Sentinel (3.5e Class)

Sentinel
A defender who protects his allies from harm by forcing enemies to target himself for attacks.

Making a Sentinel
At early levels, a Sentinel is best off targeting only a few enemies for it's Provoke ability, otherwise they could easily be swarmed and fall quickly. As a Sentinels max HP, Mediguard abilities increase, they can safely attract more targets from Provoke. Although Mediguard does grant Fast Healing for a while in combat, at early levels they need other forms of healing such as potions or a healer. Also, outside of combat, a Sentinel can do little to heal it self short of resting, and a healer can easily keep a Sentinel at high levels of HP. Ranged classes or classes that rely on others for their abilities to be useful, such as Rogues, flourish when a Sentinel is present.

Abilities: Constitution is the most important ability for Sentinels, as it increases their maximum HP, and therefore their ability to survive attacks. Charisma is also important to Sentinels as it increases the chance that their Provoke ability will affect creatures they target. Strength and Dexterity are also somewhat important to Sentinels as it allows them to hit and/or damage enemies in combat, or avoid attacks that target them. Sentinels do not have any class features that use the Intelligence or Wisdom abilities.

Races: Any race can become a sentinel, although races with unique defensive classes, or a favored class that is defensive in nature are more likely to become a member of this class.

Alignment: Any.

Starting Gold: 6d4&times;10 gp (150 gp).

Starting Age: Moderate

Class Features
All of the following are class features of the Sentinel.

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).

 : As a Move Action, you may target a number of creatures you can see, and who can see you, equal to (1/2 your Sentinel level (rounded down, minimum 1) + Con modifier) and force all of them to make a Will save against DC (10+1/2 Sentinel Level + Cha bonus if any). Success indicates the targeted creature(s) chooses you as it's attack target, even if doing so would be unfavorable or provoke attacks of opportunity. The creature still gets to decide how it may attack, and may use actions that target more than one creature, as long as the action targets, or is centered on, you. This effect lasts a number rounds equal to your Sentinel levels plus your Charisma bonus (if any.) This is a Mind-Affecting, Compulsion effect. A creature that succeeds on it's Will save cannot be affected by the same Sentinel's Provoke for 24 hours.

Improved Initiative: A Sentinel gains Improved Initiative as a bonus feat.

 : Starting at 2nd level, a Sentinel may use Mediguard as part of a Total Defense action. Once activated, the Sentinel gains Fast Healing 1 for a number of rounds equal to 3 + the Sentinel's Constitution modifier, or as long as he continues to use the Total Defense action. If he stops using the Total Defense action before his Mediguard ends, he forfeits any further healing granted by that use. The Fast Healing granted by this class feature increases by one for every four levels after second, to a max of 5 at 18th level. A Sentinel may use this ability one more time a day every three levels after second, to a max of 7 times per day at 20th level.

Combat Expertise: A Sentinel gains Combat Expertise as a bonus feat at 3rd level.

 : Starting at 3rd level, whenever a Sentinel uses a Total Defense action, he gains a +1 bonus to hit on his next attack, for each round spent in Total Defense, up to a max equal to his current levels in Sentinel. This bonus increases by +1 for every five levels after 3rd, up to a max of +4 at 18th level.

 : Starting at 4th level, a Sentinel may use Steelguard as part of a Total Defense action. A Sentinel may only have one "guard" ability active at any one time, and must either willing end, or wait for the current guard ability to end before activating another. While in use, the Sentinel may not move, but gains the benefit of Damage Reduction 1/-. Steelguard counts as a use of Mediguard for that day, and lasts an equal number of rounds, or until the Sentinel stops using the Total Defense action. The Damage Reduction granted by this class feature increases by one every four levels after fourth, up to a maximum of 5/- at 20th level.

 : Starting at 5th level, a Sentinel may use Element Guard as part of a Total Defense action. A Sentinel may only have one "guard" ability active at any one time, and must either willing end, or wait for the current guard ability to end before activating another. While in use, the Sentinel gains Energy Resistance 5 against an energy type of his choice, chosen when Element Guard is activated. This ability counts as a use of Mediguard, and lasts an equal number of rounds, or until the Sentinel stops using the Total Defense action. The Energy Resistance granted by this class feature increases to 15 at 10th level, and to 25 at 15th level. At 20th level this ability instead grants immunity to a chosen energy type.

 : Starting at 5th level, whenever the Sentinel becomes the target of an effect, or is one of the targets in an effect, that does damage, any ally also targeted by the same effect gains Damage Reduction, or Energy Resistance, whichever is applicable, equal to the Sentinels Damage Reduction or Energy Resistance granted by Steelguard or Element Guard. The Sentinel must have a remaining use of Mediguard for that day for this ability to work.

Defensive Strike: A Sentinel gains Defensive Strike as a bonus feat at 6th level.

 : At 7th level, a Sentinel's Provoke ability may affect creatures normally immune to Mind-Affecting or Compulsion effects.

 : Starting at 9th level, whenever a Sentinel is attacked while using a Total Defense action, he gains a +1 bonus to damage on his next attack against the creature for each successful source of damage dealt. You may only target one creature at a time using Vendetta. If more than one creature successfully damages you before your next turn, you must pick, before damage is calculated, if you wish to switch targets to the new creature. The bonus granted by Vendetta increases by +1 for every five levels after 9th, to a max of +3 at 19th.

 : Starting at 13th level, a Sentinel whose HP is below 1/4th his max gains a +4 dodge bonus to AC, and a +5 luck bonus to all of his saving throws. If his HP is later raised above 1/4th his max, he loses the benefits of this class feature, but may later gain them again if his HP goes below 1/4th. Only lethal damage grants the bonuses from Deathward, and only if the Sentinel is in active combat. A Sentinel who is unconscious or Helpless does not gain the benefits of Deathward.

 : Starting at 13th level, a Sentinel may use Provoke as a swift action, instead of a move action.

 : Starting at 19th level, whenever an attack or effect would bring a Sentinel's HP to 0 or lower while he is above 3/4ths his max HP instead brings him to 1 HP. Effects such as Disintegrate or Death Effects also activate this ability, and the Sentinel takes no additional damage from such effects. A Sentinel who gains a number of negative levels equal to his total hit dice still dies as a result of those negative levels.

 : Starting at 19th level a Sentinel may use Provoke as an Immediate action instead of a Free action.

Epic Sentinel
 : The fast healing granted by Mediguard continues to increase by 1 for every four levels after 18th. The number of uses per day continue to increase by 1 for every three levels after 20th.

 : The Damage Reduction granted by Steelguard continues to increase by 1/- for every four levels after 20th.

 : The bonus to attack granted by Entrench continues to increase by +1 for every five levels after 18th.

 : The bonus to damage granted by Vendetta continues to increase by +1 for every five levels after 19th.



Epic Sentinel Bonus Feat List:

Dwarf Sentinel Starting Package
Weapons: Dwarven Waraxe (1d10, crit x3, 8 lbs, one-handed, slashing) Shortbow (1d6, crit x3, range inc. 60ft, 2lbs, piercing)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Toughness

Bonus Feats: Improved Initiative

Gear: Scale Mail (+4 AC, armor check penalty -4, speed 20 ft, 30lbs) Heavy Wooden Shield (+2 AC, armor check penalty -2, 10lbs) Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel, quiver with 20 arrows.

Gold: 4d4 gp.

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