Class Summary

Prime Requisite:STR and INT
Requirements:None
Hit Dice:1d6
Maximum Level:14

Sentinel

Advanced Human class — see Classes for the full list.

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 D’Neith, a renegade brigand, or a traveling warrior in search of adventure.


Sentinel Level Progression / Sentinel Warcraft Details

ExperienceTitleLevelHit DiceDamage Bonus*Techniques Per DayTechnique Level
0Guard11d6+111
2,100Militant22d6+111
4,200Combatant33d6+221
8,400Soldier44d6+221
16,800Spearhead55d6+222
33,600Vanguard66d6+332
65,000Marshal77d6+342
130,000General88d6+343
250,000Sentinel99d6+453
370,000Sentinel, 10th level109d6+2+453
490,000Sentinel, 11th level119d6+4+454
610,000Sentinel, 12th level129d6+6+554
730,000Sentinel, 13th level139d6+8+565
850,000Marshal-Sentinel149d6+10+565

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 all missile and melee 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.

Protective Ward: The sentinel can establish protective bonds with the creatures he guards. At the start of his initiative, the sentinel can designate a willing creature in line of sight as his ward. The creature gains the warded condition and remains his ward until the condition ends. While warded, the creature gains a +1 bonus to its AC and Blast saving throws. If the sentinel uses a Defend action to protect his ward, the bonus stacks. However, the ward, trusting in the sentinel’s protection, also becomes vulnerable to the sentinels’s own attacks. (A creature warded by another character does not count as the sentinels’s ward even though it has the warded condition.) The condition ends if the sentinel ends his initiative more than 5’ from his ward, if the sentinel is felled or slain, if the sentinel designates another (or no) creature as his ward, if another ally defends the ward, or if the ward severs the bond at the start of its initiative.

Warcraft: The sentinel may learn and perform martial techniques. The sentinel can perform a number of techniques per day equal to the number shown on the Sentinel Warcraft Details table, and his repertoire can hold at most that many techniques, plus his 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. For purposes of costs, each new technique is considered a spell of level equal to the sentinel’s technique level. Initiating a technique is equivalent to casting a spell, and must be declared before initiative is rolled. See Warcraft for full details and Technique Index for a list of techniques.

Additional Class Powers

Battlefield Prowess (5th): The sentinel’s presence inspires the troops he leads. Any henchmen and mercenaries hired by the sentinel 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.

Covering Withdrawal (7th): The sentinel can cover the withdrawal of his ward from melee, enabling them to get to safety while he holds the line. Anytime his ward begins their initiative adjacent to the sentinel, the ward can withdraw or retreat from melee combat without having to declare the intention to do so at the start of the melee round, as if the ward possessed Skirmishing proficiency.

Defensive Veil (7th): The sentinel can now magically deflect damage dealt to his ward onto himself. Anytime his ward suffers damage, the sentinel can reduce the damage the ward takes by up to half (rounded up) by taking twice that damage himself instead. For instance, if his ward is dealt 10 damage, the sentinel can reduce the damage dealt to the creature by 5 by taking 10 himself. The sentinel chooses whether to deflect damage and decides the exact amount of damage deflected with his Defensive Veil after learning the result of the attacker’s damage roll.

Tactical Research (8th): The sentinel may research new techniques, at the same cost and time as a mage would spend researching a new spell. Treat the sentinel as having a caster level of ¾ his character level, and the technique being researched as having a spell level equal to the sentinel’s technique 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 sentinel must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. In time, the sentinel might become a great lord, commanding armies to conquer vast realms. Additional rules for castles are detailed in Campaigns.

Iron Leadership (13th): 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 Proficiency List: Acrobatics, Alertness, Armor Training, Battle Magic*, Blind Fighting, Combat Ferocity, Combat Reflexes, Combat Trickery (incapacitate), Command, Contemplation*, Diplomacy, Expanded Repertoire*, Fighting Style Specialization, Intimidation, Leadership, Manual of Arms, Military Strategy, Mounted Combat, Precise Shooting, Quiet Magic*, Running, Siege Engineering, Skirmishing, Swashbuckling, Unarmed Fighting, Unflappable Casting*, Weapon Finesse, Weapon Focus

* Modified to apply to techniques rather than spells.

Sentinel Templates

Templates

3d6TemplateProficienciesStarting Equipment
3 – 4Gang LeaderCombat Trickery (incapacitate)
Streetwise
Intimidation
Wool tunic and pants, wool cloak, embossed leather belt, low boots, short sword, short bow, quiver with 20 arrows, battered book of strategy with raven’s mark and pack tactics, backpack, 1 week’s iron rations, waterskin (enc. 2 2/6 stone)
5 – 6SlayerCombat Ferocity
Intimidation
Profession (officer)
Wool tunic and pants, embossed leather belt, high boots, grim book of strategy with iron riposte and expose weakness, enormous two-handed sword, leather armor, small sack, belt pouch, 1 week’s iron rations, waterskin (enc. 5 stone)
7 – 8CorsairSwashbuckling
Seafaring
Signaling
Short bow, quiver with 20 arrows, scimitar, well-balanced daggers with boot-sheath, padded armor, water-stained book of strategy with patient guidance and raven’s mark, colorful tunic and pants, embossed belt, leather duelist’s gloves, high boots, small sack, 50’ rope, grappling hook, waterskin, 1 week’s iron rations, 4gp (enc. 4 5/6 st)
9 – 10AuxiliarySkirmishing
Labor (Construction)
Military Strategy
3 javelins, short sword, wooden shield, scale armor, well-kept book of strategy with field dressing and revitalizing strike, 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, (enc. 8 st)
11 – 12LegionaryFighting Style Spec. (Weapon & Shield)
Siege Engineering
Knowledge (History)
Military-issue spear and short sword, steel shield re-painted many times, slightly battered chain mail armor, well-read book of strategy with order the charge and myrmidon focus, armiger’s tunic and pants, embossed belt, high boots, backpack, laborer’s tools, mess kit, flask of military oil, tinderbox, waterskin, 1 week’s iron rations, 10gp (enc. 9 3/6 st)
13 – 14GladiatorArmor Training (heavy)
Romance
Leadership
2 swords, heavy arena armor, plumed heavy helmet with visor and crest, leather-bound book of strategy with expose weakness and rampart, armiger’s tunic and pants, sandals, small sack, amphora of oil (for polishing body), 1 week’s iron rations, 18gp in arena winnings (enc. 6 3/6 st)
15 – 16SigniferCommand
Manual of Arms 2
Diplomacy
Military-issue spear and sword, steel shield bearing Imperial seal, chain mail armor, book of strategy with hold fast and spearhead, banner flag, armiger’s tunic and pants, low boots, short gloves, backpack, mess kit, tinderbox, waterskin, 1 week’s iron rations, 37gp in back pay (enc. 9 2/6 st)
17 – 18CataphractMounted Combat
Military Strategy
Riding
Composite bow, quiver with 20 arrows, polished sword, steel shield bearing noble house’s crest, scale armor, impressive book of strategy with breaking charge and words of hope, armiger’s tunic and pants, high boots, medium riding horse, riding saddle and tack, saddlebag, waterskin, 1 week’s iron rations, 2gp (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 and one bonus technique known. The bonus proficiency and technique 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.