In this state, an enemy cannot make attacks of opportunity against any creature other than the sentinel. If the save fails, the enemy foregoes his current target and focuses all his efforts on the sentinel for one round. As a swift action, the sentinel forces a Will save against a DC of 10 + the sentinel's class level + the sentinel's Strength modifier. The enemy must be within 60 feet of the sentinel and there must be line of sight between them. Threaten ( Ex): A 3rd level sentinel can increase an enemy's hostility towards him, forcing that enemy to attack him. This ability remains active for as long as the sentinel is in bulwark stance and the ally remains in an adjacent square. Any such designated allies cannot be flanked and gain half the sentinel's bulwark bonus as a dodge bonus to AC, rounded down. As a free action taken during his turn, he may designate up to two allies occupying squares adjacent to him. Hold the Line: While in bulwark mode, a 2nd-level sentinel can protect nearby allies from harm. The sentinel gets a +10 bonus to any checks and rolls defending against sunder attempts on his shield. This also removes the dexterity penalty from the shield. Tower Shield Mastery: A sentinel takes no penalty to attack rolls for equipping a tower shield, and the armor check penalty of equipping a tower shield lessens by 6. For this purpose, teleportation spells or effects do not count as movement as long as the sentinel ends up on the ground in a place that allows him to use his bulwark stance. If a sentinel moves more than 5 feet in a round, either willfully or by outside influence, his bulwark stance is dropped. While the stance is active, the sentinel cannot move more than 5 feet each round. The shield must be held personally by the sentinel for the stance to be effective. The bulwark stance requires a tower shield to use. The bulwark stance cannot be used in places without gravity. Difficult terrain or low-gravity environments halve the bonuses of the bulwark stance. The bulwark stance requires the sentinel to be on solid ground. While in this stance, he adds his sentinel level to his tower shield's shield bonus to AC, opposed grapple checks, and Strength checks and saves made against effects that would move him (like bull rush, trip or a telekinesis spell). As a standard action, he can assume a bulwark stance in which he maximizes his defensive capabilities. The most important abilities for a sentinel are Constitution and Strength, granting him his great stability and resilience to damage.Ĭlass Skills ( Skill Points::2 + Int modifier per level.Īll of the following are class features of the sentinel.īulwark: A sentinel's guard is almost impervious. Other martial classes that rely more on agility and quick, precise strikes, like barbarians, rogues and rangers rarely take this prestige class, as a sentinel's diametrically opposed combat philosophy blunts their prowess. Sentinels usually have military backgrounds and often start as fighters, paladins, crusaders ToB or warblades ToB. They do not need to be nimble or dextrous, for their power is greatest when they are standing still. Sentinels focus solely on defensive skills and techniques, mostly relying on being stationary rather than controlling the battlefield with mobility. Sentinels are persistent and enduring and will never show their backs to their enemy. A sentinel's skill lends both to his own defense and that of those next to him, making a line of heavily trained sentinels as formidable a defense as a city wall. He is the first and last line of defense of those who command him, his shield a wall that none may pass. Once he assumes a spot on the front of battle, it takes a siege to displace him.
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