Difference between revisions of "Sentinel (3.5e Prestige Class)"

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'''{{Anchor|Protect the Flank}}:''' A 4th level sentinel can protect himself and the soldiers beside him from damage. At the start of every turn, he gains a defense pool that contains a total number of points equal to five times his sentinel level. The sentinel can use his defense pool to negate or deflect any attack against himself or any ally currently designated by his [[#Hold the Line|hold the line]] class feature. The damage of such an attack is instead subtracted from the defense pool. Any damage exceeding the number of points remaining in the defense pool is dealt to the recipient of the attack.
 
'''{{Anchor|Protect the Flank}}:''' A 4th level sentinel can protect himself and the soldiers beside him from damage. At the start of every turn, he gains a defense pool that contains a total number of points equal to five times his sentinel level. The sentinel can use his defense pool to negate or deflect any attack against himself or any ally currently designated by his [[#Hold the Line|hold the line]] class feature. The damage of such an attack is instead subtracted from the defense pool. Any damage exceeding the number of points remaining in the defense pool is dealt to the recipient of the attack.
  
'''{{Anchor|Shield Wall}}:''' At 5th level, a sentinel can turn his shield into a real wall. When he uses his [[SRD:Tower Shield|tower shield]] to create [[SRD:Cover#Total|total cover]] for himself, the sentinel's designated allies (see [[#Hold the Line|hold the line]]) gain normal [[SRD:Cover|cover]] from the same side.
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'''{{Anchor|Spell Shield}}:''' At 5th level, a sentinel's shield also becomes a barrier against spells. When in [[#Bulwark|bulwark]] mode, they gain a [[SRD:Spell Resistance|spell resistance]] of 10 + their shield bonus to [[SRD:Armor Class|AC]]. If using his shield to create [[SRD:Cover#Total Cover|total cover]], it now also deflects targeted spells.
  
 
'''{{Anchor|Guard the Front}}:''' At 6th level, a sentinel can hamper the movement of nearby foes. Every square that the sentinel threatens acts as [[SRD:Movement#Table:Hampered Movement|difficult terrain]] to any enemy.
 
'''{{Anchor|Guard the Front}}:''' At 6th level, a sentinel can hamper the movement of nearby foes. Every square that the sentinel threatens acts as [[SRD:Movement#Table:Hampered Movement|difficult terrain]] to any enemy.
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'''{{Anchor|Greater Bulwark}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, the sentinel's defense can be made so solid that adjacent foes cannot attack properly. By expending a move-equivalent action, the sentinel can stonewall a single enemy within reach, causing that enemy to act as if affected by a ''[[SRD:Slow|slow]]'' effect. This ability allows no save. This ability can only be used while [[#Bulwark|bulwark]] is active.
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'''{{Anchor|Master Bulwark}}:''' At 10th level, the sentinel's defenses render him immune to [[SRD:Critical Hit|critical hits]] for as long as [[#Bulwark|bulwark]] is active.
  
  

Revision as of 21:56, 4 March 2010

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Date Created: March 4, 2010
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A half-fiend sentinel.

Sentinel

We are the line that must be held.
—Annaeus Daldren, Human Sentinel, an age-old Sentinel motto.

A sentinel is the ultimate defender. Once he assumes a spot on the front of battle, it takes a siege to displace him. He is the first and last line of defense of those who command him, his shield a wall that none may pass. A sentinel's skill lends both to his own defense and that of those next to him, making a line of heavily trained sentinels as formidable a defense as a city wall. Sentinels are persistent and enduring and will never show their backs to their enemy.

Becoming a Sentinel

Sentinels focus solely on defensive skills and techniques, mostly relying on being stationary rather than controlling the battlefield with mobility. They do not need to be nimble or dextrous, for their power is greatest when they are standing still. Sentinels usually have military backgrounds and often start as fighters, paladins, crusadersToB or warbladesToB. Other martial classes that rely more on agility and quick, precise strikes, like barbarians, rogues and rangers rarely take this prestige class, as a sentinel's diametrically opposed combat philosophy blunts their prowess.

The most important abilities for a sentinel are Constitution and Strength, granting him his great stability and resilience to damage.

Entry Requirements
Alignment: Any non-chaotic
Saves: Fortitude +5.
Skills: Intimidate 5 ranks.
Feats: Tower Shield Proficiency.
Special: <-special requirements->.

Table: The Sentinel

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Bulwark, Tower Shield Mastery
2nd +1 +3 +0 +3 Hold the Line
3rd +2 +3 +1 +3 Threaten, Never Abandon Your Post
4th +3 +4 +1 +4 Protect the Flank
5th +3 +4 +1 +4 Spell Shield
6th +4 +5 +2 +5 Guard the Front
7th +5 +5 +2 +5 Improved Bulwark
8th +6 +6 +2 +6 <-class features gained at this level->
9th +6 +6 +3 +6 <-class features gained at this level->
10th +7 +7 +3 +7 Master Bulwark

Class Skills (2 + Int modifier per level.
Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Profession (Wis), Spot (Wis), Swim (Str).

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features

All of the following are class features of the sentinel.

Bulwark: A sentinel's guard is almost impervious. As a standard action, he can assume a bulwark stance in which he maximizes his defensive capabilities. While in this stance, he gets a bulwark bonus equal to his sentinel level. This bonus is added to his shield bonus to AC and further applies to opposed grapple checks and Strength checks made to defend against bull rush, overrun and trip attempts. The bulwark stance requires the sentinel to be on solid ground; it cannot be assumed while airborne or underwater.

If during any round a sentinel moves more than 5 feet, either voluntarily or by outside influence, his bulwark stance is dropped.

Hold the Line: While in bulwark mode, a 2nd-level sentinel cannot be flanked and can protect nearby allies from harm. As a free action taken during his turn, he may designate up to two allies within his reach. Any such designated allies cannot be flanked and gain half the sentinel's bulwark bonus as a dodge bonus to AC, rounded down. This dodge bonus remains for as long as the sentinel is in bulwark stance and the ally remains within reach.

Threaten (Ex): A 3rd level sentinel can increase an enemy's hostility towards him, forcing that enemy to attack him. The enemy must be within 60 feet of the sentinel and there must be line of sight between them. As a swift action, the sentinel forces a Will save against a DC of 10 + the sentinel's class level + the sentinel's Strength modifier. If the save fails, the enemy foregoes his current target and focuses all his efforts on the sentinel for one round. In this state, an enemy cannot make attacks of opportunity against any creature other than the sentinel. If the sentinel wants to persist this effect, he will have to spend a new swift action during his next turn, provoking another Will save.

Never Abandon Your Post: A 3rd level sentinel is immune to any and all mind-affecting effects that would compel him to move out of position or abandon his defenses (like dropping his bulwark stance).

Protect the Flank: A 4th level sentinel can protect himself and the soldiers beside him from damage. At the start of every turn, he gains a defense pool that contains a total number of points equal to five times his sentinel level. The sentinel can use his defense pool to negate or deflect any attack against himself or any ally currently designated by his hold the line class feature. The damage of such an attack is instead subtracted from the defense pool. Any damage exceeding the number of points remaining in the defense pool is dealt to the recipient of the attack.

Spell Shield: At 5th level, a sentinel's shield also becomes a barrier against spells. When in bulwark mode, they gain a spell resistance of 10 + their shield bonus to AC. If using his shield to create total cover, it now also deflects targeted spells.

Guard the Front: At 6th level, a sentinel can hamper the movement of nearby foes. Every square that the sentinel threatens acts as difficult terrain to any enemy.

Greater Bulwark (Ex): At 7th level, the sentinel's defense can be made so solid that adjacent foes cannot attack properly. By expending a move-equivalent action, the sentinel can stonewall a single enemy within reach, causing that enemy to act as if affected by a slow effect. This ability allows no save. This ability can only be used while bulwark is active.

Master Bulwark: At 10th level, the sentinel's defenses render him immune to critical hits for as long as bulwark is active.



Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->




<nowiki>

Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral + and Neutral Evil +
Article BalanceHigh +
AuthorSulacu +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level6 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillClimb +, Craft +, Heal +, Intimidate +, Jump +, Profession +, Spot + and Swim +
Skill Points2 +
SummaryA stalwart defender that shields his allies and can stand his ground against any foe. +
TitleSentinel +
Will Save ProgressionGood +