Sentinel Class Preview (now in PDF; update 3/7/09)

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=&quot]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=&quot] 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=&quot]
Invigoration [/FONT]
[FONT=&quot]Sentinel Feature[/FONT]
[FONT=&quot]Your ties to nature heal your wounds as you protect others.[/FONT]
[FONT=&quot]Encounter (Special) [/FONT]*[FONT=&quot] Primal[/FONT]
[FONT=&quot]Special: [/FONT][FONT=&quot]You can use this power twice per encounter.[/FONT]
[FONT=&quot]Free Action Personal[/FONT]
[FONT=&quot]Requirements:[/FONT][FONT=&quot] You must be wielding a two-handed weapon.[/FONT]
[FONT=&quot]Trigger: [/FONT][FONT=&quot]You hit a creature with an encounter or daily attack.[/FONT]
[FONT=&quot]Effect: [/FONT][FONT=&quot]You gain 4 temporary hit points.[/FONT]

[FONT=&quot]Threatening Call [/FONT][FONT=&quot]Sentinel Feature[/FONT]
[FONT=&quot]You call your enemies to you with a growl, yell, or howl while their fear grants you courage.[/FONT]
[FONT=&quot]At-will [/FONT]*[FONT=&quot] Healing, Primal[/FONT]
[FONT=&quot]Minor Action Close [/FONT][FONT=&quot]blast 5[/FONT]
[FONT=&quot]Targets: [/FONT][FONT=&quot]One creature in blast[/FONT]
[FONT=&quot]Effect:[/FONT][FONT=&quot] 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=&quot]Hawk-eyed Strike[/FONT][FONT=&quot] Sentinel Attack 1[/FONT]
[FONT=&quot]Your keen sight finds a weak spot in your target’s defenses.[/FONT]
[FONT=&quot]At-will * Primal, Weapon[/FONT]
[FONT=&quot]Standard Action Melee[/FONT][FONT=&quot] weapon[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] +7 vs. AC[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 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=&quot]Heaving Smash[/FONT][FONT=&quot] Sentinel Attack 1[/FONT]
[FONT=&quot]With a powerful upswing you lift the foe off his feet.[/FONT]
[FONT=&quot]At-will [/FONT]*[FONT=&quot] Primal, Weapon[/FONT]
[FONT=&quot]Standard Action Melee[/FONT][FONT=&quot] weapon[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] +7 vs. AC[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 2d4 + 4 damage[/FONT]
[FONT=&quot]Guardian Aspect:[/FONT][FONT=&quot] 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=&quot]Warrior's Surge [/FONT][FONT=&quot]Orc Racial Power[/FONT][FONT=&quot]
See the Dungeons & Dragons Monster Manual for information on this power.
[/FONT][FONT=&quot]
Stamp Down [/FONT]
[FONT=&quot]Sentinel Attack 1[/FONT]
[FONT=&quot]You slam the heavy end of your weapon down on the opponent’s foot.[/FONT]
[FONT=&quot]Encounter [/FONT]*[FONT=&quot] Primal, Weapon[/FONT]
[FONT=&quot]Standard Action Melee[/FONT][FONT=&quot] weapon[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] 7 vs. AC[/FONT]
[FONT=&quot]Hit: [/FONT][FONT=&quot]4d4 + 4 damage, and the target is immobilized until the end of your next turn.[/FONT]
[FONT=&quot]Guardian Aspect:[/FONT][FONT=&quot] The target is immobilized until the end of the following turn if your Strength score is 15 or higher.[/FONT]

[FONT=&quot]Boar's Resurgence [/FONT][FONT=&quot]Sentinel Attack 1[/FONT]
[FONT=&quot]You build yourself back up as you work tirelessly to defeat the enemy.[/FONT]
[FONT=&quot]Daily [/FONT][FONT=&quot]* [/FONT][FONT=&quot]Healing, Primal, Weapon[/FONT]
[FONT=&quot]Standard Action Melee[/FONT][FONT=&quot] weapon[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] 7 vs. AC[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 6d4 + 4 damage[/FONT]
[FONT=&quot]Effect: [/FONT][FONT=&quot]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=&quot]Bear Cub Defense [/FONT][FONT=&quot]Sentinel Utility 2[/FONT]
[FONT=&quot]You guard your allies closely.[/FONT]
[FONT=&quot]Encounter [/FONT]*[FONT=&quot] Primal[/FONT]
[FONT=&quot]Immediate Interrupt Close[/FONT][FONT=&quot] burst 1[/FONT]
Trigger: An ally within the burst is hit by an attack.
[FONT=&quot]Effect:[/FONT][FONT=&quot] You are hit by the attack instead.[/FONT]

[/sblock]
[sblock=level 3]HP 54; Bloodied 27; Surge Value 13
Surges per day 12
[FONT=&quot]
Brute Force[/FONT]
[FONT=&quot] Sentinel Attack 3[/FONT]
[FONT=&quot]You puff yourself up to give the impression you are bigger than the opposition.[/FONT]
[FONT=&quot]Encounter [/FONT]*[FONT=&quot] Primal, Weapon[/FONT]
[FONT=&quot]Standard Action Melee[/FONT][FONT=&quot] weapon[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] 8 vs. Will[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 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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Seems very similar to what we've seen of the Warden class at first glance, being that Wardens are "sturdy and resilient", "can assume bestial or treelike forms to destroy your foes", and are the "primal champion, a guardian of the natural world and custodian of all living things".
 

The fluff section of this class worried me, as I'm designing a class that could be described similarly . . . but your implementation is pretty different, so I guess it's okay :)

Bear Cub Defense: Is this supposed to be able to be sustained indefinitely, or just until you've taken an attack? Can you continue sustaining it if there's no ally adjacent to you? When you spend the immediate reaction to end the effect and take all of the damage from an attack, does it have to be an attack that hit your adjacent ally, or anyone? What happens if you and you ally were both hit by the same attack? I like the flavor of this power, but I feel like there's a lot of confusion going on.

Wereboar's Resurgence: Compare this to the paladin's paladin's judgment daily power . . . it allows you or one ally to immediately spend a healing surge, as opposed to having to wait and spend an action to get the healing. I imagine you balanced this off the fighter's comeback strike, but I think having to spend another action on a later turn to gain the healing makes this power look very unattractive.

Brute Force: How long is the target marked by you? This should say, "(save ends both)".

Invigoration and Stamp Down: I like the unique mechanics presented in these powers.

Threatening Call: How many enemies can you have simultaneously marked with this power?

Also, I agree with Chris Cotgrove that this seems very wardeny, but without the distinctly unique innovation of the warden's daily powers. Some unique class feature could be integraged into the example character above, such that is invisible to us on the boards, but otherwise I'd advise you to find a unique class-wide 'flare' for the sentinel . . . then again, that could be my longing for more complexity in 4E talking.

~ fissionessence
 

I agree about the wish for complexity. There is more to the class than initially previewed; I just don't want to give away everything and risk it getting taken for somebody else's gain. I know it kinda looks like a warden at first glance, but I can assure you I went to pains to make it not. The only similarities it shares are probably the fact that he's a hit point tank instead of an armor tank.

I've made the suggested changes. For the Threatening Call, you can mark as many creatures as you can continue to attack or move toward each round.
 
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Stamp Down is, unfortunately, just too good. Look at Steel Serpent Strike, for instance. 2W + Immobilize 1 turn is probably acceptable, but save ends and autofail the first save is just too much.

With how much this class emphasizes Con and Str both, you might want to consider something to shore up its defenses other than Fort. For example, 'Strength of Will', apply Str to Will defense, etc.
 

Stamp Down is, unfortunately, just too good. Look at Steel Serpent Strike, for instance. 2W + Immobilize 1 turn is probably acceptable, but save ends and autofail the first save is just too much.

With how much this class emphasizes Con and Str both, you might want to consider something to shore up its defenses other than Fort. For example, 'Strength of Will', apply Str to Will defense, etc.
Thank you keterys, always glad for your feedback. :) I'll take a look at that.
*edit* Okay, I made stamp down until end of next turn (two for guardians). I agree that it was stronger than Steel serpent and kinda still is, but the Sentinel doesn't get the free attack to stop a creature when it moves or shifts like a fighter, thus the similar function built into the power.
I like the idea of Strength to Will, but wouldn't that undermine Wisdom and Charisma? Maybe as a feat would be good. Or is that an acceptable option to consider for balance? What do you think?
 
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Yeah, it might be too good - it's similar to how they've been letting Con apply to AC for some of the primal classes in PHB2, but even that still leaves Reflex on Int/Dex.
 

My thoughts exactly. The saving argument to allow a feat for the ability is that it costs the feat for the class and two feats for multiclass characters. You still want decent Wisdom for perception and nature if you're building toward that.
 

Invigoration: No problem, good class feature.

Threatening Call: A bit complex and makes you think about how to get the most of the mark. I don't see any immediate abuse potential.

Hawk-eyed Strike: Needs clarification. If the target uses an attack that has multiple targets including the sentinel, does the +2 bonus trigger? It's probably best to word it in a way like marks, something like: you gain a +2 bonus to your next attack against the target if it uses an attack that does not include you as a target before the start of your next turn.

Heaving Smash: Secondary attack is probably a bit too much. It sets up for striker attacks a bit too easly, giving the party +2's to hit very frequently, leaving leaders jealous. It also lengthens the attack resolution process. I'd change it to something milder and easier to resolve. Maybe on a critical hit, it knocks the target prone. But that might be too weak. I don't want to make any other suggestions without knowing what other kinds of at-will powers are available to this class.

Stamp Down: Guardian Aspect is too much of a lock down for melee monsters at such a low level. A stat requirement for a class power also seems a bit unusual. Stat requirements should be for feats, not class powers. A simple add strength modifier to damage would be sufficient bonus for the Guardien Aspect build.

Boar's Resurgence: Can the +2 defense be applied to AC? With the current wording it can be, if the intent was to exclude AC, it needs to be specifically stated? I think I'd be tempted to reduce the damage for this power to 2[W].

Bear Cub Defense: An encounter power that lasts a whole encounter doesn't feel right. This should either be a daily utility power, or the sustain should be removed.

Brute Force: There are very few encounter powers with *save ends* effects, and I beleieve this is intentional and should probably be reserved for controller. I'd change the effect to until the end of your next turn.
 

[sblock=I don't like to make huge posts without the option to hide.]
Invigoration: No problem, good class feature.

Threatening Call: A bit complex and makes you think about how to get the most of the mark. I don't see any immediate abuse potential.
Thank you for taking the time to offer your opinion on these powers. I'll take each by section. Threatening call above, for example, is no more complex than the paladin or swordmage features.
Hawk-eyed Strike: Needs clarification. If the target uses an attack that has multiple targets including the sentinel, does the +2 bonus trigger? It's probably best to word it in a way like marks, something like: you gain a +2 bonus to your next attack against the target if it uses an attack that does not include you as a target before the start of your next turn.

Heaving Smash: Secondary attack is probably a bit too much. It sets up for striker attacks a bit too easly, giving the party +2's to hit very frequently, leaving leaders jealous. It also lengthens the attack resolution process. I'd change it to something milder and easier to resolve. Maybe on a critical hit, it knocks the target prone. But that might be too weak. I don't want to make any other suggestions without knowing what other kinds of at-will powers are available to this class.
It was my understanding that there are no hidden rules in 4e. If something isn't spelled out, it doesn't apply to the power/ability.
- HeS gives you the bonus if the target attacks an ally of yours, even if you also happen to be a target of the attack.
- For powers comparable to HS, see Lance of Faith, Commander's Strike, Brash Assault, or Opening Shove. Each is an example of a benefit to attacks or complexity at-will. In this case, you get combat advantage, but you can get that by virtue of flanking, and it requires the second attack.
Stamp Down: Guardian Aspect is too much of a lock down for melee monsters at such a low level. A stat requirement for a class power also seems a bit unusual. Stat requirements should be for feats, not class powers. A simple add strength modifier to damage would be sufficient bonus for the Guardien Aspect build.
Once per encounter you can't move for 2 rounds; big deal if the enemy's a lurker, but the fighter can swat at them constantly and stop them from getting away. Pinning Smash is daily 5 and potentially doesn't let the target move for the entire encounter; this is a watered-down (read: lower level/type) version with a build specific benefit which can't be accessed except by members of the class (taking other features into consideration).
Boar's Resurgence: Can the +2 defense be applied to AC? With the current wording it can be, if the intent was to exclude AC, it needs to be specifically stated? I think I'd be tempted to reduce the damage for this power to 2[W].
AC is a defense. Again, if it's not spelled out...
- No more/less powerful than "On Pain of Death." which lets an ally heal instead.
- When the class has an inherent detriment to AC or other defenses, adding a bonus to said defense isn't so much a benefit as a catch-up. I did change it to Power bonus though.
Bear Cub Defense: An encounter power that lasts a whole encounter doesn't feel right. This should either be a daily utility power, or the sustain should be removed.
- You can choose to continue to sustain the power or use Threatening call.
- You can do both if you choose not to move or attack.
- You're taking damage constantly which is going to wear on your/your healers abilities.
Brute Force: There are very few encounter powers with *save ends* effects, and I beleieve this is intentional and should probably be reserved for controller. I'd change the effect to until the end of your next turn.
Just because there are few, does not make it necessary or intentional. There are innumerable examples of classes using "controller-esque" powers at low levels and this doesn't even push the envelope much.[/sblock] Ty again for your analysis; I will always compare my powers to those already in existance as a balance of power/flavor. I won't just pick keywords and throw powers together without checking them first. :)
 

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