Kinslayer777
2010-06-19, 04:31 PM
The Aodhàn (http://www.giantitp.com/forums/showthread.php?t=152688) are a very youthful and carefree people, with a zeal for the arts and the pursuit of true wisdom. They live a very safe, secure life among their communes which they refer to in word and thought as their families. But this this safety comes at a price. And that price is paid by the Aodhàn Sentinel.
The Aodhàn Sentinel are a group of elite Aodhàn fighters that create a wide perimeter around their certain migrating commune, watching for and dispatching any intruders of ill-intent. The Aodhàn Sentinel are the guardians of their people. And they take their duty with utmost seriousness, though still amiable and light-hearted when time permits.
The Sentinel follow The Way, their moral law of honor. The Sentinel never hesitate. They follow the laws of The Way in any given situation, which makes any Sentry an able leader.
The Way:
Cóir (honesty and justice): A samurai deals openly and honestly with others and cleaves to the ideals of justice. Moral decisions do not come in shades of gray, only right and wrong.
Meisnech (heroic courage): A sentry never fears to act, but lives life fully and wonderfully. Respect and caution replace fear.
Atrua (compassion): A sentry takes every opportunity to aid others, and creates opportunities when they do not arise. As a powerful individual, a sentr has a responsibility to use that power to help others.
Gaidheal (polite courtesy): A sentry has no reason to be cruel, and no need to prove his strength. Courtesy distinguishes a sentry from an animal, and reveals one’s true strength.
Oineach (honor): A sentry’s conscience is the judge of his honor. The decisions he makes and how he carries them out are a reflection of his true nature.
Indracus (complete sincerity): When a sentry has said that he shall perform an action, it is as good as done. He need not make promises; speaking and doing are as if the same.
Dilseacht (duty and loyalty): A sentry feels responsible for his actions and their consequences, and loyal to the people in his care. A sentry's loyalty to those in his care is unquestionable and unquestioning.
Though warriors of their people, the Aodhàn Sentinel find no peace or happiness in killing, though they have honed it to a fine art. To them, it is a means to an end, the end being the continued happiness and protection of the family that they walk with, eat with, and watch over each day of their lives. Because they abhor needless bloodshed, the Sentinel has perfected the art of invoking fear in an enemy, so that they do not have to dispatch of them unless absolutely necessary. In this way, the Aodhàn Sentinel appear as the devil himself to their enemies, and as angels of strength and security to their family members.
The Aodhàn civilians are vastly unaware of the Aodhàn Sentinel's role in their safety, understanding that they always watching over them in the shadows unseen. Yet, not really understanding how many times in one day an Aodhàn Sentry puts his life on the line. The role is not a completely appreciated one, but the job itself is enough satisfaction to the watchmen of the Aodhàn themselves. With their two blades at their sides, they stand guard. In the distance, just behind the wind. In the trees. Near the riverbed. Wherever the Aodhàn people walk, there their Sentinel will follow, creating peace for their friends and loved ones.
http://i705.photobucket.com/albums/ww56/ZangetsuJC/Maddox__Destrayan_Elf_by_Natalie79.jpg
Disclaimer: This is, in fact, a character I am making for myself. In future, I hope to create this as a class. But for now, I just need this narrow class fulfilled so please don't judge it on versatility as it's a very particular class for a very particular character. Criticism is encourage. Thank you.
Table: The Sentry Hit Die: d10.
{table=head]Level | BAB | Fort | Ref | Will| Special
1 | +1 | +0 |+2 | +2 | Aura of Good, Detect Evil, Quick to act +1, The Two-Weapon Path, Pledge of loyalty, Bloodless Duel, , Mind over matter, Nimble Assailant
2 | +2 | +0 | +3 | +3 | AC Bonus, Iajutsu master
3 | +3 | +1 | +3 | +3 | Nightmare Blade, Signature weapon
4 | +4 | +1 | +4 | +4 | Insightful Strike, Hear the Air
5 | +5 | +1 | +4 | +4 | Quick to act +2, Staredown, Ancestral guidance
6 | +6/+1 | +2 | +5| +5 | Evasion
7 | +7/+2 | +2 | +5 | +5 | Power surge
8 | +8/+3 | +2 | +6 | +6 | Improved staredown
9 | +9/+4 | +3 | +6 | +6 | Whirlwind
10 | +10/+5 | +3 | +7 | +7 | Quick to act +3, Ki projection
11 | +11/+6/+1 | +3 | +7 | +7 | Intimidating glance, Quicksilver
12 | +12/+7/+2 | +4 | +8 | +8 |
13 | +13/+8/+3 | +4 | +8 | +8 | Improved Evasion
14 | +14/+9/+4 | +4 | +9 | +9 | Intimidating stance
15 | +15/+10/+5 | +5 | +9 | +9 | Quick to act +4,Greater staredown
16 | +16/+11/+6/+1 | +5 | +10 | +10 | Horde killer
17 | +17/+12/+7/+2 | +5 | +10 | +10 |
18 | +18/+13/+8/+3 | +6 | +10 | +11 | Mass staredown
19 | +19/+14/+9/+4 | +6 | +11 | +11 | Uninhibited
20 | +20/+15/+10/+5 | +6 | +12 | +12 | Quick to act +5, Fear mastery
[/table]
Class Skills (6 + Int modifier, x6 at 1st level): Balance, Climb, Concentration, Craft*, Diplomacy, Heal, Hide, Intimidate, Jump, Knowledge (History), Knowledge (Nature), Listen, Move Silently, Profession, Sense Motive, Search, Spot, Tumble
* This skill is actually a category encompassing many separate but related skills, such as Craft (weaponsmith) or Perform (oratory). Each skill must be taken separately.
CLASS FEATURES
Weapon and Armor Proficiencies: A Sentry is proficient with all simple and martial weapons, with the Katana (Bastard Sword) and with light armors, but not with shields or tower shields. Sentry wear light armor normally and are trained extensively with two-weapon fighting (Particularly with the Katana), and thus do not carry shields.
Aura of Good (Ex): The power of a Sentry’s aura of good (see the detect good spell) is equal to his/her Sentry level.
Detect Evil (Sp): At will, a Sentry can use detect evil.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
Nimble Assailant: A Sentry uses Dex instead of Str for To Hit. He still uses Str for damage.
AC Bonus (Ex): Starting at 2nd level, you can ad your Wisdom modifier as a bonus to AC, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Oath of Guardianship: Sentry pledge their lives in defense of their people, in particular a single commune. To fulfill their oath, they must always follow The Way, the Sentry's moral code. They must also always do what is best for the Aodhàn people, even at the expense of going against the High Council, the rulers of the people, to fulfill that goal. As long as a Sentry does these two things, he cannot be forced to act against his people by mind-affecting effects.
Bloodless Duel: Sentry are powerful figures – they are extremely skilled and self-confident, able to face any foe without flinching and with the sure knowledge that, regardless of how the fight goes, they lived a life of which they can be proud and intend to die honourably. When a Sentry enters a duel, he may be able to stop the fight before it starts, cowing his opponent into surrendering before blood is shed. When this ability is used, each duellist must make a Charisma check with a DC equal to the honour of the opposing person (If you don't use variant rule honor system, just use opposed Cha checks). If the Sentry’s check succeeds by a greater margin than his opponent, that opponent immediately concedes the battle and sheathes his weapon. If the Sentry fails his check, or does not succeed by a greater margin than his opponent, he must immediately make a Will save (DC equal to the opponent’s honour) or suffer a –2 circumstance penalty on any attack roll made during the duel.
The Two-Weapon Path:
At 1st level, the Sentry gains Two-Weapon fighting and the Over-Sized Two-Weapon fighting feat so that he can wield 2 Katanas.
Two Swords as One (Ex): At 5th level, the Sentry has no penalty for Two-Weapon fighting.
Improved Two Swords As One (Ex): At 10th level, the Katana-wielding Sentry's synergy with his two weapons increases. 1/Encounter, the Sentry may strike with both Katanas at once using a single roll at full BAB. This only counts as a single attack.
Strength Of Two (Ex): At 15th level, if the Sentry is wielding his katana in his main and off-hand, he may apply his full Strength bonus to damage on both weapons when he attacks.
Flurry Of Steel (Ex): At 20th level, 1/encounter, the Sentry can choose to make a single melee attack with both katanas that, if successful, deals an automatic 150 points extra melee damage (in addition to your normal melee damage) or a Whirlwind attack with each successful hit dealing an extra 50 points of melee damage. this takes a standard action.
Iajutsu Master: Quick draw feat when a Sentry draws his Katana(s).
Nightmare Blade (Ex):
Sapphire (Level 3): 1/encounter, you may attempt a Concentration check as part of this attack, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a -2 penalty and deals normal damage. At 8th and 15th level, the per encounter use increases by 1.
Ruby (Level 9): 1/encounter, you may attempt a Concentration check as part of this attack, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. If your Concentration check succeeds, then your attack deals 2x normal melee damage. If your check fails, your attack is made with a -2 penalty and deals only normal melee damage. If you strike a critical hit, you stack the multipliers as normal (PHB p. 304). At 16th level, the per encounter use increases by 1.
Diamond (Level 17): 1/encounter, you may attempt a Concentration check as part of this attack, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. If your Concentration check succeeds, then your attack deals 4x normal melee damage. If your check fails, your attack is made with a -2 penalty and deals only normal melee damage.
Insightful strike: At 4th level, you can add your Wisdom modifier as a bonus on attack rolls. At 8th level you can add your Wisdom modifier as a bonus to damage rolls.
Staredown (Ex): A 5th-level Sentry gains Skill Focus (Intimidate) as a bonus feat, and may attempt to demoralize a foe as a move action.
Ancestral Guidance (Sp): At 5th level, a Sentry may seek guidance from the world energies. This counts as a commune effect that can be used once a day. This works like a speak with dead effect that may be used once per day.
Signature Weapons: The Sentry chooses his Katanas to become his signature weapons. The XP cost escalates with the weapon bonus gained from it's imbuing. Bonuses apply to each Katana individually. Upon attaining a signature weapon of +1 or higher bonus, the Katana(s) are treated as Lawful Good in alignment and magical for the purposes of striking incorporeal beings.
{table=head]Class Level | Weapon Bonus
3rd | +1
6th | +2
9th | +3
12th | +4
15th | +5
[/table]
Hear the Air (Ex): You gain blindsense (http://www.dandwiki.com/wiki/SRD:Blindsight_and_Blindsense) out to 30 ft and a +5 insight bonus on Listen checks.
Whirlwind Attack: A Sentry gains Whirlwind as a bonus feat at 9th level.
Power Surge: At 7th level, 1/day, a Sentry gains the ability to focus his energy and spirit as a move action. If he succeeds, he gains +8 to his Dexterity for a # of rounds equal to 1/2 his class level. At 14th this increases to 2/day. At 20th this increases again to 3/day.
Improved Staredown (Ex): At 8th level, the Sentry becomes even more intimidating. Opponents he successfully demoralizes with the Intimidate skill are shaken for an additional number of rounds equal to the Sentry's Charisma modifier.
Mind over matter: Sentry do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons are half as effective against Sentry due to their discipline of mind.
Evasion (Ex): You gain Evasion (http://www.dandwiki.com/wiki/SRD:Evasion_and_Improved_Evasion).
Ki Projection: At 10th level, a Sentry adds 1/2 his class level to any Diplomacy, Gather Information, Sense Motive, or Intimidate checks he makes. At 14th level and higher, the Sentry adds his full class level to such checks.
Intimidating Glance (Ex): An 11th-level Sentry can intimidate a foe with merely a glance. Using the Intimidate skill to attempt to demoralize an opponent is now a swift action for him.
Quicksilver: At 11th Level, the Sentry gains the permanent ability to move with quick bursts of speed, slicing with such a flurry of blows, that results in distraction leaving the enemy confused. When a Sentry's target has been downed, he may automatically make an attack against one adjacent opponent at full BAB as an immediate action. This opponent is automatically caught flat-footed. At 15th level, this ability has no limit.
Improved Evasion: When a Sentry reaches 13th level, he gains the Improved Evasion (http://www.dandwiki.com/wiki/SRD:Evasion_and_Improved_Evasion) feat.
Intimidating Stance (Ex): A Sentry of 14th level or higher may attempt an Intimidate check to demoralize all opponents he threatens in combat.
Greater Staredown (Ex): A 15th-level Sentry gains an additional +2 competence bonus to Intimidate checks.
The Walk: At level 9, a Sentry's base movement speed increases to +10 ft.
At level 12, a Sentry can move at x3/2 movement speed when in combat.
At level 15, a Sentry can move at x2 movement speed when in combat.
Horde Killer: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive).
Mass Staredown (Ex): At 18th level, the Sentry gains the ability to attempt an Intimidate check to demoralize all opponents within 30 feet of him who can see him.
Uninhibited (Ex): When wearing light armor, the Sentry no longer takes armor check penalties or speed penalties, can use all of his Dexterity modifier, and retains all of the armor's armor bonus. (The Sentry still takes penalties involving shields.)
Fear Mastery (Ex): The Sentinel believe that, to become a Sentry worthy of high respect, you must master the enemy within you completely: fear. And to master your fear, you must become fear. At 20th level, the Sentry must find what it is they truly fear, face it, and destroy it. Only then can you truly say you are worthy of more fear yourself, and thus inspire it within the hearts of your external enemies.
Whenever you attack or charge, all opponents within a 30’ radius, who have fewer levels/HD than you do
become Shaken for (1d6 + Charisma modifier) rounds (WillNeg, DC = 10 + ½ character level + Charisma
modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours.
This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons.
A master of fear is immune to all fear effects.
The Aodhàn Sentinel are a group of elite Aodhàn fighters that create a wide perimeter around their certain migrating commune, watching for and dispatching any intruders of ill-intent. The Aodhàn Sentinel are the guardians of their people. And they take their duty with utmost seriousness, though still amiable and light-hearted when time permits.
The Sentinel follow The Way, their moral law of honor. The Sentinel never hesitate. They follow the laws of The Way in any given situation, which makes any Sentry an able leader.
The Way:
Cóir (honesty and justice): A samurai deals openly and honestly with others and cleaves to the ideals of justice. Moral decisions do not come in shades of gray, only right and wrong.
Meisnech (heroic courage): A sentry never fears to act, but lives life fully and wonderfully. Respect and caution replace fear.
Atrua (compassion): A sentry takes every opportunity to aid others, and creates opportunities when they do not arise. As a powerful individual, a sentr has a responsibility to use that power to help others.
Gaidheal (polite courtesy): A sentry has no reason to be cruel, and no need to prove his strength. Courtesy distinguishes a sentry from an animal, and reveals one’s true strength.
Oineach (honor): A sentry’s conscience is the judge of his honor. The decisions he makes and how he carries them out are a reflection of his true nature.
Indracus (complete sincerity): When a sentry has said that he shall perform an action, it is as good as done. He need not make promises; speaking and doing are as if the same.
Dilseacht (duty and loyalty): A sentry feels responsible for his actions and their consequences, and loyal to the people in his care. A sentry's loyalty to those in his care is unquestionable and unquestioning.
Though warriors of their people, the Aodhàn Sentinel find no peace or happiness in killing, though they have honed it to a fine art. To them, it is a means to an end, the end being the continued happiness and protection of the family that they walk with, eat with, and watch over each day of their lives. Because they abhor needless bloodshed, the Sentinel has perfected the art of invoking fear in an enemy, so that they do not have to dispatch of them unless absolutely necessary. In this way, the Aodhàn Sentinel appear as the devil himself to their enemies, and as angels of strength and security to their family members.
The Aodhàn civilians are vastly unaware of the Aodhàn Sentinel's role in their safety, understanding that they always watching over them in the shadows unseen. Yet, not really understanding how many times in one day an Aodhàn Sentry puts his life on the line. The role is not a completely appreciated one, but the job itself is enough satisfaction to the watchmen of the Aodhàn themselves. With their two blades at their sides, they stand guard. In the distance, just behind the wind. In the trees. Near the riverbed. Wherever the Aodhàn people walk, there their Sentinel will follow, creating peace for their friends and loved ones.
http://i705.photobucket.com/albums/ww56/ZangetsuJC/Maddox__Destrayan_Elf_by_Natalie79.jpg
Disclaimer: This is, in fact, a character I am making for myself. In future, I hope to create this as a class. But for now, I just need this narrow class fulfilled so please don't judge it on versatility as it's a very particular class for a very particular character. Criticism is encourage. Thank you.
Table: The Sentry Hit Die: d10.
{table=head]Level | BAB | Fort | Ref | Will| Special
1 | +1 | +0 |+2 | +2 | Aura of Good, Detect Evil, Quick to act +1, The Two-Weapon Path, Pledge of loyalty, Bloodless Duel, , Mind over matter, Nimble Assailant
2 | +2 | +0 | +3 | +3 | AC Bonus, Iajutsu master
3 | +3 | +1 | +3 | +3 | Nightmare Blade, Signature weapon
4 | +4 | +1 | +4 | +4 | Insightful Strike, Hear the Air
5 | +5 | +1 | +4 | +4 | Quick to act +2, Staredown, Ancestral guidance
6 | +6/+1 | +2 | +5| +5 | Evasion
7 | +7/+2 | +2 | +5 | +5 | Power surge
8 | +8/+3 | +2 | +6 | +6 | Improved staredown
9 | +9/+4 | +3 | +6 | +6 | Whirlwind
10 | +10/+5 | +3 | +7 | +7 | Quick to act +3, Ki projection
11 | +11/+6/+1 | +3 | +7 | +7 | Intimidating glance, Quicksilver
12 | +12/+7/+2 | +4 | +8 | +8 |
13 | +13/+8/+3 | +4 | +8 | +8 | Improved Evasion
14 | +14/+9/+4 | +4 | +9 | +9 | Intimidating stance
15 | +15/+10/+5 | +5 | +9 | +9 | Quick to act +4,Greater staredown
16 | +16/+11/+6/+1 | +5 | +10 | +10 | Horde killer
17 | +17/+12/+7/+2 | +5 | +10 | +10 |
18 | +18/+13/+8/+3 | +6 | +10 | +11 | Mass staredown
19 | +19/+14/+9/+4 | +6 | +11 | +11 | Uninhibited
20 | +20/+15/+10/+5 | +6 | +12 | +12 | Quick to act +5, Fear mastery
[/table]
Class Skills (6 + Int modifier, x6 at 1st level): Balance, Climb, Concentration, Craft*, Diplomacy, Heal, Hide, Intimidate, Jump, Knowledge (History), Knowledge (Nature), Listen, Move Silently, Profession, Sense Motive, Search, Spot, Tumble
* This skill is actually a category encompassing many separate but related skills, such as Craft (weaponsmith) or Perform (oratory). Each skill must be taken separately.
CLASS FEATURES
Weapon and Armor Proficiencies: A Sentry is proficient with all simple and martial weapons, with the Katana (Bastard Sword) and with light armors, but not with shields or tower shields. Sentry wear light armor normally and are trained extensively with two-weapon fighting (Particularly with the Katana), and thus do not carry shields.
Aura of Good (Ex): The power of a Sentry’s aura of good (see the detect good spell) is equal to his/her Sentry level.
Detect Evil (Sp): At will, a Sentry can use detect evil.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
Nimble Assailant: A Sentry uses Dex instead of Str for To Hit. He still uses Str for damage.
AC Bonus (Ex): Starting at 2nd level, you can ad your Wisdom modifier as a bonus to AC, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Oath of Guardianship: Sentry pledge their lives in defense of their people, in particular a single commune. To fulfill their oath, they must always follow The Way, the Sentry's moral code. They must also always do what is best for the Aodhàn people, even at the expense of going against the High Council, the rulers of the people, to fulfill that goal. As long as a Sentry does these two things, he cannot be forced to act against his people by mind-affecting effects.
Bloodless Duel: Sentry are powerful figures – they are extremely skilled and self-confident, able to face any foe without flinching and with the sure knowledge that, regardless of how the fight goes, they lived a life of which they can be proud and intend to die honourably. When a Sentry enters a duel, he may be able to stop the fight before it starts, cowing his opponent into surrendering before blood is shed. When this ability is used, each duellist must make a Charisma check with a DC equal to the honour of the opposing person (If you don't use variant rule honor system, just use opposed Cha checks). If the Sentry’s check succeeds by a greater margin than his opponent, that opponent immediately concedes the battle and sheathes his weapon. If the Sentry fails his check, or does not succeed by a greater margin than his opponent, he must immediately make a Will save (DC equal to the opponent’s honour) or suffer a –2 circumstance penalty on any attack roll made during the duel.
The Two-Weapon Path:
At 1st level, the Sentry gains Two-Weapon fighting and the Over-Sized Two-Weapon fighting feat so that he can wield 2 Katanas.
Two Swords as One (Ex): At 5th level, the Sentry has no penalty for Two-Weapon fighting.
Improved Two Swords As One (Ex): At 10th level, the Katana-wielding Sentry's synergy with his two weapons increases. 1/Encounter, the Sentry may strike with both Katanas at once using a single roll at full BAB. This only counts as a single attack.
Strength Of Two (Ex): At 15th level, if the Sentry is wielding his katana in his main and off-hand, he may apply his full Strength bonus to damage on both weapons when he attacks.
Flurry Of Steel (Ex): At 20th level, 1/encounter, the Sentry can choose to make a single melee attack with both katanas that, if successful, deals an automatic 150 points extra melee damage (in addition to your normal melee damage) or a Whirlwind attack with each successful hit dealing an extra 50 points of melee damage. this takes a standard action.
Iajutsu Master: Quick draw feat when a Sentry draws his Katana(s).
Nightmare Blade (Ex):
Sapphire (Level 3): 1/encounter, you may attempt a Concentration check as part of this attack, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a -2 penalty and deals normal damage. At 8th and 15th level, the per encounter use increases by 1.
Ruby (Level 9): 1/encounter, you may attempt a Concentration check as part of this attack, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. If your Concentration check succeeds, then your attack deals 2x normal melee damage. If your check fails, your attack is made with a -2 penalty and deals only normal melee damage. If you strike a critical hit, you stack the multipliers as normal (PHB p. 304). At 16th level, the per encounter use increases by 1.
Diamond (Level 17): 1/encounter, you may attempt a Concentration check as part of this attack, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. If your Concentration check succeeds, then your attack deals 4x normal melee damage. If your check fails, your attack is made with a -2 penalty and deals only normal melee damage.
Insightful strike: At 4th level, you can add your Wisdom modifier as a bonus on attack rolls. At 8th level you can add your Wisdom modifier as a bonus to damage rolls.
Staredown (Ex): A 5th-level Sentry gains Skill Focus (Intimidate) as a bonus feat, and may attempt to demoralize a foe as a move action.
Ancestral Guidance (Sp): At 5th level, a Sentry may seek guidance from the world energies. This counts as a commune effect that can be used once a day. This works like a speak with dead effect that may be used once per day.
Signature Weapons: The Sentry chooses his Katanas to become his signature weapons. The XP cost escalates with the weapon bonus gained from it's imbuing. Bonuses apply to each Katana individually. Upon attaining a signature weapon of +1 or higher bonus, the Katana(s) are treated as Lawful Good in alignment and magical for the purposes of striking incorporeal beings.
{table=head]Class Level | Weapon Bonus
3rd | +1
6th | +2
9th | +3
12th | +4
15th | +5
[/table]
Hear the Air (Ex): You gain blindsense (http://www.dandwiki.com/wiki/SRD:Blindsight_and_Blindsense) out to 30 ft and a +5 insight bonus on Listen checks.
Whirlwind Attack: A Sentry gains Whirlwind as a bonus feat at 9th level.
Power Surge: At 7th level, 1/day, a Sentry gains the ability to focus his energy and spirit as a move action. If he succeeds, he gains +8 to his Dexterity for a # of rounds equal to 1/2 his class level. At 14th this increases to 2/day. At 20th this increases again to 3/day.
Improved Staredown (Ex): At 8th level, the Sentry becomes even more intimidating. Opponents he successfully demoralizes with the Intimidate skill are shaken for an additional number of rounds equal to the Sentry's Charisma modifier.
Mind over matter: Sentry do not need to eat or sleep very much. Sleeping 2-4 hours a day is more than enough, and one pound of food will suffice for as much as 3 days without significant hunger side affects. Additionally, poisons are half as effective against Sentry due to their discipline of mind.
Evasion (Ex): You gain Evasion (http://www.dandwiki.com/wiki/SRD:Evasion_and_Improved_Evasion).
Ki Projection: At 10th level, a Sentry adds 1/2 his class level to any Diplomacy, Gather Information, Sense Motive, or Intimidate checks he makes. At 14th level and higher, the Sentry adds his full class level to such checks.
Intimidating Glance (Ex): An 11th-level Sentry can intimidate a foe with merely a glance. Using the Intimidate skill to attempt to demoralize an opponent is now a swift action for him.
Quicksilver: At 11th Level, the Sentry gains the permanent ability to move with quick bursts of speed, slicing with such a flurry of blows, that results in distraction leaving the enemy confused. When a Sentry's target has been downed, he may automatically make an attack against one adjacent opponent at full BAB as an immediate action. This opponent is automatically caught flat-footed. At 15th level, this ability has no limit.
Improved Evasion: When a Sentry reaches 13th level, he gains the Improved Evasion (http://www.dandwiki.com/wiki/SRD:Evasion_and_Improved_Evasion) feat.
Intimidating Stance (Ex): A Sentry of 14th level or higher may attempt an Intimidate check to demoralize all opponents he threatens in combat.
Greater Staredown (Ex): A 15th-level Sentry gains an additional +2 competence bonus to Intimidate checks.
The Walk: At level 9, a Sentry's base movement speed increases to +10 ft.
At level 12, a Sentry can move at x3/2 movement speed when in combat.
At level 15, a Sentry can move at x2 movement speed when in combat.
Horde Killer: You gain a number of extra attacks of opportunity each round equal to your Dexterity Bonus (if positive).
Mass Staredown (Ex): At 18th level, the Sentry gains the ability to attempt an Intimidate check to demoralize all opponents within 30 feet of him who can see him.
Uninhibited (Ex): When wearing light armor, the Sentry no longer takes armor check penalties or speed penalties, can use all of his Dexterity modifier, and retains all of the armor's armor bonus. (The Sentry still takes penalties involving shields.)
Fear Mastery (Ex): The Sentinel believe that, to become a Sentry worthy of high respect, you must master the enemy within you completely: fear. And to master your fear, you must become fear. At 20th level, the Sentry must find what it is they truly fear, face it, and destroy it. Only then can you truly say you are worthy of more fear yourself, and thus inspire it within the hearts of your external enemies.
Whenever you attack or charge, all opponents within a 30’ radius, who have fewer levels/HD than you do
become Shaken for (1d6 + Charisma modifier) rounds (WillNeg, DC = 10 + ½ character level + Charisma
modifier). On a successful save, the opponent is immune to your Frightful Presence for 24 hours.
This ability cannot affect creatures with Intelligence 3 or lower, nor does it work on Dragons.
A master of fear is immune to all fear effects.