WARRIOR-FIGHTER KIT Sentinel Description: Sentinels are masters of defensive tactics of all kinds. They are highly valued for their ability to prevent harm to individuals and property, and all manner of scholars, nobles, and merchants (especially those with aggressive competitors) seek assistance from Sentinels in order to keep themselves safe. Sentinels generally see themselves as serving society by protecting them from those with dangerous ambitions, and they seek to maintain vigilance to dangers of all types, both hidden and obvious. They are called upon to act as guards for employers of all types, and they are most effective when working alone or with other Sentinels and are sometimes enlisted for forward sentry duty at remote outposts in dangerous areas. They are also very good at organizing the defenses of a fortress or military base. In any potential danger situation, however, the heightened awareness possessed by a Sentinel is always valuable. Requirements: Sentinels must be of lawful alignment, but may be of any race except half-orcs, tieflings, and gnomes, which are simply seen as not sufficiently trustworthy or reliable for such a career. A Sentinel must have Wisdom, Dexterity, and Constitution of at least 13. Weapons & Armor: A Sentinel can wear any armor and use any kind of shield (though they do not generally use shields because of their chosen weapons). A Sentinel must begin with proficiency in the following weapons: dagger/knife (any), polearm (any), spear, and any one missile fire device. At later levels, a Sentinel can specialize in one or more of these weapons or become proficient in other weapons. Special Benefits: Sentinels specialize in defensive skills, and they gain the following unique kit abilities: Attacks of Opportunity: As a standard Fighter. Base Defense: Sentinels are very knowledgeable about defensive tactics of all sorts. If they have had time to carefully study a building or small outdoor area, they will be able to notice and memorize small details of layout and access and thereby can determine how best to take advantage of the terrain and restrictions of that area in order to guard it. While fighting within an area that has been studied in this way, a Sentinel gains a +2 bonus to Armor Class and saving throws vs. any attack form that could be blocked or obstructed by the physical barriers and structures (including furniture, trees, boulders, doorways, and so on) that are present. In addition, he or she gains a +1 bonus to attack enemies while fighting within such an area. This ability normally requires 24 hours of study of a given locale and can be applied to only a single area; i.e., studying a new area will cause the new tactical study to replace and eliminate the previous one. When a Sentinel reaches 3rd level, the time required is reduced to 12 hours, and at 6th level it is reduced to 1d4 hours. In addition, a 6th level Sentinel can retain memory of two separate areas, with one normally being his or her 'home base' and the other 'slot' being used as a Sentinel travels, generally to safeguard his or her campsite. The area studied must have some sort of obstacles or constrained spaces within it (i.e., it could not be used in the middle of an empty field or desert or inside an unfurnished tent or hut), and the total size of the area studied cannot exceed a 10 yard radius for every level of experience of the Sentinel outdoors or the interior of a single building or structure of any size. In addition to this weapon training, a Sentinel is able to Find/Remove (and Set) Traps as a Thief, beginning with a base score of 10% and modified normally by race, ability scores, etc. This ability improves by 5 per level of the Sentinel, up to a maximum of 90%. In addition, if multiple Sentinels work together at setting a trap the ability of every Sentinel present using the same ability is increased by 10% for every other Sentinel cooperating in the effort (hence, three Sentinels working together would each receive a +20% bonus to their attempt). Continuous Conditioning: Sentinels train rigorously in the areas of endurance and reflexes, but not in simple brute strength. As a result, they gain the benefits of Continuous Conditioning only with respect to Dexterity and Constitution, not Strength. Defensive Tactics: A Sentinel is also trained in how to counter an enemy's weapons. Beginning at 3rd level and every three levels thereafter, a Sentinel can choose to study a single weapon of any type (including weapons that he or she cannot use). Once a weapon has been studied in this fashion, the Sentinel gains a +1 Armor Class bonus whenever a weapon of that type is used against him or her. A Sentinel can choose to select the same weapon twice for study in this way, gaining a +2 Armor Class bonus, but this is the maximum possible bonus. Whenever a Sentinel is Parrying on behalf of another character (see below), this AC bonus for Defensive Tactics applies to that character instead of the Sentinel. A Sentinel is also highly skilled at Parrying, especially on behalf of others. When Parrying with a weapon in which he or she is specialized, a Sentinel gains an additional AC bonus equal to his or her level of specialization (rather than the usual 'effective level bonus' of a specialist). In addition, a Sentinel can Parry in order to provide his or her full Parrying AC bonus to any creature within melee range. Note that when this is done the Sentinel receives no AC benefit for him- or herself. A Sentinel is also able to Parry or Block an attack on behalf of another creature with any weapon, rather than only with a polearm, as is the case for other characters, though when using a polearm to Parry or Block for another character, a Sentinel gains a +1 bonus to hit for a Block and provides an additional +1 AC bonus when Parrying. Heroic Fray: As a standard Fighter, save that a Sentinel's attacks are tripled when engaging in a Heroic Fray within an area that he or she is guarding with Base Defense. Mental Resistance: In addition, this bonus vs. surprise also applies to saving throws vs. any form of magical or psionic mind-affecting power that would cause the Sentinel to forsake his or her guardianship (e.g., fear, sleep, domination, aversion, charm), deceive his or her senses (e.g., invisibility, phantasmal force, change self), or cause the Sentinel to reveal information against his or her will (e.g., ESP, probe, truthear, know alignment, memory read), as well as to checks to notice divination or scrying attempts or to notice disguises (consider this bonus as a negative penalty to a character's Disguise proficiency score). Even if one of these effects normally allows no saving throw, a Sentinel is entitled to a save vs. spells to resist their effects (e.g., see through a change self spell, ignore a sleep spell at low level). In most cases, this is an unmodified saving throw; however, if guarding an area using Base Defense a Sentinel gains all normal saving throw bonuses (except for the one normally provided by Mental Resistance). Sensitivity to Observation: When alone or in the company of other Sentinels, a Sentinel is never surprised, even if asleep. When in the company of anyone other than a Sentinel, they still gain a bonus of +1 per five levels of experience (rounding up; doubled if guarding an area using his or her Base Defense ability) to avoid surprise. In addition to a Sentinel's personal bonus to resist surprise, he or she is able to help set up camps and organize parties in such a way that the entire party receives a +1 bonus to avoid surprise, assuming they follow the Sentinel's advice (i.e., if the Sentinel is unconscious or unable to communicate, this bonus is lost until he or she is well enough to help coordinate the defense of the party). A Sentinel who is not surprised can react instantaneously, meaning that he or she can act immediately rather than having to spend a round waking up or readying a weapon. In addition, a Sentinel who is not surprised gains a -3 bonus to initiative on the first round of combat, -2 on the second round, and -1 on the third round, due to his or her ability to react with deadly efficiency in chaotic situations. Note that these benefits do not apply if a Sentinel has been rendered unconscious (e.g., reduced to negative hit points) or is magically asleep or incapacitated. Finally, a Sentinel's acute senses grant a +1 bonus to his or her Observation proficiency score for every three levels of experience. A Sentinel also gains the Detect Noise ability as a thief, with a base score of 15 and improving by 5 per level. This ability is subject to all normal modifiers, but in addition if several Sentinels cooperate in attempting to pick up or locate a source of noise all Sentinels gain a +10% bonus for every other Sentinel present (cf. Base Defense above). Specialization: As a standard Fighter, save that a Sentinel must specialize in all of his or her 'preferred weapons' before specializing in any other weapon. Special Hindrances: Because all of their initial weapon proficiency slots are filled, Sentinels cannot specialize in a weapon until at least 3rd level, and they must specialize first of all in their 'preferred weapons'. In addition, a Sentinel specializes in the defense of the citadels and fixed locations rather than pure combat, and they cannot learn the Style Specialization of other Fighters. In addition, their career path is not particularly glamorous, and although a Sentinel could choose to build a fortress he or she does not gain the Stronghold benefit (including attracting men-at-arms to service) that other Fighters do. Because a Sentinel has trained him- or herself to sleep lightly, his or her rest is vitally important to good functioning. For every day during which a Sentinel does not get at least 8 hours of uninterrupted sleep, he or she loses 1 point from both Dexterity and Constitution scores. Lost points are regained at the rate of 1 point per ability score for every 8 hours the Sentinel spends asleep; hence, someone who pulled strenuous duty for three days in a row could regain all lost points by staying in bed for a full day thereafter. Sentinels gain full experience for creatures defeated only if such actions are directly in the line of duty of protecting their wards; otherwise, only half the usual experience points are gained. For every person under their care who dies or is lost or kidnapped, all Sentinels who were supposed to be protecting them will lose experience points equal to the normal x.p. value of the creatures lost, and the commanding (highest level) Sentinel will lose double this amount. This loss can never cause a Sentinel to lose a level, but all lost experience must be regained before normal advancement can continue. Loss of extremely valuable items under their care is treated similarly, unless sacrifice of such items was necessary to safeguard lives also under the Sentinel's care (unless evil, Sentinels will never value objects or items above lives). Note the Sentinels do gain an x.p. bonus for completing successful guardianship of a person, place, or item, equal to the x.p. award that another would have gained for defeating persons under their care or stealing or taking items or places. This award can be made upon completion of a long journey or other significant milestone, but it should be given at least at the end of each year of successful guardianship by the character. Note that if no significant danger was faced in protecting a Sentinel's ward, this x.p. bonus is reduced to one- fourth normal. In addition, if more than one Sentinel is protecting the same ward, the x.p. bonus is divided between all of them, with x.p. shares being proportional to the level of each Sentinel. Finally, Sentinels must adhere to a strictly lawful code of behavior and ethics. The fundamental rule is to provide protection at any cost, even at the risk of personal injury or death. If a Sentinel has been assigned or hired to protect a person, place, or thing, he or she must put the safety of his or her charge ahead of personal welfare in all decisions. For instance, if a Sentinel is traveling with his or her client (as is common) and they are attacked, the Sentinel must expend every effort to get his or her charge to safety regardless of personal risk, even to the point of interposing his or her body to accept blows meant for the protected individual. To do otherwise, especially in the presence of witnesses, is to denounce everything that the honorable profession of warden stands for. Bonus Proficiencies: Observation Preferred Proficiencies: Acute Hearing, Alertness, Armor Optimization, Armorer, Artillerist, Awareness, Blind-fighting, Bowyer/Fletcher, Camouflage, Close- quarter Fighting, Direction Sense, Excellent Vision, Fortification, Healing, Immovability, Lightning Reflexes, Mental Resistance, Night Vision, Siegecraft, Sixth Sense, Survival, Torture (only if evil), Tracking