| Voyd211 |
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So I was taking a look at the stalwart defender, and one thought I had was "I wish there was a viable defender option."
That was part of the inspiration for this class.
Armor is essential in combat. No matter how good a fighter’s sword arm is, eventually he’ll need to rely on his armor to absorb blows. The sentinel takes this necessity and turns it into an art form; shrugging off the hardest blows with incredible resilience, the sentinel wades fearlessly into combat.
Role: While the sentinel is no slouch in combat, his ultimate goal is to defend his allies. Standing between his allies and the blades that fall on them, and ensuring that enemies pay attention to him, the sentinel is a defensive role, but hardly a passive one.
Alignment: Any.
Hit Die: d12.
Parent Classes: Cavalier and fighter.
The sentinel’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering, engineering, nobility) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Intelligence modifier.
Base Attack Progression: Fast (BAB = level)
Good Saves: Fortitude, Will
The following are class features for the sentinel.
Weapon and Armor Proficiency: The sentinel is proficient with all simple and martial weapons and with all armor (light, heavy, and medium) and shields (including tower shields).
Challenge (Ex): Once per day, a sentinel can challenge a foe to combat. This functions as the cavalier ability, save that the sentinel does not take a penalty to his Armor Class.
Defensive Combatant (Ex): At 1st level, a sentinel takes only a -2 penalty to attack rolls when fighting defensively. At 7th level, he takes no penalties when fighting defensively.
Fighter Training (Ex): A sentinel uses his sentinel levels as fighter levels for the purposes of qualifying for feats.
Blocking Mastery (Ex): At 2nd level, a sentinel gains a +1 shield bonus to his AC when fighting defensively, as though he were wielding a blocking weapon. This does not stack with the bonus granted by actual blocking weapons. At 6th level, and every 4 levels thereafter, this shield bonus increases by +1 (to a maximum of +5 at 18th level). A weapon’s enhancement bonus is added to this shield bonus.
Intercept Attack (Ex): At 2nd level, a sentinel learns to prevent enemy attacks from striking his enemies. Whenever an adjacent ally is attacked, as an immediate action, the sentinel can thrust out a shield or weapon to block the blow. He makes an attack roll, with an effective AC equal to the triggering attack roll. If he succeeds, the triggering attack fails. If the enemy was making a full attack, the sentinel applies his blocking mastery bonus to his ally’s Armor Class for the remainder of the action. The sentinel takes a -2 penalty to his Armor Class until his next turn. The sentinel can use this ability a number of times per day equal to 1/2 his sentinel level + his Strength modifier.
Armor Training (Ex): Starting at 3rd level, a sentinel learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. This functions as the fighter class feature, and increases at the same rate.
Bonus Feat: At 5th level, and every three levels after, a sentinel gains a bonus feat. This must be Diehard, Endurance, or a combat feat.
Improved Interception (Ex): At 9th level, a sentinel does not take a penalty to his AC after using his intercept attack ability. In addition, creatures whose attacks are intercepted provoke attacks of opportunity from both the sentinel and his allies (not just the one the enemy tried to attack).
Come and Get Me (Ex): At 12th level, the sentinel can deliberately leave himself open to attacks, making him a tempting and distracting target for his enemies. For a number of rounds per day equal to his Constitution score, a sentinel can lower his guard and take a -4 penalty to his Armor Class. All enemies within 60 feet that can see or hear the sentinel must succeed at a Will save or be forced to attack the sentinel. The save DC is equal to 10 + half the sentinel’s level + the sentinel’s Constitution modifier. All attacks against the sentinel provoke attacks of opportunity from the sentinel and his allies, with a +4 circumstance bonus on the attack roll.
Armor Mastery (Ex): At 19th level, a sentinel gains DR 5/— whenever he is wearing armor or using a shield. In addition, his armor no longer has a maximum Dex bonus, and he does not take armor check penalties.
Invincible (Ex): At 20th level, a sentinel becomes almost impossible to put down. Once per day, a sentinel can call on incredible reserves of resilience and tenacity. He gains a number of temporary hit points equal to 1/2 his maximum hit points, a +6 racial bonus to Reflex saving throws, and immunity to fatigue and exhaustion. In addition, all damaging effects (attacks, spells, or spell-like abilities) deal minimum damage to the sentinel (before subtracting damage reduction). These effects last for one hour or until dismissed.
I was imagining that the demonstrative character for this would be a heavily-armored gnome with a shield, until I learned that shield bashing is apparently always an off-hand attack.
Originally, I planned for him to have all good saves to keep the "defender" feel, but it seemed to be a bit much.
Any improvements or tweaks I could make to this concept?
cartmanbeck
RPG Superstar 2014 Top 16
|
Cool idea, but I would suggest a few changes:
1. Make challenge something more defense-oriented. The standard Challenge ability doesn't lend itself well to a defender-focused role. Check out some of the custom challenges in other Cavalier Orders, such as the Order of the Shield, or Order of the Guard
2. Intercept Attack essentially does the exact same thing as the In Harm's Way feat. I would suggest granting the Bodyguard feat at 2nd level, then In Harm's Way at 9th level instead of Intercept Attack and Improved Interception (which should be consistent in their naming, anyway).
3. Don't shoehorn the bonus feats just into Diehard, Endurance, or a combat feat. You should also allow for Teamwork feats, I think, or just say "a bonus feat he qualifies for" and leave it at that.
| Voyd211 |
Noted, and applied to my own document. Nice to see you again, Doctor Beck!
EDIT: So I've changed the bonus feat selection to "any combat or teamwork feat he qualifies for." I've also replaced the challenge ability with one that's kinda similar. I went with "Interpose" for the name, though there are probably better things to call it.
Once per day, a sentinel may interpose himself between an ally and their enemies. As a swift action, the sentinel designates a single ally as his charge. The sentinel’s melee attacks deal extra damage to creatures that target his charge with attacks or harmful effects; this extra damage is equal to his level. Any harmful action taken toward the sentinel’s charge provokes attacks of opportunity from the sentinel. In addition, the sentinel's charge gains any teamwork feats that the sentinel possesses.
The interposition remains in effect until combat is ended, or his charge is dead or unconscious. He can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
| Cyrad RPG Superstar Season 9 Top 16 |
It looks okay. I'm not crazy about it having a d12 Hit Die (the barbarian has one because it's a class with a primary class feature and play style that constantly takes AC penalties). The class also has some dead levels. I recommend giving bonus feats at 4th level with a progression similar to the swashbuckler or gunslinger. Come and Get Me is also very vague on how it works. It should also be noted that it's an enchantment (compulsion) effect.
| Voyd211 |
It looks okay. I'm not crazy about it having a d12 Hit Die (the barbarian has one because it's a class with a primary class feature and play style that constantly takes AC penalties). The class also has some dead levels. I recommend giving bonus feats at 4th level with a progression similar to the swashbuckler or gunslinger. Come and Get Me is also very vague on how it works. It should also be noted that it's an enchantment (compulsion) effect.
I didn't intend it to be a mind-affecting thing, because even zombies and bugs will attack something that looks more vulnerable.
Dead levels? I actually made a chart, and every row has things in it; either a new class feature, an increase to said class features, or a bonus feat.
EDIT: Yeah, here it is.
1st: Defensive combatant, fighter training, interpose 1/day
2nd: Blocking mastery +1, Bodyguard
3rd: Armor training 1
4th: Interpose 2/day
5th: Bonus feat
6th: Blocking mastery +2
7th: Armor training 2, interpose 3/day
8th: Bonus feat
9th: In Harm’s Way
10th: Blocking mastery +3, interpose 4/day
11th: Armor training 3, bonus feat
12th: Come and get me
13th: Interpose 5/day
14th: Blocking mastery +4, bonus feat
15th: Armor training 4
16th: Interpose 6/day
17th: Bonus feat
18th: Blocking mastery +5
19th: Armor mastery, interpose 7/day
20th: Bonus feat, invincible
| Johnnycat93 |
Remove 2+ skill ranks. No class should be forced to suffer through that.
Come and Get Me comes online way too late. Until that point the Sentinel has nothing to capitalize his high AC with. He ends up ignorable.
The bonus from his 20th level ability shouldn't be a racial one.\
You should consider looking at the Warder and the Samurai's Resolve class feature.
| Cyrad RPG Superstar Season 9 Top 16 |
You have abilities in your "table" that aren't in the class description. What the heck is "interpose" or "Bodyguard?" As written, you have a dead level at 4th level.
Come and Get Me explicitly says it forces opponents to take actions against their will unless they succeed at a Will save. That's a compulsion effect. If all you're doing is dropping your guard to make yourself an enticing target, you don't need a special ability to do that. And whether or not the opponent truly wants to attack you should be based on the circumstances and whether or not you truly do look like a more desireable target. In fact, Come and Get Me as written forces mindless opponents to attack you even when you're the least convenient. With this ability, you can have improved cover and several obstacles between you and a skeleton. Yet, that mindless skeleton somehow decides you're the easier target than the fat helpless wizard that's right next to it.
This is assuming the ability works as I imagine it might, because, as I mentioned before, Come and Get Me is extremely vague about how it forces action.
| Voyd211 |
You have abilities in your "table" that aren't in the class description. What the heck is "interpose" or "Bodyguard?" As written, you have a dead level at 4th level.
Come and Get Me explicitly says it forces opponents to take actions against their will unless they succeed at a Will save. That's a compulsion effect. If all you're doing is dropping your guard to make yourself an enticing target, you don't need a special ability to do that. And whether or not the opponent truly wants to attack you should be based on the circumstances and whether or not you truly do look like a more desireable target. In fact, Come and Get Me as written forces mindless opponents to attack you even when you're the least convenient. With this ability, you can have improved cover and several obstacles between you and a skeleton. Yet, that mindless skeleton somehow decides you're the easier target than the fat helpless wizard that's right next to it.
This is assuming the ability works as I imagine it might, because, as I mentioned before, Come and Get Me is extremely vague about how it forces action.
The reason it's not in the OP class description is because it's been more than an hour since I posted it. You can't make edits once an hour has passed.
I explained Interpose in another post, and Bodyguard and In Harm's Way were suggestions by cartmanbeck.
The Come and Get Me ability was inspired by the barbarian rage power of the same name, which also only comes online at 12th level. In all honesty, though, this version is more powerful. I suppose I should add a line about requiring line of effect, though.
Remove 2+ skill ranks. No class should be forced to suffer through that.
Come and Get Me comes online way too late. Until that point the Sentinel has nothing to capitalize his high AC with. He ends up ignorable.
The bonus from his 20th level ability shouldn't be a racial one.\
You should consider looking at the Warder and the Samurai's Resolve class feature.
The fighter, cleric, paladin, summoner, and probably lots of others deal with 2+Int skills. The sentinel's not expected to make much of his skills, aside from the ever-present Perception.
Like I said, C&GM's inspired by a weaker ability that also comes online at 12th level.
I wasn't sure what kinds of bonuses (aside from resistance, profane and sacred) would apply to saves.
I've never heard of the Warder... ah, it's third-party. I'll give it a look, though.
| Johnnycat93 |
How many of those classes complain about 2+? All of them. It's a terrible precedent. Nobody should be forced to have so few skills, bump them to 4+ at least.
So? A Barbarian has other features besides come and get me. Your class doesn't. A player shouldn't have to wait until 12th for the schtick to come online. Up until 12th they don't have any abilities that encourage a high-AC play style - intercept is an opposed attack roll and the others are just AoOs.
Just leave the bonus untyped.
| Voyd211 |
Hmm... shifting Come and Get Me back would make 12th a dead level. Either I have to rearrange the progression of the sentinel's other abilities, or I have to come up with something to fill the void...
This is the current version of the sentinel, before attempting to move Come and Get Me earlier.
Skill Ranks per Level: 4 + Intelligence modifier
Weapon and Armor Proficiency: The sentinel is proficient with all simple and martial weapons and with all (light, heavy, and medium) armor and shields (including tower shields).
Interpose (Ex): Once per day, a sentinel may interpose himself between an ally and their enemies. As a swift action, the sentinel designates a single ally as his charge. The sentinel’s melee attacks deal extra damage to creatures that target his charge with attacks or harmful effects; this extra damage is equal to his level. Any harmful action taken toward the sentinel’s charge provokes attacks of opportunity from the sentinel. In addition, his charge gains any teamwork feats that the sentinel possesses.
The interposition remains in effect until combat is ended, or his charge is dead or unconscious. He can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st (4th, 7th, 10th, 13th, 16th, 19th), to a maximum of seven times per day at 19th level.
Defensive Combatant (Ex): At 1st level, a sentinel takes only a -2 penalty to attack rolls when fighting defensively. At 7th level, he takes no penalties when fighting defensively.
Fighter Training (Ex): A sentinel uses his sentinel levels as fighter levels for the purposes of qualifying for feats.
Blocking Mastery (Ex): At 2nd level, a sentinel gains a +1 shield bonus to his AC when fighting defensively, as though he were wielding a blocking weapon. This does not stack with the bonus granted by actual blocking weapons. At 6th level, and every 4 levels thereafter (10th, 14th, 18th), this shield bonus increases by +1 (to a maximum of +5 at 18th level). A weapon’s enhancement bonus is added to this shield bonus.
Bodyguard: At 2nd level, a sentinel gains Bodyguard as a bonus feat, if he does not have it already. He need not meet the feat’s prerequisites. If he already possesses the Bodyguard feat, he can instead choose any teamwork or combat feat that he qualifies for.
Armor Training (Ex): Starting at 3rd level, a sentinel learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. This functions as the fighter class feature, and increases at the same rate.
Bonus Feat: At 5th level, and every three levels after (8th, 11th, 14th, 17th, 20th), a sentinel gains a bonus feat. He can select any teamwork or combat feat that he qualifies for.
In Harm’s Way: At 9th level, a sentinel gains In Harm’s Way as a bonus feat, if he does not have it already. If he already possesses the In Harm’s Way feat, he may instead select any teamwork or combat feat that he qualifies for.
Come and Get Me (Ex): At 12th level, the sentinel can deliberately leave himself open to attacks, making him a tempting and distracting target for his enemies. For a number of rounds per day equal to his Constitution score, a sentinel lowers his guard and takes a -4 penalty to his Armor Class. All enemies within 60 feet that can see or hear the sentinel must succeed at a Will save or be forced to attack the sentinel. The save DC is equal to 10 + half the sentinel’s level + the sentinel’s Constitution modifier. All attacks against the sentinel provoke attacks of opportunity from the sentinel and his allies, with a +4 circumstance bonus on the attack roll.
Armor Mastery (Ex): At 19th level, a sentinel gains DR 5/— whenever he is wearing armor or using a shield. In addition, his armor no longer has a maximum Dex bonus, and he does not take armor check penalties.
Invincible (Ex): At 20th level, a sentinel becomes almost impossible to put down. Once per day, a sentinel can call on incredible reserves of resilience and tenacity. He gains a number of temporary hit points equal to 1/2 his maximum hit points, a +6 bonus to Reflex saving throws, and immunity to fatigue and exhaustion. In addition, all damaging effects (attacks, spells, supernatural abilities, or spell-like abilities) deal minimum damage to the sentinel (before subtracting damage reduction). If he is currently interposing, his charge also gains these benefits. These effects last for one hour or until dismissed.
| Voyd211 |
Shields aren't all that great, sadly, unless they're mithral bucklers. Even fighting with a shield is a Bad Idea, since a shield bash is always treated as an offhand attack. Melee characters are generally better off using a two-handed weapon; Blocking Mastery allows the sentinel to get a shield bonus without weakening themselves.
| Amanuensis RPG Superstar 2015 Top 8 |
I tried something similar with a ranger archetype.
I'm not a big fan of aggro-mechanics in Pathfinder (as Cyrad correctly points out, it should be a mind-affecting compulsion effect and I see no reason why a taunting or misleading ability would be Con-based). I would split the ability into Come and Get Me (barbarian rage power) and a taunting ability (see the Antagonize feat, which, by the way, is a mind-affecting ability).