may be used to qualify for this ability. Double weapons do not count.
-Improved Flurry of Blades
Upon reaching 6th level, a Bladewind Sentinel's cumulative attack penalty is now -2. The optional damage ability now has a -4 penalty to the attack roll and will now deal an extra 1d8 damage instead.
-Master Flurry of Blades
Upon reaching 12th level, a Bladewind Sentinel may now make up to four attacks per round. The fourth attack has a -6 penalty for a total of -12 to the attack roll if the Bladewind Sentinel decides to take up to four attacks.
Weapon Finesse (Ex)
A Bladewind Sentinel gains Weapon Finesse as a bonus feat at 2nd level even if he does not qualify for that feat.
Spell-Like Abilities:
Upon reaching 3rd level, a Bladewind Sentinel may choose one of the spell abilities below to specialize in. A Bladewind Sentinel learns the next spell at level 9 and the last at level 18. These spells may be cast twice per day but must be obtained by praying at certain times of day. The wind must be exceeding 5 miles per hour when you pray for these powers. Since you are harnessing the power of the wind, you have stored the energy and need not have a wind before casting these abilities. When using these abilities, you unleash the power of the wind and a strong wind is unleashed. This wind does NOT blow away any clouds or fogs created by magical means or items. Any negative effects incurred will wear off after 24 hours if they haven't already.
Strength of Sky
-Twice per day, you may add double your Strength modifier to your damage roll in addition to any benefits from the Weapon Focus/Specialization Feats. This ability lasts for the equivalent of one full action round. This ability can only be obtained by praying at high noon for half an hour. If this power is used, you take a -4 to your damage roll the next round.
Wind Seer
-Twice per day, you may take 10 on all attack rolls for one round. This ability can only be obtained by praying at dusk for half an hour. If this power is used, you take a -4 penalty on all attack rolls the next round.
Dawnwatcher
-Twice per day, you may double your Intelligence, Wisdom or Charisma modifier for a single skill or ability check. This ability can only be obtained by praying at sunrise for half an hour. If this power is used, you take an automatic 1 on the next skill or ability check involving Intelligence, Wisdom or Charisma.
Precise Strike (Ex)
At 4th level, a Bladewind Sentinel gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll.
When making a precise strike, a Bladewind Sentinel cannot attack with a weapon in his other hand or use a shield. A Bladewind Sentinel's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Improved Precise Strike
-At 8th level, the extra damage on a precise strike increases to +2d6.
Uncanny Dodge (Ex)
At 5th level, a Bladewind Sentinel retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Bladewind Sentinel already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Purity of Body (Su)
At 7th level, a Bladewind Sentinel gains immunity to all diseases and poisons except for supernatural and magical diseases and poisons.
Evasion (Ex)
Beginning at 9th level, if a Bladewind Sentinel makes a successful Reflex saving through against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can only be used if a Bladewind Sentinel is unarmored and not carrying a medium or heavy load.
Deflect Arrows
At 11th level, a Bladewind Sentinel gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.
Acrobatic Charge (Ex)
A Bladewind Sentinel of 13th level or higher can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make the appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Wholeness of Body (Su)
At 14th level or higher, a Bladewind Sentinel can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Bladewind Sentinel levels each day, and he can spread this healing out among several uses.
Improved Initiative
You get a +4 bonus on initiative checks.
Canny Defense (Ex)
When not wearing armor or using a shield, a Bladewind Sentinel adds his Intelligence bonus (if any) to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a Bladewind Sentinel is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
Fast Movement (Ex)
At 19th level, a Bladewind Sentinel gains a 40 ft enhancement bonus to his speed. A Bladewind Sentinel loses this bonus if he is wearing armor or carrying a medium or heavy load.
Backstory and Qualities of the Bladewind Sentinels:
From the Scrolls of Sarenor, in the year 487:
"It is said that among the Elves of the High Vale, there are ancient keepers of knowledge solely devoted to the study of ancient styles of weapon combat. These scholars, or Bladewind Sentinels as they are known, spend years researching different styles and as such, they have created their own unique style of combat simply known as the Winter Sky. They combine almost mystical powers by harnessing the power of the wind and unleashing it during the day to augment flawless skills with blades."
"After a great time of prosperity, the Bladewind Sentinels slowly dwindled in numbers until the art was nearly lost. Only three masters and three apprentices remained. Each pair knew a single spell ability and as such, they became the guardians of the lost art of the Bladewind Sentinels."
Here ends the account of the Scrolls of Sarenor in the year 487.Bladewind Sentinels to this day remain a secretive order. While the study of this ancient art of combat has spread, Bladewind Sentinels are still known residing mostly among the Elves or the Halflings. This art was crafted by Elves but no race other than the Halflings were able to master the grace necessary to train in the arts of the Bladewind Sentinels. A Bladewind Sentinel's goal is to primarily increase his ability and skill in the arts of the Blade and the harnessing of the Wind.
Adventures:
Bladewind Sentinels are rarely found outside of their hidden sanctuaries but when they emerge, they emerge for a purpose. They have no need for expensive armors, only a blade and skill with it. As such, they have no great need nor wish for material wealth, only a calling to the art of the Bladewind Style.
Characteristics:
The key features of the Bladewind Sentinel are to move faster than the opponent. A good Bladewind Sentinel will strike before the opponent even knows he is under attack and then move before his opponent even realizes his opponent has already moved. As a Bladewind Sentinel grows in power, a Bladewind Sentinel gains the ability to harness the power of the wind in such a way to improve his qualities for a short while. However, with the use of these abilities, the Sentinel also becomes drained for a short while, leaving him more vulnerable to another attack.
Alignment:
A Bladewind Sentinel's training requires an individual to be pure of heart, but also maintaining a balance of the soul. Most Bladewind Sentinels tend to favor Neutral alignments, seeking balance where there is none.
Religion:
A Bladewind Sentinel is free to worship the Pantheon as he wishes, however most Bladewind Sentinels choose a god that matches his alignment or that his order has worshipped before. However, his path is still to gain transcendence from within and as such, his road to spirituality lies within himself first and foremost.
Background:
Bladewind Sentinels are always Foundlings or Orphans. A Bladewind Sentinel does not have the time to worry or care about his family. His time is spent learning the ways of the Wind and Weapon. Bladewind Sentinels usually learn the way of the Bladewind Style from within secluded sanctuaries or hidden academies. While there is no strict Master -> Apprentice relationship, many of the older Bladewind Sentinels live as hermits, training only those who find their way to them. These Bladewind Sentinels of the woods are the greatest of the masters. Those that wish to learn the third and final style of the Bladewind Sentinel usually travel to find one of these Masters of the Hidden Art.
Races:
As is evident before, Bladewind Sentinels are found almost only from within Elven or Halfling populations although Half Elf and Human Bladewind Sentinels are not unheard of as they tried to gain the right to become these hallowed guardians several times before. To this day, only three have succeeded; each mastering a single style and weapon. While Dwarves are lawful by nature, they do not possess any of the proper characteristics for becoming Bladewind Sentinels and as such, Bladewind Sentinels are virtually unknown among the Dwarves. Half Orcs do not possess the swiftness of the hands and feet, being a savage and brutal race, to become a Bladewind Sentinel and as such, Half Orcs never become Bladewind Sentinels.
Other Classes:
Bladewind Sentinels work flawlessly alongside other melee combatants. Their ability to hamper an opponent while not getting in the way of the Fighters or Barbarians is unmatched, however Bladewind Sentinels tend to view Barbarians as unsophisticated.
Role:
Bladewind Sentinels excel at providing a second attacker for flanking or when surrounded. A Bladewind Sentinel is most dangerous when surrounded and Bladewind Sentinels make excellent supporting combatants.
Just some personal comments of mine: Notice how there are three spell abilities and three weapons the class is proficient in? Butterfly Sword -> Strength of Sky. War Fan -> Wind Seer. Rapier -> Dawnwatcher.
I've been working on this for a while and I've finally decided to post this and let you guys shoot it up. Here is a Bladewind Sentinel, a mix of a Monk and a Swashbuckler with a few miscellaneous things mixed in to fit the theme. When you finish reading, please provide some comments.
It would be most appreciated if you rated according to the three categories below:
Playability:
Creativity:
Originality:
Playability/Balance and Originality/Flavor comments would be appreciated.
See the spoiler for the class details. Fluff is in Progress.
The Bladewind Sentinel:
The Bladewind Sentinel
Alignment: Any Neutral
Hit Die: d8
Base Attack Bonus: Good
Base Fortitude Save: Poor
Base Reflex Save: Good
Base Will Save: Poor
Class Skills: The Bladewind Sentinel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Hide (Dex), Jump (Str), Knowledge: History (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis) and Tumble (Dex).
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
{table="head"]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus
1st|+1|+0|+2|+0|Flurry of Blades, Bonus Feat, AC Bonus|+0
2nd|+2|+0|+3|+0|Weapon Finesse|+0
3rd|+3|+1|+3|+1|Bonus Feat, Spell-Like Abilities|+0
4th|+4|+1|+4|+1|Precise Strike|+0
5th|+5|+1|+4|+1|AC Bonus +1, Uncanny Dodge|+1
6th|+6/+1|+2|+5|+2|Improved Flurry of Blades, Bonus Feat|+1
7th|+7/+2|+2|+5|+2|Purity of Body|+1
8th|+8/+3|+2|+6|+2|Improved Precise Strike|+1
9th|+9/+4|+3|+6|+3|Evasion, Spell-Like Abilities|+1
10th|+10/+5|+3|+7|+3|AC Bonus +2|+2
11th|+11/+6/+1|+3|+7|+3|Deflect Arrows|+2
12th|+12/+7/+2|+4|+8|+4|Bonus Feat|+2
13th|+13/+8/+3|+4|+8|+4|Acrobatic Charge|+2
14th|+14/+9/+4|+4|+9|+4|Wholeness of Body|+2
15th|+15/+10/+5|+5|+9|+5|AC Bonus +3|+3
16th|+16/+11/+6/+1|+5|+10|+5|Improved Initiative|+3
17th|+17/+12/+7/+2|+5|+10|+5|Canny Defense|+3
18th|+18/+13/+8/+3|+6|+11|+6|Spell-Like Abilities|+3
19th|+19/+14/+9/+4|+6|+11|+6|Fast Movement|+3
20th|+20/+15/+10/+5|+6|+12|+6|AC Bonus +4|+4
[/table]
Weapon and Armor Proficiency:
Bladewind Sentinels are proficient with the butterfly sword, the rapier and the war fan in addition to all simple weapons.
Bladewind Sentinels are not proficient with any armor or shields.
When wearing armor, wielding a shield or carrying a medium or heavy load, a Bladewing Sentinel loses his AC bonus and his Flurry of Blades Ability.
AC Bonus (Ex)
When unarmored and unencumbered, a Bladewind Sentinel adds his Wisdom bonus (if any) to his AC. In addition, a Bladewind Sentinel gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Bladewing Sentinel Levels levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Bladewind Sentinel is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feats (Ex)
-At 1st level, a Bladewing Sentinel may select either Combat Reflexes or Dodge as a bonus feat.
-At 3rd level, he may select either Whirlwind Attack or Mobility as a bonus feat.
-At 6th level, he may select either Improved Feint or Spring Attack as a bonus feat.
-At 12th level, he may select either Stunning Fist or Improved Feint as a bonus feat.
A Bladewind Sentinel need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blades (Ex)
Beginning at 1st level, a Bladewind Sentinel may make up to three attacks with a cumulative -4 penalty to the attack roll each additional attack. A Bladewing Sentinel may also take an optional -6 penalty to the attack roll (decided before rolling) and deal an extra 1d6 points of damage. This additional damage ability may only be used on the additional attacks granted by Flurry of Blades.
This ability may only be used with weapons that have a metal blade, are one handed and deal slashing or piercing damage. Two handed swords that are wielded in one hand do not count, but two handed weapons wielded with both hands may be used to qualify for this ability. Double weapons do not count.
-Improved Flurry of Blades
Upon reaching 6th level, a Bladewind Sentinel's cumulative attack penalty is now -2. The optional damage ability now has a -4 penalty to the attack roll and will now deal an extra 1d8 damage instead.
-Master Flurry of Blades
Upon reaching 12th level, a Bladewind Sentinel may now make up to four attacks per round. The fourth attack has a -6 penalty for a total of -12 to the attack roll if the Bladewind Sentinel decides to take up to four attacks.
Weapon Finesse (Ex)
A Bladewind Sentinel gains Weapon Finesse as a bonus feat at 2nd level even if he does not qualify for that feat.
Spell-Like Abilities:
Upon reaching 3rd level, a Bladewind Sentinel may choose one of the spell abilities below to specialize in. A Bladewind Sentinel learns the next spell at level 9 and the last at level 18. These spells may be cast twice per day but must be obtained by praying at certain times of day. The wind must be exceeding 5 miles per hour when you pray for these powers. Since you are harnessing the power of the wind, you have stored the energy and need not have a wind before casting these abilities. When using these abilities, you unleash the power of the wind and a strong wind is unleashed. This wind does NOT blow away any clouds or fogs created by magical means or items. Any negative effects incurred will wear off after 24 hours if they haven't already.
Strength of Sky
-Twice per day, you may add double your Strength modifier to your damage roll in addition to any benefits from the Weapon Focus/Specialization Feats. This ability lasts for the equivalent of one full action round. This ability can only be obtained by praying at high noon for half an hour. If this power is used, you take a -4 to your damage roll the next round.
Wind Seer
-Twice per day, you may take 10 on all attack rolls for one round. This ability can only be obtained by praying at dusk for half an hour. If this power is used, you take a -4 penalty on all attack rolls the next round.
Dawnwatcher
-Twice per day, you may double your Intelligence, Wisdom or Charisma modifier for a single skill or ability check. This ability can only be obtained by praying at sunrise for half an hour. If this power is used, you take an automatic 1 on the next skill or ability check involving Intelligence, Wisdom or Charisma.
Precise Strike (Ex)
At 4th level, a Bladewind Sentinel gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll.
When making a precise strike, a Bladewind Sentinel cannot attack with a weapon in his other hand or use a shield. A Bladewind Sentinel's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Improved Precise Strike
-At 8th level, the extra damage on a precise strike increases to +2d6.
Uncanny Dodge (Ex)
At 5th level, a Bladewind Sentinel retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Bladewind Sentinel already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Purity of Body (Su)
At 7th level, a Bladewind Sentinel gains immunity to all diseases and poisons except for supernatural and magical diseases and poisons.
Evasion (Ex)
Beginning at 9th level, if a Bladewind Sentinel makes a successful Reflex saving through against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can only be used if a Bladewind Sentinel is unarmored and not carrying a medium or heavy load.
Deflect Arrows
At 11th level, a Bladewind Sentinel gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.
Acrobatic Charge (Ex)
A Bladewind Sentinel of 13th level or higher can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make the appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Wholeness of Body (Su)
At 14th level or higher, a Bladewind Sentinel can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Bladewind Sentinel levels each day, and he can spread this healing out among several uses.
Improved Initiative
You get a +4 bonus on initiative checks.
Canny Defense (Ex)
When not wearing armor or using a shield, a Bladewind Sentinel adds his Intelligence bonus (if any) to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a Bladewind Sentinel is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
Fast Movement (Ex)
At 19th level, a Bladewind Sentinel gains a 40 ft enhancement bonus to his speed. A Bladewind Sentinel loses this bonus if he is wearing armor or carrying a medium or heavy load.
Backstory and Qualities of the Bladewind Sentinels:
From the Scrolls of Sarenor, in the year 487:
"It is said that among the Elves of the High Vale, there are ancient keepers of knowledge solely devoted to the study of ancient styles of weapon combat. These scholars, or Bladewind Sentinels as they are known, spend years researching different styles and as such, they have created their own unique style of combat simply known as the Winter Sky. They combine almost mystical powers by harnessing the power of the wind and unleashing it during the day to augment flawless skills with blades."
"After a great time of prosperity, the Bladewind Sentinels slowly dwindled in numbers until the art was nearly lost. Only three masters and three apprentices remained. Each pair knew a single spell ability and as such, they became the guardians of the lost art of the Bladewind Sentinels."
Here ends the account of the Scrolls of Sarenor in the year 487.Bladewind Sentinels to this day remain a secretive order. While the study of this ancient art of combat has spread, Bladewind Sentinels are still known residing mostly among the Elves or the Halflings. This art was crafted by Elves but no race other than the Halflings were able to master the grace necessary to train in the arts of the Bladewind Sentinels. A Bladewind Sentinel's goal is to primarily increase his ability and skill in the arts of the Blade and the harnessing of the Wind.
Adventures:
Bladewind Sentinels are rarely found outside of their hidden sanctuaries but when they emerge, they emerge for a purpose. They have no need for expensive armors, only a blade and skill with it. As such, they have no great need nor wish for material wealth, only a calling to the art of the Bladewind Style.
Characteristics:
The key features of the Bladewind Sentinel are to move faster than the opponent. A good Bladewind Sentinel will strike before the opponent even knows he is under attack and then move before his opponent even realizes his opponent has already moved. As a Bladewind Sentinel grows in power, a Bladewind Sentinel gains the ability to harness the power of the wind in such a way to improve his qualities for a short while. However, with the use of these abilities, the Sentinel also becomes drained for a short while, leaving him more vulnerable to another attack.
Alignment:
A Bladewind Sentinel's training requires an individual to be pure of heart, but also maintaining a balance of the soul. Most Bladewind Sentinels tend to favor Neutral alignments, seeking balance where there is none.
Religion:
A Bladewind Sentinel is free to worship the Pantheon as he wishes, however most Bladewind Sentinels choose a god that matches his alignment or that his order has worshipped before. However, his path is still to gain transcendence from within and as such, his road to spirituality lies within himself first and foremost.
Background:
Bladewind Sentinels are always Foundlings or Orphans. A Bladewind Sentinel does not have the time to worry or care about his family. His time is spent learning the ways of the Wind and Weapon. Bladewind Sentinels usually learn the way of the Bladewind Style from within secluded sanctuaries or hidden academies. While there is no strict Master -> Apprentice relationship, many of the older Bladewind Sentinels live as hermits, training only those who find their way to them. These Bladewind Sentinels of the woods are the greatest of the masters. Those that wish to learn the third and final style of the Bladewind Sentinel usually travel to find one of these Masters of the Hidden Art.
Races:
As is evident before, Bladewind Sentinels are found almost only from within Elven or Halfling populations although Half Elf and Human Bladewind Sentinels are not unheard of as they tried to gain the right to become these hallowed guardians several times before. To this day, only three have succeeded; each mastering a single style and weapon. While Dwarves are lawful by nature, they do not possess any of the proper characteristics for becoming Bladewind Sentinels and as such, Bladewind Sentinels are virtually unknown among the Dwarves. Half Orcs do not possess the swiftness of the hands and feet, being a savage and brutal race, to become a Bladewind Sentinel and as such, Half Orcs never become Bladewind Sentinels.
Other Classes:
Bladewind Sentinels work flawlessly alongside other melee combatants. Their ability to hamper an opponent while not getting in the way of the Fighters or Barbarians is unmatched, however Bladewind Sentinels tend to view Barbarians as unsophisticated.
Role:
Bladewind Sentinels excel at providing a second attacker for flanking or when surrounded. A Bladewind Sentinel is most dangerous when surrounded and Bladewind Sentinels make excellent supporting combatants.
Just some personal comments of mine: Notice how there are three spell abilities and three weapons the class is proficient in? Butterfly Sword -> Strength of Sky. War Fan -> Wind Seer. Rapier -> Dawnwatcher.