Difference between revisions of "Sentinel"
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− | + | The '''sentinels''' are a military order that was once a legion of the [[Omban Empire]] before its collapse, and to this day it retains many of the traditions and forgotten military techniques of ancient days. The sentinels are elite warriors arranged in a military hierarchy, and all its members must be initiated by another member, a historical chain leading into the deep past. They are known for their use of the silksword, or [[khazkamma]], a large one-handed sword whose mastery requires years of specialized training, but whose effectiveness is unparalleled. | |
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| 3 || +3 || +2 || +1 || +3 || +1 || +1 || Armor training | | 3 || +3 || +2 || +1 || +3 || +1 || +1 || Armor training | ||
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− | | 4 || +4 || +2 || +1 || +3 || +1 || +1 || | + | | 4 || +4 || +2 || +1 || +3 || +1 || +1 || Bonus feat |
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| 5 || +5 || +3 || +2 || +4 || +2 || +2 || Exploding damage dice | | 5 || +5 || +3 || +2 || +4 || +2 || +2 || Exploding damage dice | ||
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| 7 || +7 || +4 || +2 || +5 || +2 || +2 || Initiative bonus | | 7 || +7 || +4 || +2 || +5 || +2 || +2 || Initiative bonus | ||
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− | | 8 || +8 || +4 || +3 || +5 || +3 || +3 || | + | | 8 || +8 || +4 || +3 || +5 || +3 || +3 || Bonus feat |
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| 9 || +9 || +5 || +3 || +6 || +3 || +3 || Followers | | 9 || +9 || +5 || +3 || +6 || +3 || +3 || Followers | ||
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− | | 10 || +10 || +5 || +3 || +6 || +3 || +3 || | + | | 10 || +10 || +5 || +3 || +6 || +3 || +3 || Counterattack |
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− | | 11 || +11 || +6 || +4 || +7 || +4 || +4 || | + | | 11 || +11 || +6 || +4 || +7 || +4 || +4 || |
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− | | 12 || +12 || +6 || +4 || +7 || +4 || +4 || | + | | 12 || +12 || +6 || +4 || +7 || +4 || +4 || Bonus feat |
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| 13 || +13 || +7 || +4 || +8 || +4 || +4 || vorpal blow | | 13 || +13 || +7 || +4 || +8 || +4 || +4 || vorpal blow | ||
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| 15 || +15 || +8 || +5 || +9 || +5 || +5 || legendary silksword | | 15 || +15 || +8 || +5 || +9 || +5 || +5 || legendary silksword | ||
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− | | 16 || +16 || +8 || +5 || +9 || +5 || +5 || | + | | 16 || +16 || +8 || +5 || +9 || +5 || +5 || Bonus feat |
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| 17 || +17 || +9 || +6 || +10 || +6 || +6 || | | 17 || +17 || +9 || +6 || +10 || +6 || +6 || | ||
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Level 3: Armor Training: Starting at 3rd level, a silksword learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a silksword can also move at his normal speed while wearing medium armor. At 7th level, a silksword can move at her normal speed while wearing heavy armor.<br /> | Level 3: Armor Training: Starting at 3rd level, a silksword learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a silksword can also move at his normal speed while wearing medium armor. At 7th level, a silksword can move at her normal speed while wearing heavy armor.<br /> | ||
+ | |||
+ | Level 4: The sentinel receives a bonus combat feat of their choosing. They receive an additional combat feat at 8th, 12th, and 16th level. | ||
Level 5: When rolling damage with the silksword, whenever the silksword rolls maximum damage (8 on 1d8), roll damage once again and add the result to the initial roll. If the second roll is also 8, then roll a third time, and so on. A roll of 8 on any extra d8s (from critical hits, certain feats, etc.) adds an extra die. <br /> | Level 5: When rolling damage with the silksword, whenever the silksword rolls maximum damage (8 on 1d8), roll damage once again and add the result to the initial roll. If the second roll is also 8, then roll a third time, and so on. A roll of 8 on any extra d8s (from critical hits, certain feats, etc.) adds an extra die. <br /> | ||
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− | + | {{ashnabis}}{{nemnosti}}{{ooc}} | |
− | {{ashnabis}}{{ooc}} |
Latest revision as of 20:28, 7 October 2023
The sentinels are a military order that was once a legion of the Omban Empire before its collapse, and to this day it retains many of the traditions and forgotten military techniques of ancient days. The sentinels are elite warriors arranged in a military hierarchy, and all its members must be initiated by another member, a historical chain leading into the deep past. They are known for their use of the silksword, or khazkamma, a large one-handed sword whose mastery requires years of specialized training, but whose effectiveness is unparalleled.
Level | BAB | BDB | BMB | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|---|---|
1 | +1 | +1 | +0 | +2 | +0 | +0 | Weapon specialization |
2 | +2 | +1 | +1 | +2 | +1 | +1 | |
3 | +3 | +2 | +1 | +3 | +1 | +1 | Armor training |
4 | +4 | +2 | +1 | +3 | +1 | +1 | Bonus feat |
5 | +5 | +3 | +2 | +4 | +2 | +2 | Exploding damage dice |
6 | +6 | +3 | +2 | +4 | +2 | +2 | |
7 | +7 | +4 | +2 | +5 | +2 | +2 | Initiative bonus |
8 | +8 | +4 | +3 | +5 | +3 | +3 | Bonus feat |
9 | +9 | +5 | +3 | +6 | +3 | +3 | Followers |
10 | +10 | +5 | +3 | +6 | +3 | +3 | Counterattack |
11 | +11 | +6 | +4 | +7 | +4 | +4 | |
12 | +12 | +6 | +4 | +7 | +4 | +4 | Bonus feat |
13 | +13 | +7 | +4 | +8 | +4 | +4 | vorpal blow |
14 | +14 | +7 | +5 | +8 | +5 | +5 | |
15 | +15 | +8 | +5 | +9 | +5 | +5 | legendary silksword |
16 | +16 | +8 | +5 | +9 | +5 | +5 | Bonus feat |
17 | +17 | +9 | +6 | +10 | +6 | +6 |
Hit Die: d10
Ability requirement: Strength 16
Class Skills: Acrobatics, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (nobility), Perception, Profession, Ride, Swim
Skill points: 4 + Int
Weapon and Armor Proficiency: All simple and martial weapons, all armor and shields
Powers
Level 1: The sentinel acquires Exotic Weapon Proficiency in the silksword and Weapon Specialization in the silksword, giving her +2 to damage on all attacks. When using the silksword she may act as if she has the Quick Draw feat (so that it may be drawn as a free action rather than a move action).
Level 3: Armor Training: Starting at 3rd level, a silksword learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a silksword can also move at his normal speed while wearing medium armor. At 7th level, a silksword can move at her normal speed while wearing heavy armor.
Level 4: The sentinel receives a bonus combat feat of their choosing. They receive an additional combat feat at 8th, 12th, and 16th level.
Level 5: When rolling damage with the silksword, whenever the silksword rolls maximum damage (8 on 1d8), roll damage once again and add the result to the initial roll. If the second roll is also 8, then roll a third time, and so on. A roll of 8 on any extra d8s (from critical hits, certain feats, etc.) adds an extra die.
Level 7: The silksword receives a +4 insight bonus to initiative rolls when attacking with her silksword.
Level 9: The sentinel has risen in rank to a point where she can command allegiance from those beneath her. She acquires 3-8 highly loyal followers who are sentinels of level 1-4 initially, but who may increase in level over time. She may ask any of these sentinels to travel with her, to carry out reasonable instructions at her behest, and otherwise be of assistance.
Level 11: Counterattack: At 11th level, a sentinel can make an attack of opportunity as an immediate action against an opponent who hits her with a melee attack, so long as the attacking creature is within the sentinel’s reach. If the sentinel kills her opponent with a counterattack she still takes damage from the initial blow.
Level 13: At this level, the sentinel’s expertise with the silksword allows her to decapitate opponents as if her sword were vorpal. On a roll of 20, followed by successfully confirming the critical hit, an opponent with a visible neck has its head removed and is killed instantly. The silksword may choose not to decapitate an opponent in this case but may opt to simply inflict an ordinary critical hit.
Level 15: The sentinel is bequeathed one of forty-nine sacred relic swords from the legion. These are the silkswords of sentinels who fought in battle at Endazh over five centuries ago, and whose weapons are now regarded with reverence by their inheritors. This sword’s guard is wrapped intricately with strips of the silks of those who fell in that battle. It is the duty of the sentinel to guard this relic from loss or damage, because of their irreplaceable nature. Each sword is a +5 keen silksword made of meteoritic iron.