Sentinel

The Sentinel is a wandering crusader who often lives the life of a nomad, sleeping under the stars and taking what sustenance he can from the natural world. He does so in order to patrol the breadth of the world, constantly watching for incursions from the lower planes. The sentinel finds the endless hoards of demons, devils, and other fiends to be the most dangerous threat to life, and he has sacrificed much in order to become the perfect warrior, dedicated to preventing them from gaining any further hold on the world he loves.

To the Sentinel evil is simply that: evil. It can be hidden under a haze of entropy and chaos, it can masquerade under a hundred diabolically written laws, or it can revel in the truth of it’s cruelty. It makes no difference to the Sentinel, nor do the methods he uses to combat it. Often, a sentinel uses laws of the land and local government to fight against incursions of evil, but just as often, he is forced to fight alone, against established tradition, and against the will of society. The fight against evil is treacherous though, for the sentinel must take care to protect that which is pure and good in the world, lest he becomes that which he loathes.

Sentinels are always Neutral Good. They usually worship good deities that have loosely organized churches. Sentinels form into loosely knit groups that rarely, if ever, physically meet. When they do meet, the meetings take place in large lodges and are both brief and to the point. Sentinel’s prefer to communicate with their kin through an elaborate network of trail glyphs and markers. They enjoy the company of druids and rangers, and often work with members of those classes to accomplish a common goal.

Alignment: Neutral Good

Hit Die: d10.

 

Shared Game Rules:

Dispite their different beliefs, all holy warriors share certain similar abilities and features as detailed below:

Abilities: Charisma enhances a holy warrior's ability to smite, her self-protective capabilities, and her ability to channel energy.  Strength is important for its role in combat, an area which all holy warriors are expected to excel.  A wisdom score of 14 or higher is required to get access to the most powerful holy warrior spells, and a score of 11 or higher is required to cast any holy warrior spells at all.

Alignment: All holy warriors must be of a specific alignment, as included in each of their discriptors.  If they stray from their tenets and alignment, they lose their divine powers just as a paladin would.

Class Features

All of the following are class features shared in common between all holy warriors:

Weapon and Armor Proficiency: All holy warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields).

Smite (su): all holy warriors can smite a certain type of enemy a number of times per day.  This ability targets different alignments depending on the holy warrior in question, but otherwise, it functions the same as the paladin's ability to smite evil (see below for alignment).

Divine Grace (su): All holy warriors gain this ability at 2nd level, which functions as the paladin ability of the same name.

Aura of Courage (su): All holy warriors gain this ability at 3rd level, which functions as the paladin ability of the same name.

Channeling Energy (su): All holy warriors gain the ability to channel positive energy when they reach 4th level.  The good-aligned holy warriors (avengers, Paladins, and Sentinals) can use this energy to turn undead, while the neutrally aligned holy warriors (enforcers, incarnates and anarchs) use it for other purposes.  This ability otherwise functions as the paladin ability to turn undead.  See below for further details.

Spells: All holy warriors gain the ability to cast divine spells as earily as 4th level (if their wisdom score is high enough to grant bonus to 1st level spells).  Each holy warrior has a unique spell list.  Holy warriors gain spells at the same rate as Paladins.  See below for spell list and spell progression.

 

 

Sentinel Class Skills: Concentration (Con), Craft (Int), Diplomacy(Cha), Knowledge (Religion) (Int), Knowledge(The planes) (int), Listen (Wis), Profession (wis) Search (int) Sense Motive(Wis), spot(wis), survival (wis)

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

 

Sentinel Class Features

All the following are class features of the Sentinel

Aura of Good: The Power of a Sentinel’s Aura of Good (See Detect Good spell ) is equal to her Sentinel level

Detect Evil (Sp): At will the Sentinel can use Detect Evil, as the spell

Smite Evil (Su): A Sentinel Smite Ability targets all evil creatures.

Resist Fiendish Lure(Su): At 2nd level the Sentinel gains a +4 sacred bonus to all saving throws against mind effecting attacks of evil outsiders.

Celestial Fortitude (Su.): At 3rd level the Sentinel’s endurance and fortitude are enhanced against fiendish attacks. He receives a +2 sacred bonus to all Fortitude against effects from evil outsiders and evil spells. Additional, if he makes a successful Fortitude saving throw against an effect from an evil spell or evil outsider that normally deals half damage or partial effects on a successful save, he instead takes no damage and suffers no partial effects.

Turn Outsider(Su): When a Sentinel reaches 4th level, he gains the supernatural ability to turn or destroy outsiders by channeling energy. The Sentinel can use this ability a number of times per day equal to 3 + his charisma modifier. The Sentinel turns outsiders as a cleric of 3 levels lower turns undead.

Celestial Minion (Su): Upon reaching 5th level the Sentinel gains the ability to summon a medium or smaller sized animal (with the Celestial Template) as a standard action usable once per day. The Celestial Minion carries the same responsibilities as a paladins special mount and gains the same bonuses to it’s HD, natural armor, strength, intelligence, and other abilities that a paladins special mount gains as the Sentinel increases in levels. Unlike the paladin’s special mount the Celestial Minion can only stay 1 hour/level before it must return to the outer plane from whence it came.

Dispel Evil: At 8th level the Sentinel gains the ability to Dispel Evil as per a spell like ability once per week. He may use this ability an additional time per week for every four levels to a maximum of 4 times a week at 20th level.

 

Code of Conduct: A Sentinel must be of Neutral Good alignment and looses all class abilities if he ever willingly commits an evil act. A Sentinel is most at home in the wilderness of the materiel plane. He only journeys into cities when absolutely necessary and avoid travel to other planes except in the most dire needs since his vows require him to battle evil on his home plane. These vows call for him to protect the natural order of the material plane from becoming influenced or tainted by the forces of the evil outer planes. Additionally the Sentinel is honor bound to provide assistance to any non outsider who becomes lost or endangered in the wilderness, as long as the victim in need honors the sanctity of the wilderness.

Associates: A Sentinel can adventure with characters of any non evil alignment but remains suspicious and wary of those who draw their power from the evil outer planes. He tolerates the presence of native evil outsiders such as tieflings, but would prefer not to share their company if possible. He never knowingly associates with evil characters not will he continue to associate with someone who constantly violates his moral code. A sentinel may only accept followers, henchmen, or cohorts, who are neutral good.

 

Sentinel Spell List:

1st level : bless, bless water, Bless Weapon, cure light wounds, detect poison divine favor, endure elements, hold portal, magic weapon, mending, protection from evil, protection from good, remove fear, shield of faith, summon monster I.

2nd level: Align weapon, bear’s endurance, bull’s strength, consecrate, eagle’s splendor, lesser restoration,, shield other, spiritual weapon, summon Monster II

3rd level: cure moderate wounds, daylight dispel magic, invisibility purge, magic circle against evil, prayer, remove blindness/deafness, remove curse, remove disease.

4th level: Break Enchantment, Cure Serious Wounds, death ward, dimensional anchor, dismissal, freedom of movement, holy sword, neutralize poison, restoration, summon monster IV.

 

Table: The Sentinel

 

 

 

 

 

 

— Spells per Day —

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

1st

+1

+2

+0

+0

Aura of good, detect evil, smite evil 1/day

2nd

+2

+3

+0

+0

Divine grace, resist fiendish lure

3rd

+3

+3

+1

+1

Aura of courage, celestial fortitude

4th

+4

+4

+1

+1

Turn outsider

0

5th

+5

+4

+1

+1

Smite evil 2/day, celestial minion

0

6th

+6/+1

+5

+2

+2

 

1

7th

+7/+2

+5

+2

+2

 

1

8th

+8/+3

+6

+2

+2

Dispel Evil 1/week

1

0

9th

+9/+4

+6

+3

+3

 

1

0

10th

+10/+5

+7

+3

+3

Smite evil 3/day

1

1

11th

+11/+6/+1

+7

+3

+3

 

1

1

0

12th

+12/+7/+2

+8

+4

+4

Dispel Evil 2/week

1

1

1

13th

+13/+8/+3

+8

+4

+4

 

1

1

1

14th

+14/+9/+4

+9

+4

+4

 

2

1

1

0

15th

+15/+10/+5

+9

+5

+5

smite evil 4/day

2

1

1

1

16th

+16/+11/+6/+1

+10

+5

+5

Dispel Evil 3/week

2

2

1

1

17th

+17/+12/+7/+2

+10

+5

+5

 

2

2

2

1

18th

+18/+13/+8/+3

+11

+6

+6

 

3

2

2

1

19th

+19/+14/+9/+4

+11

+6

+6

 

3

3

3

2

20th

+20/+15/+10/+5

+12

+6

+6

Dispel Evil 4/week Smite evil 5/day,

3

3

3

3