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| Drunk_Yoda08-12-07, 10:01 PM | MASKIN SENTINEL Requirements Base Attack Bonus: +7. Feat: Great Fortitude, Iron Will, Lighting Reflexes, Toughness. Special: Must have spent time living and exploring Maskin. Class Information Hit Die: d10 Class Skills The Maskin Sentinel's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis) and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Level BAB Fort Ref Will Special 1st +1 +2 +0 +0 Diehard, Bonus Feat 2nd +2 +3 +0 +0 Improve Attack +1, Last Stand 1/day 3rd +3 +3 +1 +1 Improve Death Threshold(-15), Defensive Stance 1/day 4th +4 +4 +1 +1 Improve Attack +2 5th +5 +4 +1 +1 Improve Death Threshold(-20) , Bonus Feat 6th +6 +5 +2 +2 Improve Attack +3, Defensive Stance 2/day 7th +7 +5 +2 +2 Improve Death Threshold(-25) 8th +8 +6 +2 +2 Improve Attack +4, Last Stand 2/day 9th +9 +6 +3 +3 Improve Death Threshold(-30), Mobile Defense 10th +10 +7 +3 +3 Improve Attack +5, Bonus Feat Class Features Diehard At 1st level, a Maskin Sentinel gains the Diehard feat even if he doesn’t meet the prerequisites. Bonus Feat At 1st, 5th and 10th level, a Maskin Sentinel may choose any Fighter feat he meets the prerequisites. Maskin Sentinel levels count for feats that require fighter levels. Improve Attack At 2nd level and every even level, a Maskin Sentinel gains a +1 insight bonus on attack and damage rolls. This ability last a number of rounds equal to the Maskin Sentinel’s level, at second level he can use this ability once per day and gains an additional use every even level. Last Stand Once per day at 2nd level, a Maskin Sentinel who has suffered damage equal to at least half of his hit point total can declare a last stand as a free action. For a number of rounds equal to the character’s level the Maskin Sentinel gains spell resistance 10 + character level, damage reduction 15/—, and energy resistance (all) 30. He may act normally during this time, but at the end of the last round the character drops to one hit point above his damage threshold and is unconscious. If he does not receive healing before his turn on the next round, he dies. For instance, a 5th-level Maskin Sentinel would be able to fight for 5 rounds once declaring his last stand, but at the end of the 5th round he would immediately fall to –19 hit points and would die the next round if he did not receive healing from another source or character before his turn. At 8th level, the character may use this ability twice per day. Improve Death Threshold At 3rd level and every odd level, a Maskin Sentinel’s death threshold improves by 5. Defensive Stance When he adopts a defensive stance, a Maskin Sentinel gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a Maskin Sentinel cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Maskin Sentinel may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the Maskin Sentinel is winded and takes a -2 penalty to Strength for the duration of that encounter. A Maskin Sentinel can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a Maskin Sentinel can only do so during his action. Mobile Defense At 9th level, a Maskin Sentinel can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance. |
| Mattarias08-13-07, 01:58 AM | XD for a second there I thought I was about to see the word "Vaizard' pop up. Heh. Anyways, enough Bleach refrences. This is a nice class. I'd take it. Note though, under skill, it says "Savage". Perhaps an unfortunate typo? Also, could use more fluff, but that may be just me. |
| IdleAltruism08-13-07, 01:03 PM | This looks like a dwarven defender one shot wonder. The last stand is just.....you're already at 50% hp at high level 15dr isn't going to help you that much. This ability is way to powerful and has to huge of a draw back to ever really be played. It gives to much to early and has to big of a penalty to use. For lower levels this might be to powerful, late levels if your character uses this ability they're going to die, alot. The improve attack ability is somewhat over powered late level and really is the only useful ability the class has. At lower level 1+ to hit and damage 2 rounds per day is just meh......but at high level +5 to hit and damage for 10 rounds 5x per day is going to be useful for every encounter. Thats just to much. The defensive stances doesn't really belong in this class and it has the same draw backs the dwarven defender has. Intelligent monsters just run around you and laugh. The bonuses it gives don't scale at all and really aren't worth standing still for. The crazy feat prerequisites along with poorly scaling abilities and half of those abilities being useless half the time. This class needs a revamp. |