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View Full Version : The Sentinel (3.5 Base Class, PEACH)



Soilborn
2011-10-25, 08:10 PM
Soil is back and he’s got a base class for you: the Sentinel. I cannot stress enough that this class is STILL HEAVILY IN DEVELOPMENT. It is no doubt in great need of balancing and polish. I look to you as a community to help me smooth these corners and trim the fat. Fluff is on the way.


The Sentinel


http://cache.ohinternet.com/images/7/70/Cool_story_bro.jpg
Image is temporary. (http://www.peta.org/)

"Flavor text!”
– Some dude, what he does.

Fluff text and such.

The Sentinel is a front-line combatant who functions ideally against a multitude of foes, a number of allies at his side, or both. Central to his battle strategy is the use of supernatural auras, spell-like abilities that radiate constantly from him. These auras can produce a wide array of effects, ranging from improving the defensive abilities of his allies to subjugating the undead.

He is also a master of melee combat, using his arms and armor not only for general use but also to parry and counter enemy attacks. When an opening presents itself, he is able to channel the power of a chosen aura to gain insights on an enemy, bolster his own defenses, or even unexpectedly strike back. In this way the auras that he learns and activate not only provide regional bonuses to himself and his allies, but also powerful, immediate combat tools when called upon.

Becoming a Sentinel

Words go here!!

Abilities: The Sentinel is a tough melee class meant to soak up and deal damage while modifying the battlefield itself. In this respect Strength and Constitution are of utmost importance, particularly Constitution once Mettle comes into play. Charisma is a key component for many of his class abilities and auras, but its importance really varies from between builds. A high Dexterity is also a handy attribute to have as it improves AC, but this too will vary between builds. Wisdom and Intelligence are not so useful for this class.

Hit Dice: d10
Class Skills: Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Profession, Ride and Swim.
Skill Points at Each Level: 2 + Int modifier
Weapon and Armor Proficiency: A Sentinel is proficient with all simple and martial weapons and with all armor (heavy, medium and light) and shields (including tower shields).

Class Features Table
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Auras Known
1st|
+1|
+2|
+0|
+0| Channeled Counter |
1

2nd|
+2|
+3|
+0|
+0| Channeled Strike |
2

3rd|
+3|
+3|
+1|
+1| Indomitable Flesh, Combat Focus |
2

4th|
+4|
+4|
+1|
+1| Aura Specialization |
3

5th|
+5|
+4|
+1|
+1| Graceful Channeling (1) |
3

6th|
+6|
+5|
+2|
+2| Perseverance |
4

7th|
+7|
+5|
+2|
+2| |
4

8th|
+8|
+6|
+2|
+2| Improved Combat Focus |
5

9th|
+9|
+6|
+3|
+3| Aura Specialization |
5

10th|
+10|
+7|
+3|
+3| |
6

11th|
+11|
+7|
+3|
+3| Graceful Channeling (2) |
6

12th|
+12|
+8|
+4|
+4| |
7

13th|
+13|
+8|
+4|
+4| Combat Focus Mastery |
7

14th|
+14|
+9|
+4|
+4| Aura Specialization |
8

15th|
+15|
+9|
+5|
+5| Mettle |
8

16th|
+16|
+10|
+5|
+5| |
9

17th|
+17|
+10|
+5|
+5| Graceful Channeling (3) |
9

18th|
+18|
+11|
+6|
+6| |
10

19th|
+19|
+11|
+6|
+6| Aura Specialization |
10

20th|
+20|
+12|
+6|
+6| Channel Overload |
11 [/table]


Class Features

Auras (Sp): Through his innate supernatural ability to command, the Sentinel gains access to a repertoire of abilities known as auras. Auras are unique supernatural abilities that exude from the Sentinel, affecting everything around him. Some may be harmful to his foes, others helpful to his allies. All auras act as constant effects with a given radius centered on the Sentinel. He may use any aura he knows at will, with the following qualifications:

A Sentinel’s auras are spell-like abilities; establishing or changing an aura is therefore a standard action that provokes attacks of opportunity. An aura can be disrupted, just as a spell can be ruined during casting. A Sentinel is entitled to a Concentration check to successfully cast an aura if he is hit by an attack while establishing, just as a spellcaster would be. A Sentinel can choose to cast an aura defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A Sentinel’s auras are subject to spell resistance unless the aura’s description specifically states otherwise. The save DC for an aura’s effect (if it allows a save) is 10 + aura’s power level + the Sentinel’s Charisma modifier.

As a Sentinel gains levels, he learns new auras, as summarized on the table above. Any aura learned is procured at a Power Level equal to his class level. A list of available auras can be found following this class description. At 3rd level and every other level after that (5th, 7th, 9th, and so on) the Sentinel may replace any aura he knows with another of his choosing. The new aura is adopted with the same power level as the replaced aura minus any bonuses from Aura Specialization.

Channeled Effects (Sp): Auras additionally have offensive effects. When an opening in the enemy’s defense reveals itself to the Sentinel’s eye, or he is able to skillfully deflect an attack to reveal such an opening, he can channel the essence of his aura through himself to grant an immediate boon or bestow a sudden hex.

In addition to their passive effects, every aura that the Sentinel can learn also possesses a Channeled Effect. These effects are triggered in response to crucial events in battle, when he or the enemy targeting him is able to roll the dice just right as explained below. When such an event occurs he may activate a channeled effect as a non-action. These effects vary from temporary bonuses AC bonuses to weapon enchantments and even Attacks of Opportunity.

Like his Auras these channeled effects are spell-like abilities; a Sentinel’s channeled effect is subject to spell resistance unless the effect’s description specifically states otherwise. The save DC for an aura’s effect (if it allows a save) is 10 + aura’s power level + the Sentinel’s Charisma modifier. Channeled effects cannot be countered and do not provoke attacks of opportunity, but can be later dispelled.

Since spell-like abilities are not actually spells, a Sentinel will benefit from feats that affect spell-like abilities while feats that affect spells will have no effect. Due to the unique nature of these effects, feats that modify the caster level or duration of spell-like abilities have no effect on them.

Channeled Counter: Sentinels wield their armor with a heightened level of competence which, combined with the ability to channel their auras, allows them to react quickly and intelligently to an enemy’s attack.

The Sentinel has a special number known as a Counter Value, which by default is equal to the Sentinel’s total AC minus his equipped shield’s AC bonus. If the Sentinel is the target of an attack roll that falls on or between his Counter Value and his total AC than the he may activate one Channeled Effect of his choice as a non-action.

Channeled Strike: At 2nd level the Sentinel learns to apply his channeling abilities to capitalize on offensive opportunities. As his blade pierces armor, flesh and meat, he summons the power of his auras to strengthen him even further.

The Sentinel has a special number known as the Impulse Value, which by default is equal to the Sentinel’s equipped weapon’s minimal critical threat. If the Sentinel successfully strikes his opponent with an attack roll that falls on or between his Impulse Value and 20 than he may activate one Channeled Effect of his choice as a non-action.

Indomitable Flesh (Ex): A Sentinel can draw power from his dedication to his purpose to transform him into an even more formidable obstacle to his enemies, allowing him to resist poison and other physical maladies with pure willpower. Beginning at 3rd level, he may add his Charisma bonus (if any) as a bonus on Fortitude saves. This bonus does not stack with that from a paladin’s divine grace ability.

Combat Focus: At 3rd level the Sentinel must select one of two combat styles to pursue: shielded or two-handed combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the Sentinel selects shielded combat he gains the Shield Reflect ability. During his action, he may designate a single opponent as the target of this ability. His shield bonus to AC against that opponent increases by 1 and his Counter Value against them decreases by 1.

If the Sentinel selects two-handed combat than he learns additional skills in defensive combat utilizing large two-handed weapons. While holding any melee weapon with both hands his Counter Value is reduced by 2.

Aura Specialization: At 4th, 9th, 14th, and 19th level the Sentinel may choose one aura that he knows. That aura is permanently improved by one Power Level. If the Sentinel later replaces that aura with another they are refunded any invested improvements to be allocated immediately elsewhere.

Graceful Channeling: By 5th level the Sentinel’s constant martial endeavors begin to bear fruit. In his adventures he has fine-tuned his fighting capabilities, learning new techniques both offensive and defensive that allow him more opportunities to capitalize on his ability to channel his auras.

At 5th level the Sentinel applies a permanent -1 bonus to his Counter Value and Impulse Value. These bonuses increase to 2 at level 11, and again to 3 at level 17.

Perseverance (Ex): At 6th level the Sentinel feels right at home in whatever armor he may be wearing. He may sleep in light, medium or heavy armor without becoming fatigued.

Improved Combat Focus: At 8th level the Sentinel’s prowess in battle improves. He must choose again between two combat styles: shielded or two-handed combat. If he chooses a different style than he did at 3rd level with Combat Focus than he receives the appropriate boon from the Combat Focus list and nothing from the following choices.

If the Sentinel selects shielded combat and possesses the Shield Reflect ability than he gains the Adaptive Defense ability. Every time he channels an effect by being the target of an attack his Counter Value decreases by 1 until the end of his next turn. Additionally his Shield Reflect ability improves to +2 to AC and -2 to his Counter Value against his selected opponent.

If the Sentinel selects two-handed combat for Combat Focus as well as Improved Combat Focus he gains the Boiling Power ability. Every time he channels an effect by striking an enemy his Impulse Value decreases by 1. He may only decrease his Impulse Value by 1 point each turn using this ability. Additionally his Counter Value for holding a melee weapon with both hands decreases by 1 to a total of -3.

Combat Focus Mastery: At 13th level the Sentinel becomes incredibly skilled in his field of combat. He must choose again between two combat styles: shielded or two-handed or combat. Like before he must learn the two associated skills in a particular area of expertise to receive the following abilities.

If the Sentinel selects shielded combat and possesses the Adaptive Defense ability he gains the Bulwark of Defense ability. Any opponent that begins its turn in his threatened area treats all the squares that he threatens as difficult terrain. Additionally his Shield Reflect ability improves to +3 to AC and -3 to his Counter Value against his selected opponent.

If the Sentinel selects two-handed combat and possesses the Boiling Power ability he gains the Reckless Assault ability. As a free action during his turn he may incur a loss to AC for an equal boost to his attack and damage for the rest of his turn. The Sentinel can trade out a maximum of half his Sentinel level rounded down. Additionally his Counter Value for holding a melee weapon with both hands decreases by 1 to a total of -4.

Mettle (Ex): The Sentinel can resist magical attacks with greater effectiveness than other warriors. Beginning at 15th level, by drawing on his pride and dedication, he can shrug off effects that would hinder others. On a successful Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead negates the effect. He does not gain the benefit of Mettle when unconscious or sleeping.

Channel Overload (Ex): At level 20, having achieved complete mastery over the auras at his command, the Sentinel has developed the remarkable skill of channeling two effects at the same time.

Whenever the Sentinel activates Channeled Counter or a Channeled Strike he may add the Channeled Effect of his currently-active aura in addition to the effect of his choice. He must choose an effect different from his active aura’s; he cannot apply the same effect twice.

Soilborn
2011-10-25, 08:13 PM
The core of the Sentinel are his auras. And here they are, well a few of them. This list will expand as more auras are concocted, and if anyone wants to be creative and submit some, feel free.

Bastion
The immediate region almost seems to lose a little color and the air feels heavy. The breath entering and leaving ones lungs comes with just a tad more labor. Looking from the outside in, the observant can see just the edges of an ethereal castle wall, immaterial and barely perceptible.

Notes
The channeled effect of this aura can only be used once per turn.
Using the channeled effect of this aura refreshes the duration of its previous AC+ layers.

Aura Features
{table=head]Power Level|Aura Effect 1|Aura Effect 2|Channeled Effect|Radius
1st|AC+1|SR+1|AC+1 for 2 turns. Stacks 2 times.|10ft
2nd|AC+1|SR+2 |AC+1 for 3 turns. Stacks 2 times.|10ft
3rd|AC+1|SR+3|AC+1 for 3 turns. Stacks 3 times.|10ft
4th|AC+2|SR+4|AC+1 for 3 turns. Stacks 3 times.|15ft
5th|AC+2|SR+5|AC+1 for 4 turns. Stacks 3 times.|15ft
6th|AC+2|SR+6|AC+1 for 4 turns. Stacks 3 times.|15ft
7th|AC+2|SR+7|AC+1 for 4 turns. Stacks 4 times.|15ft
8th|AC+3|SR+8|AC+1 for 5 turns. Stacks 4 times.|20ft
9th|AC+3|SR+9|AC+1 for 5 turns. Stacks 4 times.|20ft
10th|AC+3|SR+10|AC+1 for 5 turns. Stacks 4 times.|20ft
11th|AC+4|SR+11|AC+1 for 6 turns. Stacks 4 times.|20ft
12th|AC+4|SR+12|AC+1 for 6 turns. Stacks 5 times.|25ft
13th|AC+4|SR+13|AC+1 for 6 turns. Stacks 5 times.|25ft
14th|AC+4|SR+14|AC+1 for 7 turns. Stacks 5 times.|25ft
15th|AC+5|SR+15|AC+1 for 7 turns. Stacks 5 times.|25ft
16th|AC+5|SR+16|AC+1 for 7 turns. Stacks 5 times.|30ft
17th|AC+5|SR+17|AC+1 for 8 turns. Stacks 5 times.|30ft
18th|AC+6|SR+18|AC+1 for 8 turns. Stacks 6 times.|30ft
19th|AC+6|SR+19|AC+1 for 8 turns. Stacks 6 times.|30ft
20th|AC+6|SR+20|AC+1 for 9 turns. Stacks 6 times.|35ft
21th|AC+6|SR+21|AC+1 for 9 turns. Stacks 6 times.|35ft
22th|AC+7|SR+22|AC+1 for 9 turns. Stacks 6 times.|35ft
23th|AC+7|SR+23|AC+1 for 10 turns. Stacks 6 times.|35ft
24th|AC+7|SR+24|AC+1 for 10 turns. Stacks 6 times.|40ft
25th|AC+8|SR+25|AC+1 for 10 turns. Stacks 7 times.|40ft[/table]




Alacrity
The air about the Sentinel seems to brim with an intangible excitement. A certain restlessness wells up within any present, their willingness to act peaked and feet begging to be on their way.

Notes
The initiative bonus provided by this aura is a constant boon and is lost if the effect ends or a beneficiary leaves the area of effect.
The channeled effect of this aura can only be used when Channeled Counter is activated.

Aura Features
{table=head]Power Level|Aura Effect 1|Aura Effect 2|Channeled Effect|Radius
1st|Initiative +1||Attack of Opportunity|10ft
2nd|Initiative +1| |Attack of Opportunity|15ft
3rd|Initiative +1|Move +5, Mount Move +10|Attack of Opportunity|15ft
4th|Initiative +1|Move +5, Mount Move +10|Attack of Opportunity|20ft
5th|Initiative +1|Move +5, Mount Move +15|Attack of Opportunity|20ft
6th|Initiative +2|Move +5, Mount Move +15|Attack of Opportunity|25ft
7th|Initiative +2|Move +10, Mount Move +20|Attack of Opportunity|30ft
8th|Initiative +2|Move +10, Mount Move +20|Attack of Opportunity|30ft
9th|Initiative +2|Move +10, Mount Move +25|Attack of Opportunity|35ft
10th|Initiative +2|Move +10, Mount Move +25|Attack of Opportunity|35ft
11th|Initiative +2|Move +15, Mount Move +30|Attack of Opportunity|40ft
12th|Initiative +3|Move +15, Mount Move +30|Attack of Opportunity|45ft
13th|Initiative +3|Move +15, Mount Move +35|Attack of Opportunity|45ft
14th|Initiative +3|Move +15, Mount Move +35|Attack of Opportunity|50ft
15th|Initiative +3|Move +20, Mount Move +40|Attack of Opportunity|50ft
16th|Initiative +3|Move +20, Mount Move +40|Attack of Opportunity|55ft
17th|Initiative +3|Move +20, Mount Move +45|Attack of Opportunity|60ft
18th|Initiative +4|Move +20, Mount Move +45|Attack of Opportunity|60ft
19th|Initiative +4|Move +25, Mount Move +50|Attack of Opportunity|65ft
20th|Initiative +4|Move +25, Mount Move +50|Attack of Opportunity|65ft
21th|Initiative +4|Move +25, Mount Move +55|Attack of Opportunity|70ft
22th|Initiative +4|Move +25, Mount Move +55|Attack of Opportunity|75ft
23th|Initiative +4|Move +30, Mount Move +60|Attack of Opportunity|75ft
24th|Initiative +5|Move +30, Mount Move +60|Attack of Opportunity|80ft
25th|Initiative +5|Move +30, Mount Move +65 |Attack of Opportunity|80ft[/table]

Soilborn
2011-10-25, 09:01 PM
Due to external feedback this class is going to be undergoing INTENSIVE core mechanic modifications, primarily to simplify and reduce the numbers that the player will have to deal with.