Angel Tarragon
Dawn Dragon
The Sentinel
Alignment: Any
Hit Dice: D8
Class Skills
The sentinel's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Profession (Wis), Sense Motive (Wis), Ride (Dex), Spot (Wis) and Use Rope (Dex).
Skill Points at 1st Level:
(4 + Int modifier) x 4
Skill Points at Each Additional Level:
4 + Int Modifier
Class Features
The following are class features of the sentinel.
Weapon and Armor Proficiency: The sentinel is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Favored Weapon: At 1st level the sentinel must select one specific weapon to become their weapon of choice. When wielding their favored weapon the sentinel gains a bonus on her attack rolls with it as shown on the Favored Weapon Attack Bonus table below.
[sblock=Favored Weapon Attack Bonus Table]
[/sblock]
Improved Unarmed Strike: At 1st level the sentinel gains Improved Unarmed Strike as a bonus feat.
Iron Will: At 2nd level, the sentinel gains Iron Will as a bonus feat.
Vigilant Defender (Ex): Starting at 2nd level the sentinel is able to stand her ground against all enemies, warding the spot where she makes her stand to prevent foes from slipping past and attacking those she protects. If an opponent attempts to use the Tumble skill to move through a threatened area or the sentinel's space without provoking attacks of opportunity, the Tumble check DC to avoid the sentinel's attacks of opportunity increases by an amount equal to the sentinel's level.
Endurance: At 3rd level the sentinel gains Endurance as a bonus feat.
Toughness: At 3rd level and every three levels thereafter the sentinel gains Toughness as a bonus feat.
Combat Veteran (Ex): At 4th level the sentinel possesses enough battle experience to understand tactics, strategy, and combat conditions fairly well. Her combat instincts are also well honed, and altogether this provides the sentinel with a bonus to her Initiative checks, attack rolls for attacks of opportunity and Armor Class equal to one quarter her sentinel level. The AC bonus is a dodge bonus, and is lost whenever the sentinel is immobilized or denied a Dexterity bonus to AC, whether or not the sentinel's Dexterity modifier is positive. Furthermore, this AC bonus only applies against one foe at a time, chosen at the start of the sentinel's turn.
Armor Mastery (Ex): Starting at 5th level the sentinel is able to wear any medium armor like a second skin, allowing her to ignore the standard speed reduction. At 10th level the sentinel ignores the speed reduction imposed by heavy armor as well.
Defensive Roll (Exl): Starting at 7th level, once per day, when the sentinel would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Fortitude saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.
At 13th level and every six levels thereafter, the sentinel is able to make one extra defensive roll per day.
Fortified Stance (Ex): At 8th level, when the sentinel is aware of an incoming attack at least one rounds ahead of time, she can assume a fortified stance. When in a fortified stance, the sentinel is 25% less likely to suffer from a critical hit. If the sentinel is struck while in a fortified stance, but the enemy does not score a critical then any damage dealt to the sentinel is decreased by 25%. The ability only lasts for one round and can only be used once per day.
At 11th level and every three levels thereafter, the sentinel can use her fortified stance one additional time per day.
Improved Fortified Stance (Ex): At 14th level, when the sentinel is in a fortified stance, she is 50% less likely to suffer from a critical or takes 50% less damage when struck by a foe.
Spell Resistance (Su): At 16th level, the sentinel's prolonged exposure to magic has given her the ability to resist its effects. The sentinel gains Spell Resistance equal to 10 + half her sentinel level. In order to affect the sentinel with a spell or spell-like ability, a spellcaster must make a caster level check (1d20 + caster level; see page 177 in the PHB) that equals or exceeds the sentinel’s Spell Resistance.
Greater Fortified Stance (Ex): At 20th level the sentinel reaches the pinnacle of this ability. When the sentinel assumes a fortified stance she is 50% less likely to suffer from a critical or takes 50% less damage when struck by a foe.
Alignment: Any
Hit Dice: D8
Class Skills
The sentinel's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Profession (Wis), Sense Motive (Wis), Ride (Dex), Spot (Wis) and Use Rope (Dex).
Skill Points at 1st Level:
(4 + Int modifier) x 4
Skill Points at Each Additional Level:
4 + Int Modifier
Code:
[b]Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special[/b]
1 +0 +2 +0 +0 Favored Weapon, Improved Unarmed Strike
2 +1 +3 +0 +0 Iron Will, Vigilant Defender
3 +2 +3 +1 +1 Endurance, Toughness
4 +3 +4 +1 +1 Combat Veteran
5 +3 +4 +1 +1 Armor Mastery (Medium)
6 +4 +5 +2 +2 Toughness
7 +5 +5 +2 +2 Defensive Roll 1/Day
8 +6/+1 +6 +2 +2 Fortified Stance 1/Day
9 +6/+1 +6 +3 +3 Toughness
10 +7/+2 +7 +3 +3 Armor Mastery (Heavy)
11 +8/+3 +7 +3 +3 Fortified Stance 2/Day
12 +9/+4 +8 +4 +4 Toughness
13 +9/+4 +8 +4 +4 Defensive Roll 2/Day
14 +10/+5 +9 +4 +4 Improved Fortified Stance 3/Day
15 +11/+6/+1 +9 +5 +5 Toughness
16 +12/+7/+2 +10 +5 +5 Spell Resistance
17 +12/+7/+2 +10 +5 +5 Improved Fortified Stance 4/Day
18 +13/+8/+3 +11 +6 +6 Toughness
19 +14/+9/+4 +11 +6 +6 Defensive Roll 3/Day
20 +15/+10/+5 +12 +6 +6 Greater Fortified Stance 5/Day
The following are class features of the sentinel.
Weapon and Armor Proficiency: The sentinel is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Favored Weapon: At 1st level the sentinel must select one specific weapon to become their weapon of choice. When wielding their favored weapon the sentinel gains a bonus on her attack rolls with it as shown on the Favored Weapon Attack Bonus table below.
[sblock=Favored Weapon Attack Bonus Table]
Code:
[b] Favored
Class Weapon
Level Bonus[/b]
1-4 +1
5-8 +2
9-12 +3
13-16 +4
17-20 +5
Improved Unarmed Strike: At 1st level the sentinel gains Improved Unarmed Strike as a bonus feat.
Iron Will: At 2nd level, the sentinel gains Iron Will as a bonus feat.
Vigilant Defender (Ex): Starting at 2nd level the sentinel is able to stand her ground against all enemies, warding the spot where she makes her stand to prevent foes from slipping past and attacking those she protects. If an opponent attempts to use the Tumble skill to move through a threatened area or the sentinel's space without provoking attacks of opportunity, the Tumble check DC to avoid the sentinel's attacks of opportunity increases by an amount equal to the sentinel's level.
Endurance: At 3rd level the sentinel gains Endurance as a bonus feat.
Toughness: At 3rd level and every three levels thereafter the sentinel gains Toughness as a bonus feat.
Combat Veteran (Ex): At 4th level the sentinel possesses enough battle experience to understand tactics, strategy, and combat conditions fairly well. Her combat instincts are also well honed, and altogether this provides the sentinel with a bonus to her Initiative checks, attack rolls for attacks of opportunity and Armor Class equal to one quarter her sentinel level. The AC bonus is a dodge bonus, and is lost whenever the sentinel is immobilized or denied a Dexterity bonus to AC, whether or not the sentinel's Dexterity modifier is positive. Furthermore, this AC bonus only applies against one foe at a time, chosen at the start of the sentinel's turn.
Armor Mastery (Ex): Starting at 5th level the sentinel is able to wear any medium armor like a second skin, allowing her to ignore the standard speed reduction. At 10th level the sentinel ignores the speed reduction imposed by heavy armor as well.
Defensive Roll (Exl): Starting at 7th level, once per day, when the sentinel would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Fortitude saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.
At 13th level and every six levels thereafter, the sentinel is able to make one extra defensive roll per day.
Fortified Stance (Ex): At 8th level, when the sentinel is aware of an incoming attack at least one rounds ahead of time, she can assume a fortified stance. When in a fortified stance, the sentinel is 25% less likely to suffer from a critical hit. If the sentinel is struck while in a fortified stance, but the enemy does not score a critical then any damage dealt to the sentinel is decreased by 25%. The ability only lasts for one round and can only be used once per day.
At 11th level and every three levels thereafter, the sentinel can use her fortified stance one additional time per day.
Improved Fortified Stance (Ex): At 14th level, when the sentinel is in a fortified stance, she is 50% less likely to suffer from a critical or takes 50% less damage when struck by a foe.
Spell Resistance (Su): At 16th level, the sentinel's prolonged exposure to magic has given her the ability to resist its effects. The sentinel gains Spell Resistance equal to 10 + half her sentinel level. In order to affect the sentinel with a spell or spell-like ability, a spellcaster must make a caster level check (1d20 + caster level; see page 177 in the PHB) that equals or exceeds the sentinel’s Spell Resistance.
Greater Fortified Stance (Ex): At 20th level the sentinel reaches the pinnacle of this ability. When the sentinel assumes a fortified stance she is 50% less likely to suffer from a critical or takes 50% less damage when struck by a foe.
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