[Class] The Sentinel - Defence to Offence

Post/Author/DateTimePost
#1

AnubisDread

Dec 09, 2009 17:45:01
SENTINEL

Hah! You dare attempt to attack me? Take that!


CLASS TRAITS

Role: Striker. You use powerful defences to protect yourself in the midst of battle, and have many powers that reflect the enemies might back against them. You lean heavily towards defender as a secondary role.


Power Source: Arcane. You meld magical might with your own fighting abilities to unleash devastating attacks and counter attacks.


Key Abilities: Intelligence, Constitution, Wisdom


Armor Proficiencies: Cloth, Leather, light shield, heavy shield


Weapon Proficencies: Simple melee, military melee, simple ranged


Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will


Hitpoints at 1st Level: 12 + Constitution Score


Hitpoints per Level Gained: 5


Healing Surges per Day: 7 + Constitution Modifier


Trained Skills: You gain Arcana as a class skill. From the class skills below, choose three more trained skills at 1st level. Acrobatics, Arcana, Athletics, Endurance, History, Diplomacy, Religion


Build Options: Counter Sentinel, Abjuring Sentinel


Class Features: Defensive Expert, Exposing Blow, Shield Master, Shield Style


Any fool can sling a fire ball or a sword. It takes someone much more subtle to make the sword or fireball sling back at the one who slung it in the first place. But you can do it, after all, you're the best at what you do. Which is making others pay for what they do.
You are a sentinel, a master of abjuration magic and using the shield as a weapon as much as the 'real' weapon at your hip. Sure, some might call you a shield bearer with a few magic tricks, or a wizard who wasn't good enough to blast enemies to bits as have to make them do it to themselves, but you know the truth. Not many appreciate the value that defence adds to offence, but those that do recognize you for what you are: a rare talent with even rarer knowledge to face up to the dangers of the world all around you.
Perhaps you started your life as a warrior who specialized in the shield, coming across a wandering hedge mage who instructed you how to become oh so much more. Maybe you were a wizard once, but found the lure of abjuration impossible to ignore, and picked up a shield and weapon to better further your art. There are many arcane orders of knights left who follow the Way of the Sentinel, devoted to using Abjuration and their skills with shields to protect themselves, their loved ones and their countries. Perhaps you're an initiate of one of these orders.
Whatever the case, you are a master of defence, and any enemy you face shall soon learn to fear any mage who bears a shield on their arm.


SENTINEL OVERVIEW

Characteristics: You have extremely high defences, so often don't have to worry about getting hit while in melee like other strikers. You prefer to just stay on the front and deal out damage, often going so far as to provoke enemies into attacking you to trigger your counter attacks. Enemies that attack you will often waste their attack on your impenetrable armor or get heavily damage for their trouble. The Sentinel way is to stare into the face of danger without fear.


Religion: Being focused on their arcane studies and martial training, Sentinels often don't have time to ponder silly things like what gods to serve. Some however, devas especially, do worship, and put as much time and effort into that as everything else they do. Sentinels tend to worship either gods that encompass protection, such as Bahamut or Moradin, or those that represent their talents, such as Kord for those who specialize in martial practices, and Correllon for those who specialize in more mystical pursuits.


Races: Almost any race can pick up the way of the sentinel, however due to the niche area of interests they hold and the difficulty of the path few do. Dwarves have an abnormally hight number of sentinels to their kind, most likely because it's a natural extension of their already defensive fighting styles. Devas also take up the craft quite often, as memories of being wizards and fighters often make merging the two together in such an unusual way a fair bit easier. Devas that take up this path often consider themselves protectors of the divine, and can be religiously fanatical enough that some mistake them for paladins.


SENTINEL CLASS FEATURES

You have the following class features.


Defensive Expert


You expend a minor action to enter a guard state until the start of your next turn. This state does nothing by itself, however many of the sentinels powers and feats key off of it. You may not enter the guard state more than once per round. While in Total Defence, you are considered to be guarding, and anything that ends guarding also ends Total Defence.


In addition, you gain an additional +1 to all defences while in Total Defence


 


Exposing Blow


Once per round, when you hit an enemy with an attack, you may choose to have that attack deal an extra d10 damage. However, doing so gives the enemies you hit a +2 attack bonus against you until the start of your next turn. This increases to 2d10 damage at 11th level, and 3d10 damage at 21st.


Shield Master


At the end of a short or extended rest, you may choose a non armor defence. Your shield bonus to Reflex instead applies to that defence, until the end of the next short or extended rest when you can choose another one or choose to retain the bonus to that defence. You can still choose Reflex as the non armor defence to gain the bonus.


Shield Style


At 1st level, you choose a shield style from the following style and gain it’s benefit.
Counter Style: You gain the Avenging Shield power.
Abjure Style: You gain the Warding Shield power.


CREATING A SENTINEL

Counter Sentinel


You care not how many enemies strike you, the more the merrier after all! You prefer to pick up the biggest AC possible and wade into the fray with a melee weapon, aggravating as many enemies as possible in order to deal more damage with your Shield powers. Intelligence should be your main score, as it governs your attacks, followed closely by Constitution to increase your durability, defences, and give a good secondary effect to some of your powers. A good tertiary ability is Wisdom, to boost your will defence. It’s heavily recommended you take the Counter Style for your Shield Style.


Abjuring Sentinel


You prefer to use your Shield powers as a defense rather than an attack. You deal out damage with the best of them, but you find focusing on not getting hit is a more useful application of your talents than simply avenging your lost health. Intelligence is necessary to hit the enemy and deal more damage to them, so put most of your points in that. Wisdom boosts your Will defense and gives a good rider on some of your powers, so put a few points into that as well. Constitution makes a good tertiary ability to get a few extra hit points and possibly a healing surge or two. You’ll probably want to take the Abjure Style, since it’s a good way to avoid getting hit by the enemy.


Sidebar: The Shield Keyword


Powers with the Shield Keyword are often immediate reactions or interrupts. You may not add your weapons proficiency bonus to attacks with the shield keyword, though you may add its enhancement bonus and enchantment effects. You do not provoke attacks of opportunity for using ranged weapons in melee if a power has the shield keyword.

#2

AnubisDread

Dec 09, 2009 17:45:22
POWERS

Class Features


Avenging Shield                                       Sentinel Class Feature
As the enemy strikes your shield, the shield strikes back, blasting them with the kinetic force imparted from their blow.
At-will * Arcane, Shield
Immediate Reaction                       Melee Triggering Enemy Reach
Requirement: You must be wielding a shield to use this power
Trigger: An enemy attacks you while you’re guarding
Target: The creature that attacked you
Effect: The creature takes damage equal to your constitution modifier. This does not work on minions.

Warding Shield             Sentinel Class Feature
The enemy strikes your shield, only to be pushed back with a wave of force.
At-Will * Arcane, Shield
Immediate Interupt                       Melee Triggering Enemy Reach
Requirement: You must be wielding a shield to use this power.
Trigger: An enemy attacks you while you’re guarding
Target: The creature that attacked you
Effect: The creature takes a penalty to the attack roll equal to half your Wisdom modifier. 

#3

AnubisDread

Dec 09, 2009 17:58:46
Paragon Paths

Abjurer

 


”I have mastered thousands of abjurative spells, each one more deadly than the last. Either you won’t hit me, or you’ll die for your trouble!”


Prerequisite: Sentinel Class


You take yourself above and beyond what your fellow Sentinels call ‘defence’ and ‘magic’. Your entire body has become one big stone wall with a hundred traps in each of it’s stones, a nexus of abjuration magic. Your foes blows bounce off of the air surrounding you, and they’re thrown about the battlefield for their feeble attempts. While you wouldn’t go so far as to say you’ve made yourself INVINCIBLE, you’d have to say… okay, you would go that far.


Abjurer Path Features


 


Ultimate Warding (11th level): You gain additional +1 bonus to all defences while guarding
Abjure Blow (11th level): Whenever you would be hit by an attack, you may expend an action point to make that attack automatically miss.
Field of Retribution (16th level): Whenever an enemy attacks you, they take damage equal to your Wisdom modifier


Abjurer Spells


 


Fate of the Foolish                                                 Abjurer Attack 11
Your enemy deserves to writhe on the ground in pain for even attempting to bypass that ward.
Encounter * Arcane, Weapon, Psychic, Shield
Immediate Reaction                                   Close burst 3
Requirement: You must be using a shield to use this power
Trigger: An enemy attacks you with a melee attack while you’re guarding
Target: The triggering enemy
Attack: Intelligence vs Will
Hit: 2d8 + Intelligence modifier damage, and the target falls prone and takes ongoing 5 psychic damage (save ends). As long as the enemy is taking the ongoing 5 psychic damage, it cannot get up from being prone.


Abjure!                                                                        Abjurer Utility 12
Your enemy thinks he got through, but you quickly erect a magical barrier to stop the attack dead.
Daily * Arcane
Immediate Interrupt                                   Personal
Trigger: An enemy hits you with an attack, and damage has been rolled.
Effect: The attack misses you.
Special: You may make another immediate reaction or interrupt in the same round you used this one.


Invincibility                                                                   Abjurer Attack 20
You make yourself invulnerable to the enemies attacks, the wave of force this magic invokes blasting away all the enemies around you.
Daily * Arcane, Weapon, Shield
Immediate Interrupt                                   Close burst 5
Requirement: You must be using a shield to use this power
Trigger: An enemy attacks you while you’re guarding
Target: Each creature in burst
Attack: Intelligence vs Fortitude
Hit: 1d10 + Intelligence modifier damage, and the target is pushed three squares
Effect: The triggering attack misses you. In addition, every attack you suffer until the end of your next turn also automatically misses you.


#4

AnubisDread

Dec 09, 2009 17:59:06
Feats

Heroic Tier Feats

Improved Avenging Shield
Prerequisite: Sentinel, Avenging Shield Power
Effect: When you hit an enemy with your Avenging Shield power, they take an additional 1d6 damage.

Improved Warding Shield
Prerequisite: Sentinel, Warding Shield Power
Effect: When you hit an enemy with your Warding Shield power, they take an additional -1 penalty to hit you.


Initiate of the Mirrored Shield
Prerequisite: Sentinel
Effect: You gain a +1 attack bonus to attacks with the Charm keyword


Painful Punishment
Prerequisite: Sentinel
Effect: If an enemy marked by you makes an attack that doesn’t include you as a target, they take 1d6 damage.
Increase to 2d6 at 11th level and 3d6 at 21st  level


Book of Abjuration
Prerequisite: Sentinel
Effect: You have a spellbook in which you record your Sentinel spells.
When you choose this feat, select a second Sentinel daily attack power for each level you already know a sentinel daily attack power, and add those powers to your spellbook. After an extended rest, you can prepare a number of daily spells according to what you can cast per day for your level. You can't prepare the same spell twice.
If you retrain a daily sentinel attack power, you replace only one of your two choices for that level. If you replace the power of a higher level, you replace both spell choices with the new power or powers.


Fey Sentinel
Prerequisite: Sentinel, Eladrin
Effect: When you are hit while you are guarding, you may immediately use your Fey Step racial power if you haven’t used it yet this encounter.


Infernal Guardian
Prerequisite: Sentinel, Tiefling
Effect: If a bloodied enemy attacks you while you’re guarding, you gain an additional +1 attack bonus to hit them until the end of your next turn.


Draconic Shield Style
Prerequisite: Sentinel, Dragonborn
Effect: You gain +1 feat bonus to all defences while bloodied and guarding.


Versatile Defender
Prerequisite: Sentinel, Half-elf
Effect: When an enemy attacks you while you're guarding, you may use your Dilettante power as an immediate reaction with the shield keyword.


Buckler Guerrilla
Prerequisite: Sentinel, Halfling
Effect: When you provoke opportunity attacks during a move while you’re guarding, you may shift one square at the end of the movement for each attack you provoked.


Deceptive Warder
Prerequisites: Sentinel, Gnome
Effect: You gain a +1 racial bonus to Sentinel power attack rolls with the Charm keyword


Shield of the Gods
Prerequisite: Sentinel, Deva
Effect: While you're guarding, you may expend Memory of a Thousand Lifetimes to increase your defences against a single attack instead of adding the value to an attack roll, skill check or an ability check. This can be made after you know if the attack hit or not.


Rock Hewn Guardian
Prerequisite: Sentinel, Dwarf
Effect: You may spend your Second Wind as a free action instead of a minor action while you're guarding.

#5

ifritus

Dec 09, 2009 18:13:20
off to a promising start!
this looks different, and therefore mesmerising... i look forward to it's completion

a definite relook at the actual playstyle of a striker
#6

AnubisDread

Dec 09, 2009 18:35:06

Hey thanks ^_^


Alright, now that the Heroic Tier Sentinel (or what I have for it so far anyway) is up, I think I should just take a quick moment to summarize what I wanted to do with it. Fluff wise, I wanted to create a mystical shield fighter. There's a fair few tropes about it, and I liked the idea of of a class that if you didn't hit it, it'd keep dealing large amounts of damage, but if you did hit it, you got a counter attack for your trouble.


Mechanically, I had a lot of aims when making the Sentinel. I wanted to make Total Defence a readily accessible and viable option. I wanted a class that used shields as a more effective weapon than, say, a shield fighter. I wanted a striker rather like the warlock, in that it has a very strong secondary role that it can choose to completely immerse itself in if it so chooses. In this case, that secondary role is defender. And perhaps most obviously, I wanted a Striker that rather than staying at range or shifting about the battlefield, it instead used powers and class features to pump up it's defense so it could take a counter assault from it's target.


Hopefully I accomplished most of these, but any critiques are more than welcome. I'm sure at least a few of these powers are unbalanced Wink

#7

AnubisDread

Dec 09, 2009 18:50:59
I'm sorry, but you seem to have missed the Sentinels 'Exposing Blow' class feature. This adds +1d10 per tier to the Sentinels attacks, at the expense of the target getting a +2 bonus to them. Due to their abnormally high defenses, this isn't a bad trade off.
#8

generalhenry

Dec 09, 2009 18:55:08
I'm sorry, but you seem to have missed the Sentinels 'Exposing Blow' class feature. This adds +1d10 per tier to the Sentinels attacks, at the expense of the target getting a +2 bonus to them. Due to their abnormally high defenses, this isn't a bad trade off.




lol, sorry I left, came back and just looked in the power blocks, my bad.....


onto my next concern.  The at-wills don't seem very Arcane.  Even dazzling shield seems martial 
#9

AnubisDread

Dec 09, 2009 19:01:07

onto my next concern.  The at-wills don't seem very Arcane.  Even dazzling shield seems martial 


That was actually intentional. I understand where you're coming from, but I intended for the Sentinel to be Arcane in the same way that the Barbarian is Primal. The higher up, more flashy powers can only be explained by supernatural forces. Near the bottom of the spectrum and the at-wills however, they might as well be martial. If you try really hard picking powers, you could probably make an 'all martial' Sentinel actually, which I consider more a feature than a bug.

#10

veok

Dec 09, 2009 19:02:07
Rather than introduce a shield keyword, why don't you simply make all the current attacks with the shield keyword STAT-2 (to counteract the +2 all weapons get) and nudge the class away from +3 weapons (which you have, already with CON being so important -- i.e. Hammer Rythem).

And fix your sblocks!
#11

AnubisDread

Dec 09, 2009 19:10:53
Rather than introduce a shield keyword, why don't you simply make all the current attacks with the shield keyword STAT-2 (to counteract the +2 all weapons get) and nudge the class away from +3 weapons (which you have, already with CON being so important -- i.e. Hammer Rythem).

And fix your sblocks!


The sblocks look fairly good to me, are you suggesting I sblock each individual power instead of grouping them by level?


As for your suggestion, it's not actually a bad one... it removes the potential for adding bonuses to powers with the shield keyword, but since there's so many powers that use both a weapon and shield that uses one or the other keywords that'd be hard to implement anyway. I would change it to 'do not add the proficiency of your weapon to the attack' as opposed to a flat -2 though. It's more wordy, but it addresses the issues of +3 proficiency and less than +2 proficiency (eg improvised) weapons better.

#12

generalhenry

Dec 09, 2009 19:12:19

onto my next concern.  The at-wills don't seem very Arcane.  Even dazzling shield seems martial 


That was actually intentional. I understand where you're coming from, but I intended for the Sentinel to be Arcane in the same way that the Barbarian is Primal. The higher up, more flashy powers can only be explained by supernatural forces. Near the bottom of the spectrum and the at-wills however, they might as well be martial. If you try really hard picking powers, you could probably make an 'all martial' Sentinel actually, which I consider more a feature than a bug.





An 'all martial build' is certainly a feature, I'm just concerned that the lack of an 'all arcane build' might be a bug.  Howl of fury (and the thunderborn build in general) was added to give barbarians an 'all primal' option.

After that my next concern is the lack of mobility, I do see that you've put in some powers to address it, but I still think the class could use more powers that let it move into the path of danger.  I think the barbarian analogy (secondary defender) holds, so there's no need for movement away from combat.  Making strike me down useable with charges would go a long way.
#13

generalhenry

Dec 09, 2009 19:15:03
Oh and why Cha?

Imho Int seems like a better choice for primary. 
#14

cloudtle

Dec 09, 2009 19:16:40

And fix your sblocks!



Do.. [ sblock=  ] and remove the first space so the code actually works...
#15

veok

Dec 09, 2009 19:26:04


And fix your sblocks!


The sblocks look fairly good to me, are you suggesting I sblock each individual power instead of grouping them by level?




I mean, your level 1 daily powers are not inside a stat block!


New Question: Is the secondary attack of Dazzling shield supposed to be an effect? That would mean the outcome of the first roll is irrelevant except for a +2 bonus (which does very weird mathy things to the probability of the attack, but also is less likely to give you the bonus when you *need* the bonus to hit).

In terms of the level 9 meteor daily, convention is to name each successive attack something different; i.e, tertiary, tetriary (quadriary? not sure how to expand above three).
#16

AnubisDread

Dec 09, 2009 19:29:42

Alright, sblocks should now be fixed.



An 'all martial build' is certainly a feature, I'm just concerned that the lack of an 'all arcane build' might be a bug.  Howl of fury (and the thunderborn build in general) was added to give barbarians an 'all primal' option.



Hm, that's a fair point... to be fair the PHB2 barbarian powers are all martialesque, but I suppose I could make Dazzling shield a little more magical, and add a fifth at-will of some kind.


After that my next concern is the lack of mobility, I do see that you've put in some powers to address it, but I still think the class could use more powers that let it move into the path of danger.  I think the barbarian analogy (secondary defender) holds, so there's no need for movement away from combat.  Making strike me down useable with charges would go a long way.


The Sentinel is supposed to be more... defensive than speedy. As such, it doesn't need many shifting powers or movement powers because it rarely needs to move or shift away. It does also have a few pulling powers to draw the enemy in, but I see the issue that it needs a better way to get into the fray... charging doesn't seem to fit the fluff for some reason, so maybe an at-will teleport power? That'd actually fill the magical fifth at-will slot nicely.


Oh and why Cha?

Imho Int seems like a better choice for primary.



I originally started with Charisma because the Sentinels fluff seemed to fit sorcerer slightly more than it did Wizard, plus I wanted to distance it from the Swordmage. In retrospect, Intelligence might be a better choice, but it'd require a significant overhaul in racial feats and reformatting, so I want to evaluate it a little more.

#17

veok

Dec 09, 2009 19:32:28
Perhaps the heroic tier feat for +1 to charm attacks should have a class feature attached as a pre-req. Otherwise, think of the Feylocks MCing to pick up a free +1 attack bonus. (Not that that's a bad thing, but something to consider all the same).

In the same vein, do gnomes really need another bonus to hit with charm spells? Feyborn charm + the two sentinel feats = +3 to attack on charms (feat, racial, untyped, so they would all stack).
#18

AnubisDread

Dec 09, 2009 19:37:06

New Question: Is the secondary attack of Dazzling shield supposed to be an effect? That would mean the outcome of the first roll is irrelevant except for a +2 bonus (which does very weird mathy things to the probability of the attack, but also is less likely to give you the bonus when you *need* the bonus to hit).

That is how it's supposed to work. Ideally, it has a chance of being a Sure Strike with extra damage, or merely a basic attack. It's for those who like to gamble a little I suppose.


In terms of the level 9 meteor daily, convention is to name each successive attack something different; i.e, tertiary, tetriary (quadriary? not sure how to expand above three).

Ah, I was not aware of that convention. I'll have to fix that


Perhaps the heroic tier feat for +1 to charm attacks should have a class feature attached as a pre-req. Otherwise, think of the Feylocks MCing to pick up a free +1 attack bonus. (Not that that's a bad thing, but something to consider all the same).

In the same vein, do gnomes really need another bonus to hit with charm spells?



The heroic tier feat already has a limitation to avoid such abuse: it only works on Sentinel powers. As for gnomes getting another boost... well I'll be honest, it seemed to fit them and I couldn't think of a better racial feat for them.
#19

generalhenry

Dec 09, 2009 19:37:36
Versatile Defender
Prerequisite: Sentinel, Half-elf
Effect: You may use your Dilettante power as an immediate reaction with the shield keyword while you’re in Total Defence. If you do, it triggers when an enemy attacks you.



I'm not understanding what you're intending.  Could you give me an example of the feat in use? 
#20

generalhenry

Dec 09, 2009 19:39:27
quaternary, quinary, senary, septenary, octonary, nonary, denary
#21

AnubisDread

Dec 09, 2009 19:41:12
Versatile Defender
Prerequisite: Sentinel, Half-elf
Effect: You may use your Dilettante power as an immediate reaction with the shield keyword while you’re in Total Defence. If you do, it triggers when an enemy attacks you.



I'm not understanding what you're intending.  Could you give me an example of the feat in use? 



I thought that one might be misunderstood, but I was unsure how to word it.


Timmy the half-elf has twin strike as his dilettante power. Bob the orc attacks him while he's in Total Defence. Timmy decides he wants to use his dilettante power instead of a different countering attack, so thanks to this feat he can use it as an immediate reaction to his Bob twice round the head. As a side effect of gaining the shield keyword, however, Timmy's twin strike doesn't get his weapon proficiency to it's attack.


Edit: FYI, Timmy has a spike shield, so is considered to be using two weapons and a shield Wink

#22

generalhenry

Dec 09, 2009 19:42:52
I think it would be too weird with powers like scorching burst
#23

AnubisDread

Dec 09, 2009 19:46:08
I think it would be too weird with powers like scorching burst



Well, no-one said the trigger has to be from a melee attack... and as a side effect of gaining the shield keyword, range attacks don't provoke OA's anyway. I suppose it is a little odd though... though a half-elf with scorching burst would have a hard time using an implement up with having to have a shield in one hand and a weapon in the other anyway.
#24

generalhenry

Dec 09, 2009 19:49:47
Arcane implement proficiency (heavy blade) could take care of that.
#25

AnubisDread

Dec 09, 2009 19:55:52

That's true, I thought that was an eladrin only thing though? Unless I'm remembering wrong... you know, I might make some kind of rule that you can enchant your shield as though it were a wand or something to ease spell caster multi-classing. Just a thought atm though.


Also, I've changed Dazzling Shield to have the Charm keyword and seem more magical, and added a fifth at will, 'To the Front!'

#26

generalhenry

Dec 09, 2009 20:01:45
Marksman Shield Style


You can use a two-handed crossbows in your main-hand as though they were a one handed weapon, as long as the other hand is empty or has a shield.




Why would a sentinel use any weapon other than a superior crossbow?
#27

AnubisDread

Dec 09, 2009 20:17:08
Marksman Shield Style


You can use a two-handed crossbows in your main-hand as though they were a one handed weapon, as long as the other hand is empty or has a shield.




Why would a sentinel use any weapon other than a superior crossbow?



Because they want to be up in melee to trigger their Shield powers, or because they don't want to burn a feat? That is an issue I admit though. I orginally had it as 'may use simple two handed ranged weapons in your main hand as though they were a one handed weapon', but I was afraid that would cut off a lot of good options..
#28

veok

Dec 09, 2009 21:11:27
I'm confused as to why the crossbow + shield is even an option. It just doesn't make any sense (to me), given the rest of the class style.  I can't quite imagine it being reloaded.

Perhaps something like "you do not lose your shield bonus if you use a ranged weapon while wielding a light shield."
#29

AnubisDread

Dec 09, 2009 21:31:04
I'm confused as to why the crossbow + shield is even an option. It just doesn't make any sense (to me), given the rest of the class style.  I can't quite imagine it being reloaded.

Perhaps something like "you do not lose your shield bonus if you use a ranged weapon while wielding a light shield."



I have changed the feature to "You can use a two-handed simple ranged weapon in your main-hand as though they were a one handed weapon, as long as the other hand is empty or has a shield. In addition, you may reload crossbows while using a shield as though the hand you are using the shield in is free." This is an attempt to resolve both the issues raised, while keeping crossbows and ranged weapons in general a viable option.


As for why I want to keep crossbow/shield a viable option in the first place, it's a trope that hasn't been explored by any other 4e class so far and it interests me. Admittedly, the reason it hasn't been addressed might be that it's under represented, but between real life applications (eg. SWAT teams using shields and pistols) and the odd popular character to use a similar combination (eg. Protoman from the Mega Man series... and yes, it's a cheesey example, but the best of the style I was trying to go for), I think it's represented enough to warrant it's inclusion in the class.

#30

generalhenry

Dec 09, 2009 23:02:48
Versatile Defender
Prerequisite: Sentinel, Half-elf
Effect: When an enemy attacks you while you're in Total Defense, you may use your Dilettante power as an immediate reaction with the shield keyword.



a little clearer I hope
#31

generalhenry

Dec 09, 2009 23:10:13
imho marksman shield style should be a feat
#32

AnubisDread

Dec 09, 2009 23:10:23

Much, thanks for the help Smile


However, I'm going to have to disagree on Marksman being a feat... while in theory you could use javelins and such perfectly fine with the ranged powers, Marksman makes being a dedicated ranged Sentinel viable, while arguably not optimal. As such, removing it would seriously gimp any Sentinel that attempted to be primarily ranged, if only because it introduces a feat tax.

#33

generalhenry

Dec 09, 2009 23:14:24
Much, thanks for the help Smile




Any time, you respond well to criticism and for the most part you don't need any.  Most the times I scan through the class for some flaw I find it address half way through.


Mechanically it's looking pretty solid.   Style and flavor wise it's still a bit lacking.  The class needs a story. 
#34

AnubisDread

Dec 10, 2009 0:54:01

No story? Hm, well I attempted to keep the fluff a little vague in according to 4e design convention of not off loading a whole heap of fluff onto players, but I might have gone a little stringent....


Also, I have create two paragon paths for the Sentinel: The Abjurer, and the Guard Breaker, both having very different feels. I haven't had too much experience designing paragon paths, so they're probably a little over powered... any advice would be appreciated.


In other news, I think the Sentinel is pretty much definitely changing to Intelligence instead of Charisma at this point. This has a few issues, such as the Abjure Style build having critically weakened NADs, but it suites the fluff a lot better. I'll be making an overhaul including an extra racial feat or two sometime relatively shortly.

#35

Qube

Dec 10, 2009 0:57:30
Meh, there are many things I dislike ... (but I'm in a bad mood, so please forgive me if I'm being to negative/ranting/...)

- heavy shield for striker?
- Defensive Expert , an at will striker class feature granting +2 to all defenses?
- Exposing Blow ... disliking how its trying to combo stuff up (oh yeah, and powerfull if you're ranged)
- Marksman Shield Style ... very artificial (I don't think you realise a heavy shield is ... really HEAVY)
- Counter Style ... so CON to AC, with heavy shield and leather armor?
- "You care not how many enemies strike you," ... but get you an AC boost?
- Slow step ... so basically for 3 squares of movement and your minor action, you get +2 to all defenses? really disliking it now. - even if it was a defender
- Avenging Shield ... is that a striker power
- Strike Me Down, Shoot and Shield are not a striker powers, but defender powers
- Dazzling Shield seems overcomplex for what it does
- ...


why is this a striker and not a defender?
#36

generalhenry

Dec 10, 2009 1:18:33
 This has a few issues, such as the Abjure Style build having critically weakened NADs, but it suites the fluff a lot better. 



I was thinking dex to fort
#37

generalhenry

Dec 10, 2009 1:30:37
Meh, there are many things I dislike ... (but I'm in a bad mood, so please forgive me if I'm being to negative/ranting/...)

- heavy shield for striker?
- Defensive Expert , an at will striker class feature granting +2 to all defenses?
- Exposing Blow ... disliking how its trying to combo stuff up (oh yeah, and powerfull if you're ranged)
- Marksman Shield Style ... very artificial (I don't think you realise a heavy shield is ... really HEAVY)
- Counter Style ... so CON to AC, with heavy shield and leather armor?
- "You care not how many enemies strike you," ... but get you an AC boost?
- Slow step ... so basically for 3 squares of movement and your minor action, you get +2 to all defenses? really disliking it now. - even if it was a defender
- Avenging Shield ... is that a striker power
- Strike Me Down, Shoot and Shield are not a striker powers, but defender powers
- Dazzling Shield seems overcomplex for what it does
- ...


why is this a striker and not a defender?



see: reposte strike.  It punishes the monsters for attacking the rogue.

Though I do agree things could stand to be toned down a bit more. 

 
#38

AnubisDread

Dec 10, 2009 1:50:33
Meh, there are many things I dislike ... (but I'm in a bad mood, so please forgive me if I'm being to negative/ranting/...)

- heavy shield for striker?



It fits the fluff and idea of the class.


- Defensive Expert , an at will striker class feature granting +2 to all defenses?


Doesn't the Warlocks shadow walk do the same thing? Albeit the warlock has to move three, but since Defensive expert costs a Move action...


- Exposing Blow ... disliking how its trying to combo stuff up (oh yeah, and powerfull if you're ranged)


I admit Exposing Blow got a little less thought than most of the rest of the class, but disliking how it combos stuff up is rather like disliking that the Rogue gets a fair few powers that gives it combat advantage for it's sneak attack. It being powerful if you're ranged is a valid point though, after writing up the paragon paths I'm considering scrapping the ranged build altogether... it's a cool concept, but it spreads the class a little thin. Although if I did that I might as well rewrite Warding Shield since it was made with the ranged build in mind...


- Marksman Shield Style ... very artificial (I don't think you realise a heavy shield is ... really HEAVY)


Like I said, I'm considering scrapping the ranged build. However, it's more a balance thing than a fluff thing so they can actually use decent ranged weapons despite using a shield. Fluff wise, I suppose it could be represented with a fancy one handed reload maneuverer...


- Counter Style ... so CON to AC, with heavy shield and leather armor?


I'm just following the standard process for non Int and Dex secondaries to AC as outlined in the PHB2. This trait will probably be scrapped though, since it's switching to an Int primary.


- "You care not how many enemies strike you," ... but get you an AC boost?


EDIT: Sorry, thought you were talking about something else... enemies striking you and enemies actually hitting you are entirely different things.


- Slow step ... so basically for 3 squares of movement and your minor action, you get +2 to all defenses? really disliking it now. - even if it was a defender


Strikers are designed to do two things. 1) Deal damage, and 2) avoid the inevitable counter attack the enemy will deal out. Most strikers handle two with shifting powers or high hit points, but the Sentinel has average hit points and very few positioning powers. To compensate, it has extraordinarily high defenses. That said, it may be a little over the top, but I've yet to find a method that keeps the fluff in place while being more toned down.


- Avenging Shield ... is that a striker power


It's effectively a riptose or hellfire rebuke, so I'd say so.


- Strike Me Down, Shoot and Shield are not a striker powers, but defender powers


Shoot and Shield is a striker power, as defenders want the enemy to focus on them. Increasing their defenses is somewhat counter productive, however for a striker that wants to have enemies avoid hitting them it's a valuable addition.


Strike Me Down... now that's takes a bit more of an explanation. Like I said earlier, I imagine the Sentinel as being to the Defender as the Warlock is to a Controller: it has such a strong secondary that with enough work it can actually be turned into one. However, for the most part, marking is actually a STRIKER type ability for the Sentinel. It sounds weird, but when you have so many nasty abilities to deal extra damage to the enemy, sometimes you actually WANT TO BE HIT, and nothing does that more effectively, or at least simply, than marking.


- Dazzling Shield seems overcomplex for what it does


It's more complex than say, twin strike true, bit there are a lot more complicated at-wills out there. Anything with a zone leaps to mind.


- why is this a striker and not a defender?


A valid question, and one with a strange answer: the Sentinel is too defensive too be a defender. This sounds crazy, but I present an example of such a scenario, the Battlerager Fighter. It's so hard to hit, that enemies will often simply ignore it, going for it's allies instead. However, in the process they trigger OA's, numerous other Fighter abilities etc, and so the Fighter wracks up more damage. In essence, by presenting lose lose scenarios, the Fighter has become a Striker rather than a Defender despite having many of the traits associate with Defenders, for example heavy armor and marking. This is almost exactly the same way the Sentinel operates: often, hitting it will be far more punishing than merely avoiding it, and so it's as well guarded as the Rogue that shifts behind the Fighter as often as he can, or the Avenger who deals more damage with their censure the more they get hit.


As for not liking it in general, you're entitled to your opinion, and I appreciate your input. Negative comments are often more productive than positive ones, after all.

#39

AnubisDread

Dec 10, 2009 4:24:43

Okay, BIG changes made.


- Changed primary stat to Int, and secondary stat for Abjure style to Wis. Since Abjure style fluff wise is supposed to be a more spell oriented build, it seemed to fit more.
- Removed all ranged weapon powers. Well, not removed so much as altered to be melee, or melee +3 or what have you depending
- Removed Marksman Style
- Changed Warding Shield from 'push half mod' to 'attack takes a penalty equal to half mod'. This seems a little over the top, but keep in mind characters can only make one immediate reaction or interrupt per round. Really should make a paragon feat that allows them to make another one if they both had the shield keyword...
- Removed Drow Guardian Style feat, added three more feats, one which gives the spellbook class feature, one deva racial and one dwarf racial
-Rewrote the opening fluff, added the 'Sentinel Overview' sidebar. Hopefully this addresses the 'lacks fluff' issues that was raised.


Okay, I think that was about it for this update. Still might be getting too high defences even with Exposing Blow's drawback, but that's an issue for another time.

#40

Qube

Dec 10, 2009 4:36:00
(sorry, even in a worse mood then before - nothing to do with this class - RL stuff)
- heavy shield for striker?

It fits the fluff and idea of the class.

I'm not 'attacking' fluff, I'm attacking role vs abilities.
Doesn't the Warlocks shadow walk do the same thing? Albeit the warlock has to move three, but since Defensive expert costs a Move action...

yes, but the warlock is a purely ranged character. +2 on defenses (and the other class abilities) just screams juggernaught (one man army, unhittable and high damage)

I admit Exposing Blow got a little less thought than most of the rest of the class, but disliking how it combos stuff up is rather like disliking that the Rogue gets a fair few powers that gives it combat advantage for it's sneak attack.

I disagree on that. the rogue can't get combat advange at will (without going in flanking position, ...). the +2 attack bonus the enemy gets is
  • compensated by heavy shield

  • compensated with defensive expert


The rogue needs to go and get combat advantage (he'll need to position himself correctly, or use some encounter/daily power which grants him it), while this class just say "combine class feature X with class feature Y" ... and look, there's no drawback.

I'm just following the standard process for non Int and Dex secondaries to AC as outlined in the PHB2. This trait will probably be scrapped though, since it's switching to an Int primary.

OK, so high int + leather + heavy shield ... to what existing striker are you balancing this?

but I've yet to find a method that keeps the fluff in place while being more toned down.

... perhaps altering the fluff? (because for now, It seems like you're making a one man army)

It's effectively a riptose or hellfire rebuke, so I'd say so.

riptose or hellfire rebuke are attacks, this class feature isn't. it ALWAYS deals damage, and it instantly kills minions. Its a controller power, not a striker power

Shoot and Shield is a striker power, as defenders want the enemy to focus on them

no, that makes it a "not a defender power". if you read the description of what a striker is in does in the PHB, what the heck gives you the '+1 defenses when attacking' idea?
(btw, I think its a defender power since enemies don't know the defender got +1 defenses: the defender lures them into attacking him, and then the attacks don't seem as effective as the enemy thought (usually hp, here defenses). )

Strike Me Down... now that's takes a bit more of an explanation. Like I said earlier, I imagine the Sentinel as being to the Defender as the Warlock is to a Controller: it has such a strong secondary that with enough work it can actually be turned into one

as I explained - the defender covers the weaknesses of the striker. making a striker/strong secondairy defender, means you're making a one man army: deals much damage and can't be hit. and that concept break the role system of 4e.

It's more complex than say, twin strike true, bit there are a lot more complicated at-wills out there. Anything with a zone leaps to mind.

and AFAIK, there are no at will zones. Problem is that it slows down combat for a at will power (requiring 2 seperate consecutive attack rolls at the same time).
> player 1: rolls attack, calculates attack roll, and asks the DM if it hits
> DM checks his numbers, and tells the player
> player 1: rolls second attack, calculates attack roll, with or without the bonus, and asks the DM if it hits
> DM checks his numbers, and tells the player
> player 1: rolls damage, and tells the DM
> DM marks the damage.

a simple +1 to attack would give the same statistical effect, and would go much faster.

A valid question, and one with a strange answer: the Sentinel is too defensive too be a defender.

then it REALLY shouldn't be a striker. defenders and leaders are defensive classes. strikers and controllerss are offensive classes. (ref PHB, explenation of striker)

This sounds crazy, but I present an example of such a scenario, the Battlerager Fighter. It's so hard to hit, that enemies will often simply ignore it, going for it's allies instead.

I must be playing an other type of battlerager, because mine are relatively easy to hit ... heck, our wizard has +1 AC over him ...

by presenting lose lose scenarios, the Fighter has become a Striker rather than a Defender despite having many of the traits associate with Defenders, for example heavy armor and marking.

I really disagree:
(1) presenting a lose lose situation is typical trair for all defenders, and not a trait for any of the strikers
(2) the battlerager won't outdamage the striker by presenting the lose-lose situtation
(3) the battlerager is still a defensive class (getting temp hp)

#41

Qube

Dec 10, 2009 4:51:17
Juggernaut
Human Sentinel 1
STR 11 CON 14 DEX 10 INT 18 WIS 14 CHA 10
feats: hide armor proficiency, toughness
defenses:
AC: 22(23) = 10 + 3 hide +4 int + 2 shield (+2 defensive) (+1 virtual from avenging shield) (+1 Shoot and Shield)
Fort: 17(18) = 10 + 2 con +1 race +1 class (+2 defensive) (+1 virtual from avenging shield) (+1 Shoot and Shield)
Refl: 21(22) = 10 + 4 int +2 shield +1 race +1 class (+2 defensive) (+1 virtual from avenging shield) (+1 Shoot and Shield)
Will: 17(18) = 10 + 2 wis +1 race +1 class (+2 defensive) (+1 virtual from avenging shield) (+1 Shoot and Shield)
attack: +9 vs AC 1d8+4 damage
(-2 virtual defense if you want to deal an additional 1d10)
#42

AnubisDread

Dec 10, 2009 5:02:01
yes, but the warlock is a purely ranged character. +2 on defenses (and the other class abilities) just screams juggernaught (one man army, unhittable and high damage)

So because the Sentinel is going to be in melee more and thus need higher defences, it's ability to gain the exact same defence bonus as the warlock is more insane? Added to the heavy shield I admit it's a little much, but all the other melee strikers without tonnes of shifting abilities have high hp (eg Barbarian, Avenger,) which the Sentinel lacks.


[ disagree on that. the rogue can't get combat advange at will (without going in flanking position, ...). the +2 attack bonus the enemy gets is
  • compensated by heavy shield

  • compensated with defensive expert

  The rogue needs to go and get combat advantage (he'll need to position himself correctly, or use some encounter/daily power which grants him it), while this class just say "combine class feature X with class feature Y" ... and look, there's no drawback.



The optimization boards would tell you otherwise. Still, I admit that a super optimized combat advantage nabbing rogue isn't exactly the norm. And a +2 to be hit is a draw back, especially when you have to run right up to that big, hulking monster to dish it out. Admittabley it is compensated by either the heavy shield or defensive expert, but that just means the sentinel only has +2 on the competition instead of +4. As a point of comparison, that's less than using swordmage warding with one hand, or the Avengers Armor of Faith ability with Improved Armor of Faith... admittedly pre-nerf until paragon tier when it's equal and epic tier when it's better, but still. And don't even get me started on hide specializing rage blood barbarians..


OK, so high int + leather + heavy shield ... to what existing striker are you balancing this?


The Avenger - the extra hp


... perhaps altering the fluff? (because for now, It seems like you're making a one man army)


I refuse to alter the backbone of the class. I suppose in theory I could remove the Total Defence ability with a Guard ability that did nothing but trigger abilities, but that might actually make it too weak, plus it would remove the fun and coolness factor of the class by about 60% or so.


riptose or hellfire rebuke are attacks, this class feature isn't. it ALWAYS deals damage, and it instantly kills minions. Its a controller power, not a striker power


Good catch, I'll add a 'doesn't kill minions' rider to the power.


no, that makes it a "not a defender power". if you read the description of what a striker is in does in the PHB, what the heck gives you the '+1 defenses when attacking' idea?

(btw, I think its a defender power since enemies don't know the defender got +1 defenses: the defender lures them into attacking him, and then the attacks don't seem as effective as the enemy thought (usually hp, here defenses). )



"Strikers rely on superior mobility, trickery or magic to move around tough foes and signal out the enemy they want to attack." Having such high defences you can take a few OA's and stick near your target would count as trickery or magic I believe, not sure which. Besides which, those descriptions of roles are horribly outdated. And I'd think it was pretty obvious you'd raised your defences due to the fluff of the power


as I explained - the defender covers the weaknesses of the striker. making a striker/strong secondairy defender, means you're making a one man army: deals much damage and can't be hit. and that concept break the role system of 4e.


The Fighter is a strong defender with a strong striker secondary, and that didn't seem to break the game too much. Besides which, the Sentinels weakness is the same as any other strikers: multiple enemies. They can only counter attack once per round, and if enough attacks hit them they're bound to get hit by a fair few. Due to their low hit points, they can't take much either...


and AFAIK, there are no at will zones. Problem is that it slows down combat for a at will power (requiring 2 seperate consecutive attack rolls at the same time).
> player 1: rolls attack, calculates attack roll, and asks the DM if it hits
> DM checks his numbers, and tells the player
> player 1: rolls second attack, calculates attack roll, with or without the bonus, and asks the DM if it hits
> DM checks his numbers, and tells the player
> player 1: rolls damage, and tells the DM
> DM marks the damage.

a simple +1 to attack would give the same statistical effect, and would go much faster.



Cloud of Daggers. That's an at-will zone, albeit one that lasts only one turn unless you have orb of imposition. And I think it'd be more like 'let's roll all dice at the same time, green d20 is the flash, red d20 is the attack, and the d10 is my warhammer. Go!'


then it REALLY shouldn't be a striker. defenders and leaders are defensive classes. strikers and controllerss are offensive classes. (ref PHB, explenation of striker)


The Warlock would disagree with you. Many have claimed that the warlock sacrifices raw damage in order to be more defensive, in addition to more afflictive. Due to shadowwalk, being able to make itself invisible to one enemy at-will etc, I'd have to agree with them.


I must be playing an other type of battlerager, because mine are relatively easy to hit ... heck, our wizard has +1 AC over him ...


Sorry, I meant hard to damage with that temp hp buffer.


I really disagree:
(1) presenting a lose lose situation is typical trair for all defenders, and not a trait for any of the strikers
(2) the battlerager won't outdamage the striker by presenting the lose-lose situtation
(3) the battlerager is still a defensive class (getting temp hp)


I believe that the lose/lose scenario inherit to defenders is only a defender trait if the result of this lose/lose scenario is the defender being attacked instead of their squisher allies, but we'll have to agree to disagree. And I think the optimization boards would disagree with 2... I don't disagree with 3 at all, but I believe being defensive to avoid being attacked is as much a striker trait as dealing large amounts of damage.
#43

AnubisDread

Dec 10, 2009 5:04:46
Okay, so 21 AC if you constantly spam a single at-will if you want to deal any damage, 20 if you actually use higher level powers too... hm, that's the equivalent of a paladin in plate with a shield, and they get attacked often enough. Still, it is an issue by the looks of it... those abnormally high NADs especially. Thanks for actually crunching the optimal numbers better than I could.
#44

Qube

Dec 10, 2009 6:20:41
So because the Sentinel is going to be in melee more and thus need higher defences, it's ability to gain the exact same defence bonus as the warlock is more insane? Added to the heavy shield I admit it's a little much, but all the other melee strikers without tonnes of shifting abilities have high hp (eg Barbarian, Avenger,) which the Sentinel lacks.

how much more hp does a barbarian or a avenger have?

"Strikers rely on superior mobility, trickery or magic to move around tough foes and signal out the enemy they want to attack." Having such high defences you can take a few OA's and stick near your target would count as trickery or magic I believe, not sure which.

OK, now actually read it. Strikers rely on stuff to move around tough foes and signal out the enemy they want to attack.

Even the warlock does that (he uses ranged weapons, and relies on mobility to shadow walk). Your class doesn't.

IMO he's a punishing defender, not a striker.

Cloud of Daggers. That's an at-will zone, albeit one that lasts only one turn unless you have orb of imposition. And I think it'd be more like 'let's roll all dice at the same time, green d20 is the flash, red d20 is the attack, and the d10 is my warhammer. Go!'

oberoni fallacy: but the fact thtat there is a fix, doesn't mean there isn't a problem.
(and cloud of daggers: thats 1 attack roll)

but either way: "formally complaining that I think the power is overcomplex for the small benefit" (its my oppinion - don't care what you do with it)

Okay, so 21 AC if you constantly spam a single at-will if you want to deal any damage, 20 if you actually use higher level powers too... hm, that's the equivalent of a paladin in plate with a shield, and they get attacked often enough.

I only put a 16 in his int, not a 18
(a 20 int human gets an additional +1 AC and +1 reflex).

Basically. I showed you how your class bests the most defensive classes of the game (in both AC and NAD). If that doesn't covince you that there isn't a problem, I'm quite done here.
#45

generalhenry

Dec 10, 2009 10:20:37
Juggernaut
Human Sentinel 1
STR 11 CON 14 DEX 10 INT 18 WIS 14 CHA 10
feats: hide armor proficiency, toughness
defenses:
AC: 22(23) = 10 + 3 hide +4 int + 2 shield (+2 defensive) (+1 virtual from avenging shield) (+1 Shoot and Shield)
Fort: 17(18) = 10 + 2 con +1 race +1 class (+2 defensive) (+1 virtual from avenging shield) (+1 Shoot and Shield)
Refl: 21(22) = 10 + 4 int +2 shield +1 race +1 class (+2 defensive) (+1 virtual from avenging shield) (+1 Shoot and Shield)
Will: 17(18) = 10 + 2 wis +1 race +1 class (+2 defensive) (+1 virtual from avenging shield) (+1 Shoot and Shield)
attack: +9 vs AC 1d8+4 damage
(-2 virtual defense if you want to deal an additional 1d10)



need 13 str for hide
#46

generalhenry

Dec 10, 2009 10:34:07
to do: lower the class NaDs
up the penalty to exposing blow, maybe an extra attack bonus to your target
lower the damage of exposing blow (avengers and warlocks are on the low end of the striker damage spectrum)
make avenging/warding shield only trigger on miss 
#47

generalhenry

Dec 10, 2009 10:49:15
a couple elephants in the room: http://www.wizards.com/dndinsider/compendium/feat.aspx?id=507

www.wizards.com/dndinsider/compendium/it...

www.wizards.com/dndinsider/compendium/pa...

www.wizards.com/dndinsider/compendium/pa...

www.wizards.com/dndinsider/compendium/pa...

(for non DDI: at epic you can get a saving throw, +6 item bonus to all defenses, +1/2 wis to attack, ~12 temp HP, and ~12 damage to enemies that hit you all for a total defense)

#48

AnubisDread

Dec 10, 2009 14:48:15

how much more hp does a barbarian or a avenger have?


3 hp at first level, 1 hp every level there after... okay, we have a problem.



OK, now actually read it. Strikers rely on stuff to move around tough foes and signal out the enemy they want to attack.

Even the warlock does that (he uses ranged weapons, and relies on mobility to shadow walk). Your class doesn't.

IMO he's a punishing defender, not a striker.



This I disagree with. I believe that evasion, in this case done with high AC is not only often used by strikers, it's absolutely essential. What's more, not all strikers focus on maneuvering. The barbarian, for instance, has a similar attitude to moving around and not caring about OA's, though they take them due to high hp as opposed to high defence.


oberoni fallacy: but the fact thtat there is a fix, doesn't mean there isn't a problem.

(and cloud of daggers: thats 1 attack roll)


but either way: "formally complaining that I think the power is overcomplex for the small benefit" (its my oppinion - don't care what you do with it)



Twin Strike has as many- scratch that, twin strike has even MORE attack rolls since you have to roll two damage rolls. Still, I can see where you're coming from, Dazzling Shield appeals to sort of a niche. You have to like rolling dice and taking a little chance if you want to take it, if not there's four other at-wills to choose from so no real loss.


I only put a 16 in his int, not a 18 
(a 20 int human gets an additional +1 AC and +1 reflex).

Basically. I showed you how your class bests the most defensive classes of the game (in both AC and NAD). If that doesn't covince you that there isn't a problem, I'm quite done here.



18 in Int would make it VERY hard to pick up hide armor... but there's a problem, I definitely admit that. I have no problem with the Sentinel having abnormally high AC and defences, I actually want it, but this goes too far. As such, I'm scrapping the Total Defence as a move action class feature, replacing it with a sort of token minor action payment which just prepares you for counter attacks. I might introduce a feat that gets a +1 bonus to AC while you're using it, but that'd be the end of it.


to do: lower the class NaDs
up the penalty to exposing blow, maybe an extra attack bonus to your target
lower the damage of exposing blow (avengers and warlocks are on the low end of the striker damage spectrum)

make avenging/warding shield only trigger on miss 



Already on it, with the lowered defence I don't think exposing blow needs the upped penalty... and lower the damage, hm. Well, if hunters quarry gave you -2 defences against the target you attacked, how powerful would it have to be to compensate? I worked out around 1d10 even with the added defences as Sentinel gets, but I could be wrong in this regard.



#49

AnubisDread

Dec 10, 2009 15:22:52

Alterations to the Sentinel:


*Total Defence feature removed in favor of the guard ability. However, while using Total Defence the Sentinel is considered to be guarding.
*The Sentinel gains an additional +1 to all defences when using Total Defence. Since he can only do this with a standard action now, barring a utility, it seems fair enough.
*A few powers were altered slightly to fit the new changes.
*Paragon paths toned down a little, though only a margin, probably need some more work though no-one has really commented on them yet
*Added two paragon feats, one of which adds 1 AC when using guard, and one which lets you use two immediate actions in one turn as long as they both have the shield keyword.
*Added a class feature that means the Sentinel can add a shield bonus to whichever NAD they want instead of just Reflex, and can change it with a shot rest.


The Sentinel still has fairly high AC, 18 at level 1 unoptimized, 20 if you REALLY push it and use nothing but Slash and Shield (changed the name heh), but it's much more reasonable, especially considering exposing blow +2 bonus to the enemies attacks. What's more, it's nicely sorted the NAD issue, which again is slightly above average but is still well within mortal limits.

#50

AnubisDread

Dec 11, 2009 15:48:11
Okay, I have added level 10 Utility powers... writing up Dispel Trap made me realize I really haven't put much emphasis on the 'dispel' aspect of abjuration when writing up this class. Which is a little disappointing, but shoe horning it in now would make it spread out way to thin. Maybe once I finish it up I can make a sort of 'Arcane Power' build that focuses on dispelling...
#51

FaustianPenguin

Dec 14, 2009 16:33:24
This class just screams "Primal" to me. Even the name Sentinel brings about primal imagery. You really should ditch the Arcane motiff, and just replace it with Divine or Primal. There's enough Arcane clases as-is.
#52

AnubisDread

Dec 14, 2009 17:16:20
This class just screams "Primal" to me. Even the name Sentinel brings about primal imagery. You really should ditch the Arcane motiff, and just replace it with Divine or Primal. There's enough Arcane clases as-is.


Hm, well I admit that there is definitely design space for a Primal class that specializes on reflecting attacks and so forth, and mechanically it might slot better into Divine... I'm not sure about Sentinel screaming 'Primal' though, if anything it sounds vaguely Martial to me.


In any case, the Sentinel, mechanically, has evolved to reflect the nuances of arcane abjuration magic. In theory I could make it Primal or Divine, but I'm a firm believe that power source isn't just fluff, so I'd have to rewrite the entire class from the ground up. For example, if changed to primal I'd have to get rid of all the charm effects, and thus a paragon path I'm working on, I'd have to get rid of most if not all of the teleportation effects, change some of the necrotic or radiant powers to more natural elements, up it's base hp, weaken another of it's class features to compensate for this, eliminate the Abjurer paragon path entirely or at least rewrite it's fluff entirely, and generally it'd be a LOT of work to make it into something I'd like less than I do as it is now. I like the Sentinel as Arcane, it opens up a lot of fun fluff and it fits my image of what  a Sentinel is.


As a side note, I've added level 13 encounter powers.