malcolm_n
Adventurer
I'm working on a class for a future publication and wanted to get some opinions from the great play testers and theory crafters here at enworld. I ask that this preview material only be used for exactly that. If anybody is interested in fully play testing the completed class, let me know and I'll draw up the Nondisclosure information. All feedback is much appreciated.
**Design Goals**
- Create a class that has a feral or animalistic feel (primal) without all the mysticism attached
- Create a defender that can use Constitution or Dexterity primarily and only have Strength be a secondary contribution
- With limited options to mark a creature, allow some powers to key off of attacking allies whether or not the sentinel is also attacked.
- Expand on some design space which may not be deeply explored yet.
**Purpose**
The campaign setting i'm working on is rather low magic and wouldn't fit heavier magic characters in well. I don't want to do just Martial classes because there are fantastic things that happen, and nature magic is more down to earth. Although magical in nature, lychenthropes are still very earthy in both appearance and supernatural feel, so Sentinels fill the need for something akin to this without being "left field" material. There's a similar leader class I'm currently spot testing and will preview some time later this month.
Download The Sentinel PDF Preview here (with updated information)
Check out The History of Pnumadesi on my EnWorld blog.
The Syn is also available for preview at EnWorld.
[sblock=Sentinel fluff] [FONT="]Sentinels take on the aspects of great animals. Much like a lychenthrope may resemble an amalgamation of humanoid and beast, so too does the Sentinel’s outward appearance change to match his particular beast aspect.[/FONT] [FONT="] Guardian Sentinels are undying protectors dedicated to standing amidst several enemies and taunting them away from allies. When you select Aspect of the Guardian, you look tougher as your skin thickens. You begin to take on the semblance of beasts like a bear, a rhino, or a killer whale. [/FONT] [/sblock]
[sblock= Grodoc - Orc Sentinel level 1]
Primal Defender
Str 16 Dex 14 Wis 10
Con 19 Int 10 Cha 8
HP 40; Bloodied 20; Surge Value 10
Surges per day 12
AC 16; Fort 16, Ref 13, Will 10
Trained Skills: +8 Athletics, +9 Endurance, +5 Nature, +5 Perception
Feat: Toughness; Speed 6 (8 when charging); Vision Low-light
Starting Gear: Falchion, Longbow, Hide Armor, 15 Gp
[/sblock]
[sblock=Gordoc's features and powers]Nature's Stride - You have Forest Walk (See D&D MM)
Thick-skinned - You gain a +1 shield bonus to AC when not wearing heavy armor.
Aspect of the Guardian - You gain +1 hit point per level (already added). When not wearing heavy armor, you can use the Invigoration and Threatening Call Sentinel class features.
[FONT="]
Invigoration [/FONT][FONT="]Sentinel Feature[/FONT]
[FONT="]Your ties to nature heal your wounds as you protect others.[/FONT]
[FONT="]Encounter (Special) [/FONT]*[FONT="] Primal[/FONT]
[FONT="]Special: [/FONT][FONT="]You can use this power twice per encounter.[/FONT]
[FONT="]Free Action Personal[/FONT]
[FONT="]Requirements:[/FONT][FONT="] You must be wielding a two-handed weapon.[/FONT]
[FONT="]Trigger: [/FONT][FONT="]You hit a creature with an encounter or daily attack.[/FONT]
[FONT="]Effect: [/FONT][FONT="]You gain 4 temporary hit points.[/FONT]
[FONT="]Threatening Call [/FONT][FONT="]Sentinel Feature[/FONT]
[FONT="]You call your enemies to you with a growl, yell, or howl while their fear grants you courage.[/FONT]
[FONT="]At-will [/FONT]*[FONT="] Healing, Primal[/FONT]
[FONT="]Minor Action Close [/FONT][FONT="]blast 5[/FONT]
[FONT="]Targets: [/FONT][FONT="]One creature in blast[/FONT]
[FONT="]Effect:[/FONT][FONT="] The target is marked by you until you choose not to attack it or do not move toward it on your round. Once per round, if the target attacks an ally of yours while it is marked in this way, you regain 5 hit points.[/FONT]
-------
[FONT="]Hawk-eyed Strike[/FONT][FONT="] Sentinel Attack 1[/FONT]
[FONT="]Your keen sight finds a weak spot in your target’s defenses.[/FONT]
[FONT="]At-will * Primal, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] +7 vs. AC[/FONT]
[FONT="]Hit:[/FONT][FONT="] 2d4 + 4 damage, and you gain a +2 bonus to your next attack against the target if it attacks an ally of yours before the start of your next turn.[/FONT]
[FONT="]Heaving Smash[/FONT][FONT="] Sentinel Attack 1[/FONT]
[FONT="]With a powerful upswing you lift the foe off his feet.[/FONT]
[FONT="]At-will [/FONT]*[FONT="] Primal, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] +7 vs. AC[/FONT]
[FONT="]Hit:[/FONT][FONT="] 2d4 + 4 damage[/FONT]
[FONT="]Guardian Aspect:[/FONT][FONT="] When you hit, if you're wielding a two-handed weapon, the target cannot shift away from you until the end of your next turn.[/FONT]
[FONT="]Warrior's Surge [/FONT][FONT="]Orc Racial Power[/FONT][FONT="]
See the Dungeons & Dragons Monster Manual for information on this power.
[/FONT][FONT="]
Stamp Down [/FONT] [FONT="]Sentinel Attack 1[/FONT]
[FONT="]You slam the heavy end of your weapon down on the opponent’s foot.[/FONT]
[FONT="]Encounter [/FONT]*[FONT="] Primal, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] 7 vs. AC[/FONT]
[FONT="]Hit: [/FONT][FONT="]4d4 + 4 damage, and the target is immobilized until the end of your next turn.[/FONT]
[FONT="]Guardian Aspect:[/FONT][FONT="] The target is immobilized until the end of the following turn if your Strength score is 15 or higher.[/FONT]
[FONT="]Boar's Resurgence [/FONT][FONT="]Sentinel Attack 1[/FONT]
[FONT="]You build yourself back up as you work tirelessly to defeat the enemy.[/FONT]
[FONT="]Daily [/FONT][FONT="]* [/FONT][FONT="]Healing, Primal, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] 7 vs. AC[/FONT]
[FONT="]Hit:[/FONT][FONT="] 6d4 + 4 damage[/FONT]
[FONT="]Effect: [/FONT][FONT="]You can spend a healing surge and gain a +2 bonus to the defense of your choice until the start of your next turn.[/FONT]
[/sblock]
[sblock=level 2]HP 47; Bloodied 23; Surge Value 11
Surges per day 12
AC 17; Fort 17, Ref 14, Will 14
Trained Skills: +9 Athletics, +10 Endurance, +6 Nature, +6 Perception
Feats: Toughness, Strong Willed (Sentinel feat - add Str modifier to Will Defense instead); attacks get a +1 bonus to attack from half level.
[FONT="]Bear Cub Defense [/FONT][FONT="]Sentinel Utility 2[/FONT]
[FONT="]You guard your allies closely.[/FONT]
[FONT="]Encounter [/FONT]*[FONT="] Primal[/FONT]
[FONT="]Immediate Interrupt Close[/FONT][FONT="] burst 1[/FONT]
Trigger: An ally within the burst is hit by an attack.
[FONT="]Effect:[/FONT][FONT="] You are hit by the attack instead.[/FONT]
[/sblock]
[sblock=level 3]HP 54; Bloodied 27; Surge Value 13
Surges per day 12
[FONT="]
Brute Force[/FONT][FONT="] Sentinel Attack 3[/FONT]
[FONT="]You puff yourself up to give the impression you are bigger than the opposition.[/FONT]
[FONT="]Encounter [/FONT]*[FONT="] Primal, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] 8 vs. Will[/FONT]
[FONT="]Hit:[/FONT][FONT="] 2[W] + Constitution modifier damage, and the target is marked by you and takes a penalty to attacks equal to your Strength modifier until the end of your next turn.[/FONT]
[/sblock]
**Design Goals**
- Create a class that has a feral or animalistic feel (primal) without all the mysticism attached
- Create a defender that can use Constitution or Dexterity primarily and only have Strength be a secondary contribution
- With limited options to mark a creature, allow some powers to key off of attacking allies whether or not the sentinel is also attacked.
- Expand on some design space which may not be deeply explored yet.
**Purpose**
The campaign setting i'm working on is rather low magic and wouldn't fit heavier magic characters in well. I don't want to do just Martial classes because there are fantastic things that happen, and nature magic is more down to earth. Although magical in nature, lychenthropes are still very earthy in both appearance and supernatural feel, so Sentinels fill the need for something akin to this without being "left field" material. There's a similar leader class I'm currently spot testing and will preview some time later this month.
Download The Sentinel PDF Preview here (with updated information)
Check out The History of Pnumadesi on my EnWorld blog.
The Syn is also available for preview at EnWorld.
[sblock=Sentinel fluff] [FONT="]Sentinels take on the aspects of great animals. Much like a lychenthrope may resemble an amalgamation of humanoid and beast, so too does the Sentinel’s outward appearance change to match his particular beast aspect.[/FONT] [FONT="] Guardian Sentinels are undying protectors dedicated to standing amidst several enemies and taunting them away from allies. When you select Aspect of the Guardian, you look tougher as your skin thickens. You begin to take on the semblance of beasts like a bear, a rhino, or a killer whale. [/FONT] [/sblock]
[sblock= Grodoc - Orc Sentinel level 1]
Primal Defender
Str 16 Dex 14 Wis 10
Con 19 Int 10 Cha 8
HP 40; Bloodied 20; Surge Value 10
Surges per day 12
AC 16; Fort 16, Ref 13, Will 10
Trained Skills: +8 Athletics, +9 Endurance, +5 Nature, +5 Perception
Feat: Toughness; Speed 6 (8 when charging); Vision Low-light
Starting Gear: Falchion, Longbow, Hide Armor, 15 Gp
[/sblock]
[sblock=Gordoc's features and powers]Nature's Stride - You have Forest Walk (See D&D MM)
Thick-skinned - You gain a +1 shield bonus to AC when not wearing heavy armor.
Aspect of the Guardian - You gain +1 hit point per level (already added). When not wearing heavy armor, you can use the Invigoration and Threatening Call Sentinel class features.
[FONT="]
Invigoration [/FONT][FONT="]Sentinel Feature[/FONT]
[FONT="]Your ties to nature heal your wounds as you protect others.[/FONT]
[FONT="]Encounter (Special) [/FONT]*[FONT="] Primal[/FONT]
[FONT="]Special: [/FONT][FONT="]You can use this power twice per encounter.[/FONT]
[FONT="]Free Action Personal[/FONT]
[FONT="]Requirements:[/FONT][FONT="] You must be wielding a two-handed weapon.[/FONT]
[FONT="]Trigger: [/FONT][FONT="]You hit a creature with an encounter or daily attack.[/FONT]
[FONT="]Effect: [/FONT][FONT="]You gain 4 temporary hit points.[/FONT]
[FONT="]Threatening Call [/FONT][FONT="]Sentinel Feature[/FONT]
[FONT="]You call your enemies to you with a growl, yell, or howl while their fear grants you courage.[/FONT]
[FONT="]At-will [/FONT]*[FONT="] Healing, Primal[/FONT]
[FONT="]Minor Action Close [/FONT][FONT="]blast 5[/FONT]
[FONT="]Targets: [/FONT][FONT="]One creature in blast[/FONT]
[FONT="]Effect:[/FONT][FONT="] The target is marked by you until you choose not to attack it or do not move toward it on your round. Once per round, if the target attacks an ally of yours while it is marked in this way, you regain 5 hit points.[/FONT]
-------
[FONT="]Hawk-eyed Strike[/FONT][FONT="] Sentinel Attack 1[/FONT]
[FONT="]Your keen sight finds a weak spot in your target’s defenses.[/FONT]
[FONT="]At-will * Primal, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] +7 vs. AC[/FONT]
[FONT="]Hit:[/FONT][FONT="] 2d4 + 4 damage, and you gain a +2 bonus to your next attack against the target if it attacks an ally of yours before the start of your next turn.[/FONT]
[FONT="]Heaving Smash[/FONT][FONT="] Sentinel Attack 1[/FONT]
[FONT="]With a powerful upswing you lift the foe off his feet.[/FONT]
[FONT="]At-will [/FONT]*[FONT="] Primal, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] +7 vs. AC[/FONT]
[FONT="]Hit:[/FONT][FONT="] 2d4 + 4 damage[/FONT]
[FONT="]Guardian Aspect:[/FONT][FONT="] When you hit, if you're wielding a two-handed weapon, the target cannot shift away from you until the end of your next turn.[/FONT]
[FONT="]Warrior's Surge [/FONT][FONT="]Orc Racial Power[/FONT][FONT="]
See the Dungeons & Dragons Monster Manual for information on this power.
[/FONT][FONT="]
Stamp Down [/FONT] [FONT="]Sentinel Attack 1[/FONT]
[FONT="]You slam the heavy end of your weapon down on the opponent’s foot.[/FONT]
[FONT="]Encounter [/FONT]*[FONT="] Primal, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] 7 vs. AC[/FONT]
[FONT="]Hit: [/FONT][FONT="]4d4 + 4 damage, and the target is immobilized until the end of your next turn.[/FONT]
[FONT="]Guardian Aspect:[/FONT][FONT="] The target is immobilized until the end of the following turn if your Strength score is 15 or higher.[/FONT]
[FONT="]Boar's Resurgence [/FONT][FONT="]Sentinel Attack 1[/FONT]
[FONT="]You build yourself back up as you work tirelessly to defeat the enemy.[/FONT]
[FONT="]Daily [/FONT][FONT="]* [/FONT][FONT="]Healing, Primal, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] 7 vs. AC[/FONT]
[FONT="]Hit:[/FONT][FONT="] 6d4 + 4 damage[/FONT]
[FONT="]Effect: [/FONT][FONT="]You can spend a healing surge and gain a +2 bonus to the defense of your choice until the start of your next turn.[/FONT]
[/sblock]
[sblock=level 2]HP 47; Bloodied 23; Surge Value 11
Surges per day 12
AC 17; Fort 17, Ref 14, Will 14
Trained Skills: +9 Athletics, +10 Endurance, +6 Nature, +6 Perception
Feats: Toughness, Strong Willed (Sentinel feat - add Str modifier to Will Defense instead); attacks get a +1 bonus to attack from half level.
[FONT="]Bear Cub Defense [/FONT][FONT="]Sentinel Utility 2[/FONT]
[FONT="]You guard your allies closely.[/FONT]
[FONT="]Encounter [/FONT]*[FONT="] Primal[/FONT]
[FONT="]Immediate Interrupt Close[/FONT][FONT="] burst 1[/FONT]
Trigger: An ally within the burst is hit by an attack.
[FONT="]Effect:[/FONT][FONT="] You are hit by the attack instead.[/FONT]
[/sblock]
[sblock=level 3]HP 54; Bloodied 27; Surge Value 13
Surges per day 12
[FONT="]
Brute Force[/FONT][FONT="] Sentinel Attack 3[/FONT]
[FONT="]You puff yourself up to give the impression you are bigger than the opposition.[/FONT]
[FONT="]Encounter [/FONT]*[FONT="] Primal, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] 8 vs. Will[/FONT]
[FONT="]Hit:[/FONT][FONT="] 2[W] + Constitution modifier damage, and the target is marked by you and takes a penalty to attacks equal to your Strength modifier until the end of your next turn.[/FONT]
[/sblock]
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