Post by WickedXox on Sept 29, 2011 18:18:38 GMT -6
Sentinel
This spear is like my arm.
Hit Dice: d10
Requirements
To qualify to become a Sentinel, a character must fulfill all the following criteria.
Base Attack: +10
Weapon: Proficiency with a polearm (or polearm like) weapons
Feats: Weapon Focus, Specialization, and Improved Critical with polearm of proficiency, Short Haft, Shield and Spear
Skills: Balance 5 ranks, Tumble 5 ranks, Jump 10 ranks
Class Skills
Skill Points at Each Level: 2+Int Modifier
Class Features
All of the following are class features of the
Weapon and Armor Proficiency: A Sentinel looses all proficiencies except polearm and can use any polearm, and can use light and medium armor
Pole Toss: At first level a Sentinel can toss his pole as a projectile with out penalty and knows the proper way to have a draw back to pull his weapon back to him to continue attacking. Though the pull back can not work if he were to lose his weapon.
Discipline: A Sentinel considers his levels to count with a fighter type class for purposes of class abilities so if a 11th level fighter starts in this class he gains the bonus feet as if the he had become an 12th level fighter and so on.
High Critical: At 2nd level a Sentinel becomes more deadly with a polearm that his threat range with them increases. This increase is like taking an improved critical feat with each polearm, if a Sentinel already has the feat and is using the chosen weapon the effects stack. i.e. a Trident with the feat has a threat range of 17-20. The damage multiplier also increases by one, such as the Trident’s multiplier becomes a x3 instead of the x2
Provoke: At 3rd level a Sentinel can choose and enemy and taunt them to fight you. This enemy now only will go after you if they fail an opposed intimidate check against you. They will ignore all other characters in the fight and have a -2 on their attack rolls and AC against you.
Impale: A 5th level Sentinel can strike with such force that their critical is more powerful. His critical increases the multiplier by 2 when he strikes a critical. Once per week he can force an impaling strike to make all of his attacks in a single blow. All figures for each hit for damage are considered as if separate for the Sentinel such as str and magic properties of the weapon are for each hit but for damage reduction of the target treat the damage as a single hit. He still has to make the hit and have declared doing this before rolling, also he does not get the increased multiplier from this ability on the hit if he scores a critical hit. And if he forces the ability he can only get a single increased multiplier instead of the 2 for entire day.
This spear is like my arm.
Hit Dice: d10
Requirements
To qualify to become a Sentinel, a character must fulfill all the following criteria.
Base Attack: +10
Weapon: Proficiency with a polearm (or polearm like) weapons
Feats: Weapon Focus, Specialization, and Improved Critical with polearm of proficiency, Short Haft, Shield and Spear
Skills: Balance 5 ranks, Tumble 5 ranks, Jump 10 ranks
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +1 +0 +2 +0 Pole Toss, Discipline 2 +2 +1 +3 +1 High Critical 3 +3 +1 +4 +1 Provoke 4 +4 +2 +5 +2 5 +5 +3 +6 +3 Impale |
Class Skills
Skill Points at Each Level: 2+Int Modifier
Class Features
All of the following are class features of the
Weapon and Armor Proficiency: A Sentinel looses all proficiencies except polearm and can use any polearm, and can use light and medium armor
Pole Toss: At first level a Sentinel can toss his pole as a projectile with out penalty and knows the proper way to have a draw back to pull his weapon back to him to continue attacking. Though the pull back can not work if he were to lose his weapon.
Discipline: A Sentinel considers his levels to count with a fighter type class for purposes of class abilities so if a 11th level fighter starts in this class he gains the bonus feet as if the he had become an 12th level fighter and so on.
High Critical: At 2nd level a Sentinel becomes more deadly with a polearm that his threat range with them increases. This increase is like taking an improved critical feat with each polearm, if a Sentinel already has the feat and is using the chosen weapon the effects stack. i.e. a Trident with the feat has a threat range of 17-20. The damage multiplier also increases by one, such as the Trident’s multiplier becomes a x3 instead of the x2
Provoke: At 3rd level a Sentinel can choose and enemy and taunt them to fight you. This enemy now only will go after you if they fail an opposed intimidate check against you. They will ignore all other characters in the fight and have a -2 on their attack rolls and AC against you.
Impale: A 5th level Sentinel can strike with such force that their critical is more powerful. His critical increases the multiplier by 2 when he strikes a critical. Once per week he can force an impaling strike to make all of his attacks in a single blow. All figures for each hit for damage are considered as if separate for the Sentinel such as str and magic properties of the weapon are for each hit but for damage reduction of the target treat the damage as a single hit. He still has to make the hit and have declared doing this before rolling, also he does not get the increased multiplier from this ability on the hit if he scores a critical hit. And if he forces the ability he can only get a single increased multiplier instead of the 2 for entire day.