Sentinel
The sentinel is a specialised warrior which focus on his shield arm and guarding other out of harm's way. They learned to use their shields not only as a defending weapon, but also as their primary weapon.
Hit Die:D12
Requirements:
BAB +5
Feats: improved Shield Bash
Skills:
spot 5 ranks
listen 5 ranks
sense motive 5 ranks
Class skills: (2+Int modifier per level): Climb,Concentration, Handle Animal, Intimidate, Jump,Knowledge (Military), Ride, Swim
Class features:
Weapon and Armor proficiencies: The sentinel is proficient with all types of simple and martial weapons, any armor and shields.
Spear and Shield mastery: As masters of of the shield, Sentinels can even use hoplite shields to do shield bashes. And are specifically trained to use spears (or equivalent weapon one hand in combination with their shield.
Armor class bonus: Anytime the sentinel attempts to protect an ally and is only using a light weapon or a spear, he gains an armor class bonus.
Rampart: You are literally a protecting wall for your allies. As an immediate action, you can parry a physical attack made against an adjacent ally. Once per round, you may make an attack roll, versus your opponent's attack roll. If you succeed, the attack is deflected. You must be aware of any attack in order to attempt to deflect it.
Shield impact: You bash your opponent with your shield so hard, that if he is hit, he goes flying 5ft backwards. He must succeed a DC 10+Sentinel level+Str fortitute save or he fall prone and is dazed for 1 round. Each size your opponent has above you, he gains a +2 size bonus to this save. Only works with a large or hoplite shield. As this move requires a fairly big amount of energy, you can only do it once per encounter and remain effective in combat. To attempt it more than once, you become fatigued. If you yet try it again, you become exhausted.
Shield knockout: The sentinel with the border of his shield thrusts it just in the right spot, knocking his opponent uncounscious. To do this he must attempts a concentration check in order to hit the right spot, following a successful strike. If the concentration fails, then normal damage is dealed instead. The opponent makes a fortitude saving throw DC10+Sentinel level+Str or falls uncouncious for 1d4 rounds. Only works with a large or hoplite shield.
Steadfast warrior: Your shield gives you an edge against the enemies tactics. Against typical maneuvers (bull rush, overrun, disarm, trip,grapple,sunder) you gain a +4 bonus.
Table: The Sentinel |
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Armor Class Bonus |
1st | +1 | +2 | +2 | +0 | Spear and Shield mastery, Exotic shield proficiency | +1 |
2nd | +2 | +3 | +3 | +0 | | +1 |
3rd | +3 | +3 | +3 | +1 | Rampart | +2 |
4th | +4 | +4 | +4 | +1 | | +2 |
5th | +5 | +4 | +4 | +1 | Shield impact | +3 |
6th | +6 | +5 | +5 | +2 | | +3 |
7th | +7 | +5 | +5 | +2 | Steadfast warrior | +4 |
8th | +8 | +6 | +6 | +2 | | +4 |
9th | +9 | +6 | +6 | +3 | Shield Knockout | +5 |
10th | +10 | +7 | +7 | +3 | | +5 |
Note: ouain mes tableaux sont pomal moins cool que ceux à julien...