Sentinel

Advanced Human class — see Classes for the full list.

Naming

“Deneith” is the house’s old-canon name; in the current era it is House D’neith (ruled 2026-07-03). The rules text below is verbatim from the source.

Sentinels are battlefield leaders, issuing tactical commands to their allies and corralling their enemies. Their ability to control a battle is unparalleled. Their specialty is in small unit tactics, but many also train themselves in the ways of larger battles. Practitioners of a blade-magic known as Warcraft, a sentinel in Sair may be a scion of the Dragon House of Deneith, a renegade brigand, or a traveling warrior in search of adventure.

Sentinel Level ProgressionSentinel WARCRAFT Details
ExperienceTitleLevelHit DiceDamage Bonus*Technique ThrowTechniques KnownTechnique Level
0Guard11d6+1---
2,000Militant22d6+110+11
4,000Combatant33d6+210+11
8,000Soldier44d6+29+21
16,000Spearhead55d6+29+21
32,000Vanguard66d6+38+32
65,000Marshal77d6+38+32
130,000Marshal88d6+37+43
250,000Sentinel99d6+47+43
370,000Sentinel, 10th level109d6+2+46+44
490,000Sentinel, 11th level119d6+4+46+44
610,000Sentinel, 12th level129d6+6+55+45
730,000Sentinel, 13th level139d6+8+55+45
850,000Marshal-Sentinel149d6+10+54+45

Sentinel Saving Throws and Attack Bonus

LevelParalysisDeathBlastImplementSpellsAttack Bonus
113+14+15+16+17++0
2-312+13+14+15+16++1
411+12+13+14+15++2
5-610+11+12+13+14++3
79+10+11+12+13++4
8-98+9+10+11+12++5
107+8+9+10+11++6
11-126+7+8+9+10++7
135+6+7+8+9++8
144+5+6+7+8++9

Combat Characteristics

Combat Proficiencies: Sentinels are proficient with medium armor or lighter as well as the traditional weapons of command (any swords, daggers, spears, or polearms) and any missile weapons. They are trained in the weapon and shield fighting style as well as the two-handed fighting style, but not in the two-weapon style.

Combat Progression: Sentinels advance in attack and saving throws as fighters, by two points every three levels. They can cleave after felling a foe up to once per round per class level.

Starting Class Powers

Manual of Arms: The sentinel is highly experienced in military discipline, physical fitness, and weapon drill. He can automatically identify the battle standards, equipment, great captains, military slang, and rank insignia of his homeland. He can identify those of other realms with a proficiency throw of 11+. He can fight as a regular (rather than irregular) in formed and loose units. He can begin play as a member of a legion, mercenary’s guild, or other military organization (Judge’s discretion). (This class power is equivalent to one rank of the Manual of Arms proficiency.)

Specialized Damage Bonus: At 1st level, sentinels specialize in either melee or ranged attacks, gaining a +1 to damage with attacks of the chosen type. The damage increases at 3rd, 6th, 9th, and 12th levels, as shown on the chart above.

Battle Plan: Once per day per class level, the character can lay out a battle plan for up to 30 of their allies within 50’. This requires a few moments of conversation (one round) before a battle – characters already engaged cannot pay enough attention to gain any benefit. Those affected become inspired, gaining a +1 bonus to attack throws, AC, morale rolls (for NPC allies), and saving throws against magical fear.

Additional Class Powers

Warcraft (2nd): Starting at 2nd level, the Sentinel may learn and perform martial techniques. The sentinel has a repertoire of a maximum number of tactics listed on the Sentinel Warcraft Details table, plus their INT modifier. Sentinels keep a book of strategy, filled with guidelines and diagrams outlining techniques and allowing them to change out their repertoire in a fashion similar to the manner in which mages may learn and swap spells or antiquarians may learn and swap ceremonies. For purposes of costs, each new technique is considered a spell of level equal to the Sentinel’s technique level. Performing a tactical maneuver is similar in many ways to performing a hasty ceremony, requiring implements of command as well as a successful technique throw instead of a ceremony throw. Failing a technique throw results in a loss of confidence; the Sentinel has a confidence threshold equal to his tactic level.

See Warcraft for full details and a list of martial techniques.

Exult in Glorious Battle (2nd): Once per day, when a sentinel slays a number of HD of creatures greater than or equal to twice their tactic level in a single round, they may choose to release an exultant shout in lieu of cleaving. If they do, the sentinel recovers one point of lost confidence.

Battlefield Prowess (5th): The sentinel’s presence inspires the troops he leads. Any henchmen and mercenaries hired by the fighter gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the sentinel’s Charisma or proficiencies.

Tactical Research (7th): The sentinel may research new tactics, at the same cost and time as a mage or ceremonialist would spend researching a new spell. Treat the sentinel as having a caster level of ¾ his character level. The character needs access to a library of war of an appropriate value (at the Judge’s discretion, 25-50% of the value of an arcane library might be applicable).

Castle (9th): By acquiring a castle or fort worth at least 15,000gp, the sentinel can attract followers to his service. 5d6 x 10 0th level troops and 1d6 sentinels and fighters of 1st – 3rd level arrive to serve him within 1d3 months of him acquiring the castle. If the sentinel already has a castle, the followers arrive to serve him within 1d3 months of him reaching 9th level. The fighter must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. In time, the fighter might become a great lord, commanding armies to conquer vast realms. Additional rules for castles are detailed in Campaigns.

Iron Leadership (12th): The sentinel’s leadership supports the morale of his army. If the sentinel is fighting on the battlefield with an army, the army automatically stands firm on its first morale roll, or rallies if it would have stood firm. This benefit is lost for the duration of the battle if the sentinel himself routs, flees, or leads from the rear

Class Proficiencies

Proficiency Progression: At 1st level, sentinels select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.

Sentinel of Deneith Proficiency List: Acrobatics, Alertness, Armor Training, Battle Magic*, Blind Fighting, Combat Ferocity, Combat Reflexes, Combat Trickery (incapacitate), Command, Diplomacy, Expanded Repertoire, Fighting Style Specialization, Intimidation, Leadership, Manual of Arms, Martial Training, Military Strategy, Mounted Combat, Precise Shooting, Quiet Magic*, Running, Siege Engineering, Skirmishing, Swashbuckling, Unarmed Fighting, Unflappable Casting*, Weapon Finesse, Weapon Focus

Warlord Templates

3d6 RollTemplateProficienciesStarting Equipment
3 – 4Gang LeaderCombat Trickery (incapacitate) Streetwise IntimidationWool tunic and pants, wool cloak, embossed leather belt, low boots, short sword, short bow, quiver with 20 arrows, scarred leather armor, backpack, 1 week’s iron rations, waterskin (enc. 3 5/6 stone)
5 – 6SlayerCombat Ferocity Intimidation Profession (officer)Wool tunic and pants, embossed leather belt, high boots, enormous two-handed sword, chain mail armor, small sack, belt pouch, 1 week’s iron rations, waterskin (enc. 6 3/6 stone)
7 – 8CorsairSwashbuckling Seafaring SignalingShort bow, quiver with 20 arrows, scimitar, 2 well-balanced daggers with boot-sheathes, leather armor, colorful tunic and pants, silk girdle, leather duelist’s gloves, high boots, small sack, 50’ rope, grappling hook, waterskin, 1 week’s iron rations, 4gp (enc. 5 3/6 st)
9 – 10AuxiliarySkirmishing Labor (Construction) Military Strategy3 javelins, short sword, wooden shield, chain mail armor, armiger’s tunic and pants, embossed belt, high boots, backpack, laborer’s tools, mess kit, flask of military oil, tinderbox, 1 week’s iron rations, 10gp, (enc. 8 3/6 st)
11 – 12Legionary[[Fighting Style SpecializationFighting Style Spec.]] (Weapon & Shield) Siege Engineering Knowledge (History)
13 – 14GladiatorArmor Training (heavy) Romance Leadership2 swords, heavy arena armor, plumed heavy helmet with visor and crest, armiger’s tunic and pants, sandals, small sack, amphora of oil (for polishing body), 1 week’s iron rations, 38gp in arena winnings (enc. 6 st)
15 – 16SigniferCommand Manual of Arms 2 DiplomacyMilitary-issue spear and sword, steel shield bearing Imperial seal, chain mail armor, banner flag, armiger’s tunic and pants, low boots, short gloves, backpack, mess kit, tinderbox, waterskin, 1 week’s iron rations, 57gp in back pay (enc. 8 5/6 st, or 7 5/6 st without banner)
17 – 18CataphractMounted Combat Military Strategy RidingComposite bow, quiver with 20 arrows, polished sword, steel shield bearing noble house’s crest, chainmail armor, armiger’s tunic and pants, high boots, medium riding horse, riding saddle and tack, saddlebag, waterskin, 1 week’s iron rations, 12gp (enc. 6 2/6 st with rations on horse)

Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency. The bonus proficiency that each template begins with is noted last. For characters with INT of less than 13, delete the third proficiency. For characters with INT higher than 15, select the appropriate number of additional general proficiencies.