Iron Sentinel - (P.E.A.C.H.) [Archive] - Wizards Community

Post/Author/DateTimePost
Riplox

04-17-07, 02:10 AM
The Iron Sentinel
http://img213.imageshack.us/img213/5010/90106oe0.jpg
He sat there, unflinching, not daring to give an inch as the demons charged. They swarmed him thinking they had the advantage, but little did they know that they were outmatched. Sword, claw, and fire battered against his armor and shield, but the warrior stood strong as he lashed out with his own attacks. For what seemed like ages, they fought, and the demons' stamina and strength were wearing away. The warrior continued to fight, calm and collective, slowly wearing the demons down till each and every one had fallen. Their attempts to destroy him had failed and the lone warrior had won. The Iron Sentinel is one who focuses on outlasting all others. His defenses are second to none and trains to survive.
Hit Die: d10

Requirements:
To become an Iron Sentinel, a character must fulfill the following criteria.
Feats: (Only 6 are required) Blind-Fight, Combat Expertise, Combat Focus1, Endurance, Great Fortitude, Improved Toughness2, Indomitable Soul1, Iron Will, Lightning Reflexes, and Shield Specialization1 - A number next to a feat specifies what book it is from. Please see the botton of the post for the guide. If it does not have a number, then it is from the 3.5 Players Handbook.
Skills: Listen 5 ranks, Spellcraft 2 ranks, Spot 5 ranks
Special: Must be proficient with heavy armor and shields.

Skills Points Gained per Level: 2+Int Modifier
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), & Spot (Wis)
Armor and Weapon Proficiency: An Iron Sentinel gains no new weapon or armor proficiencies.


Level BAB Fort Reflex Will AC Bonus DR Special
1 +1 +2 +0 +0 +0 2/- Defensive Feat, Uncanny Dodge
2 +2 +3 +0 +0 +1 Active Defenses, Rooted to the Earth
3 +3 +3 +1 +1 +1 Defensive Feat, Energy Guard (Lesser)
4 +4 +4 +1 +1 +2 Steel Resolve
5 +5 +4 +1 +1 +2 4/- Defensive Feat, Improved Uncanny Dodge
6 +6 +5 +2 +2 +3 Mettle, Strength of the Stone
7 +7 +5 +2 +2 +3 Defensive Feat
8 +8 +6 +2 +2 +4 Energy Guard (Greater)
9 +9 +6 +3 +3 +4 6/- Defensive Feat
10 +10 +7 +3 +3 +5 Cheat Death

AC Bonus: An Iron Sentinel knows how to best use his armor to his advantage. When in medium or heavy armor (or medium armor made of a lighter material such as mithril), he gains a competence bonus to his AC equal to the value listed for his level. This bonus stacks with all others.

Damage Reduction (Ex): An Iron Sentinel trains to be tough and take blows that would normally incapacitate a normal character. At 1st level, he gains damage reduction 2/-. This value increases by 2 every at 5th, and 9th, and it stacks with other damage reduction of it's type.

Defensive Feat: The Iron Sentinel gains a bonus feat at 1st, 3rd, 5th, 7th, and 9th level. These bonus feats must be chosen from the defensive feats listed below and he must meet the requirements for each feat.

Uncanny Dodge (Ex): Starting at 1st level, an Iron Sentinel gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) regardless of being caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized. If an Iron Sentinel already had the uncanny dodge ability from another class, the character automatically gains improved uncanny dodge instead.

Active Defenses (Ex): At 2nd level, the Iron Sentinel is able to make quick attacks without ruining his defenses. When fighting defensively he gains an additional +2 bonus to AC (making the bonus +4) and reduces the penalty by -2. If he uses the total defense action, he may still make attacks of opportunity during the round. If using a tower shield, you ignore the -2 penalty to attack.

Rooted to the Earth (Ex): By planting his feet to the earth an Iron Sentinel gains great strength against his foes. As a swift action, he may enter this stance. He gain a +8 bonus on checks to resist bull rush, disarm, grapple, overrun, and trip attempts for a number of rounds equal to his Iron Sentinel level + his constitution modifier. He may not move while using this ability except to take a 5ft. step. If he is moved more than 5ft. in a turn, he exits the stance, is considered dazed for 1 round (this may not be removed with the Steel Resolve ability), and cannot re-enter the stance until his next turn. This stance is usable a number of times per day equal to 1/2 his Iron Sentinel level.

Steel Resolve (Ex): At 4th level, an Iron Sentinel is able to show his great strength and endurance. He becomes immune to fear effects and as an immediate action, he may rid himself of a debilitating condition or heal himself. He may remove any one of the following conditions: Ability Damage, Blinded, Confused, Dazed, Dazzled, Deafened, Energy Drained, Exhaustion, Fatigue, Nauseous, Paralyzed, or Stunned. If you remove any ability damage or energy drain, you remove an amount equal to your constitution modifier. If you use this ability to heal yourself, you heal 2d8 + your constitution modifier in points of damage. This ability is usable a number of times per day equal to your constitution modifier.

Energy Guard (Su): Upon Reaching 3rd level an Iron Sentinel knows how to use his armor and shield to protect himself from sources other than physical damage. He takes less damage, equal to his nonmagical AC granted by his shield, from one type of energy damage. At 5th level, this increases to include the nonmagical bonus from his armor. He may change the type of energy he is resistant to as an immediate action. At 8th level, this benefit increases to include his constitution bonus and any magical enhancements to his armor and shield and may select two energy types to which this resistance applies. The Iron Sentinel may change on or both resistances as an immediate action.

Improved Uncanny Dodge (Ex): At 5th level and higher, an Iron Sentinel can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that a rogue of at least four levels higher than the character can flank him (and thus sneak attack him). If an Iron Sentinel gains the uncanny dodge ability from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Mettle (Ex): Starting at 6th level, an Iron Sentinel's determination allows him to shrug off magical effects that would otherwise harm him. If an Iron Sentinel makes a successful Will or Fortitude saving throw that would normally reduce the spell’s effect (such as any spell with a saving throw entry of Will partial or Fortitude half ), he instead negates the effect. An unconscious or sleeping Iron Sentinel does not gain the benefit of mettle.

Strength of Stone (Ex): Upon reaching 6th level If you have entered your Rooted to the Earth stance, you may use this ability. For a number of rounds equal to your constitution modifier, you become immune to critical hits and sneak attacks. This ability is usable a number of times per day equal to 1/3 your Iron Sentinel level.

Cheat Death (Ex): Once per day, an Iron Sentinel can bolster himself against an attack or effect that would normally incapacitate or kill him. You may declare the use of the ability after the result of the attack or effect is learned, but before it is resolved. If he would normally take hit point damage that would drop him to 0hp or below, he instead ignores the damage. If he fails at resisting a spell or effect that would slay him (such as from the vorpal wapon enhancement, disintegration, finger of death, or similar effects), or otherwise incapacitate him, (such as from petrification) he ignores the effect.

Defensive Feat List:
Active Shield Defense1, Close-Quarters Fighting2, Combat Awareness1, Combat Defense1, Combat Intuition3, Combat Stability1, Combat Strike1, Combat Vigor1, Defensive Sweep1, Diehard, Goad3, Mage Slayer1, Melee Evasion1, Phalanx Fighting2, Pierce Magical Concealment1, Pierce Magical Protection1, Quick Recovery4, Roll With It5, Shield Ward1, Steadfast Determination1, and Vexing Flanker1.

1 - PHB II, 2 - Complete Warrior, 3 - Complete Adventurer, 4 - Lords of Madness, 5 - Savage Species
Dead_Weasel

04-17-07, 04:26 AM
Your summary has Strength of the Earth, but the description has Strength of Stone.

I suggest the following changes, indicated by bold where I have added and {bold} where I have subtracted:
Rooted to the Earth (Ex): By planting to your feet to the earth you gain great strength against your foes. As a swift action, you may enter this stance. You gain a +8 bonus on checks to resist bull rush, disarm, grapple, overrun, and trip attempts for a number of rounds equal to your Iron Sentinel level + your constitution modifier. You may not move while using this ability, except to take a 5' step. If you are moved more than 5ft. in a turn you exit your stance and are dazed and cannot re-enter it until your next turn. This stance is useable a number of times per day equal to 1/2 your Iron Sentinel level.
Energy Guard (Su): Upon Reaching 3rd level an Iron Sentinel knows how to use his {armor and} shield to protect himself from sources other than physical damage. He takes less damage, equal to his nonmagical AC granted by his {armor and} shield, from one type of energy damage. He may change the type of energy he is resistant to as a swift action. At 5th level he also gains his armor bonus to this energy resistance. At 8th level, this benefit increases to include any magical enhancements to his armor and shield and his constitution bonus, and may select two energy types to which this resistance applies. The Iron Sentinel may change one or both resistances as a swift action.
Because of the changes I suggest to Energy Resistance, the Inured to Energy feat is far less useful (assuming that the class feature lets you qualify at all, which is questionable but legitimate); thus I create a replacement:
Steel Resistance [General]
Prerequisite: Energy Guard class feature.
Benefit: One of the resistances granted by your Energy Guard class feature increases by 5. You choose which resistance gains this bonus when you change your resistances. You must be wearing armor and/or a shield to gain the benefit of this feat.
Special: If you take this feat a second time, both of the resistances from your Energy Guard class feature increase by 5. You no longer need to be wearing armor or a shield to gain the benefits of this feat.

Hope some of my suggestions are useful.
Riplox

04-17-07, 04:14 PM
Ok. Fixed. I reworded what you had suggested because it makes sense. Thanks. Oh, and I got rid of the Inured to Energy defensive feat. Makes things simpler.
Riplox

04-18-07, 11:43 PM
Ok, well I've waited a while for any criticism, and since I'm not getting any replys against it, I'm taking that it's good as-is? I'd like to know if this is overpowered or not, seeing as I'd like to submit this to my DM and need some backing.
Dead_Weasel

04-19-07, 02:32 AM
I dunno. I only offered things that I thought could work better if a little bit different, and giving resist all was too broken to overlook, but this beats the life out of Dwarven Defender (http://www.d20srd.org/srd/prestigeClasses/dwarvenDefender.htm), which is already good.
Assuming that DD is balanced, which I do because it's in Core (even though that is a terrible reason) then yeah, the Iron Sentinel is pretty broken. It's essentially the same as DD, but easier to get into (with Cosmopolitan or Guerrilla Scout) and you get a lot more stuff every level. Iron Sentinel is, however, harder for non-fighters to get into, and fighter is a "weak class." So, while it is overpowered, if the rest of your party looks at the CO boards and you're a fighter, it isn't actually as broken as it would seem at first glance.
You get everything the DD gets, minus good Will save and Trap Sense +2, and then some. Just keep in mind that if your DM goes to DD for comparison, you're going to be in hot water.
Gadren

04-19-07, 09:57 AM
This is a very powerful class. Good concept, but if you want to balance it, you might want to halve the AC bonus and DR, and either remove some of the other class abilities or add an ability that requires an expenditure of a large amount of gold for training required for each level of the class.