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Tuesday, July 14, 2015

Unearthed Errata: More Sentinel Causes

by Tim Wallace

Here are more causes for the sentinel class.

Cause of Death
A sentinel of death knows that all things must come to an end and acts to make sure that such is the case. While most are sinister or cruel in their administration of death, a few look upon death as a natural process. Such benevolent sentinels of death are not quick to deal death, but instead help those whose time has come naturally.

Code: Feared and reviled, a sentinel of death represents the cold end of life and the proper cycle of things. Sentinels of death revile the undead and frown upon resurrection.

Challenge: Whenever a sentinel of death issues a challenge, she receives damage reduction 1/— against attacks made by the target of her challenge. This DR increases by +1 for every four levels the sentinel possesses.

Skills: A sentinel of death adds Disguise and Knowledge (history) to her list of class skills.

Cause Abilities: A sentinel of death receives the following abilities as she increases in level.

Death's Gift (Su): At 2nd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spirit Walk (Su): At 15th level, as a standard action, you can become incorporeal and invisible. While in this form, you can move in any direction and through any object (except for those made of force). You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your sentinel level, but you can end this effect prematurely with a standard action. You can use this ability once per day at 15th level, and twice per day at 19th level.

Cause of Freedom
Normally found in places where they are needed most, sentinels of freedom seek to overthrow or defeat some kind of despot or a group that subjugates another group. She must sometimes content herself with minor victories—a slogan of freedom scrawled on the wall of the tyrant’s palace, a single prisoner freed from the dungeons, and so on.

Code: These sentinels fight against oppression, tyranny, and unjust imprisonment of free-willed creatures. They use hit-and-run tactics and try never to endanger innocents.

Challenge: Whenever a sentinel of freedom is the target of a challenge, a smite, a quarry, or similar effect, and she issues a challenge against that character in return, the sentinel receives a +1 morale bonus on attack rolls made against the target of her challenge and a +1 dodge bonus to his AC against attacks made by the target of her challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Skills: A sentinel of freedom adds Escape Artist and Fly to her list of class skills.

Cause Abilities: A sentinel of freedom receives the following abilities as she increases in level.

Liberty's Blessing (Sp): At 2nd level, you can touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Charisma modifier.

Wings of Freedom (Su): At 15 level, as a swift action, you can manifest a pair of wings that grant you a fly speed of 60 feet with good maneuverability. At 11th level, your speed increases to 90 feet and your maneuverability increases to perfect. You can use these wings for 1 minute per day per sentinel level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Aura of Deliverance (Su): At 15th level, you are immune to effects that impede movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple you automatically fail. You automatically succeed on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. Each ally within 10 feet of you gains a +4 bonus on Escape Artist checks, CMB checks to escape a grapple, and saving throws against becoming entangled, paralyzed, or slowed.

Cause of Justice
Punishment at the hands of this sentinel is swift and without mercy or favoritism. Sentinels of justice do not listen to excuses and are not interested in rationalizations.

Code: The ends do not justify the means, if the means involve harming an innocent. In their eyes, injustices include: killing or harming an innocent, stealing from another, cheating another, being wasteful while others do without, and discriminating against others because of their race, to name just a few. However, murdering someone who deserves it, stealing something from a thief, and so on, are just actions—not unjust ones.

Challenge: Whenever a sentinel of justice issues a challenge, she receives a +1 moral bonus on attack rolls against the target of her challenge if the target makes an attack against a target other than the sentinel. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the sentinel possesses.

Skills: A sentinel of justice adds Linguistics and Survival to her list of class skills.

Cause Abilities: A sentinel of justice receives the following abilities as she increases in level.

Aura of Courage (Su): At 2nd level, you are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Resolve (Su): At 8th level, you are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Righteousness (Su): At 15th level, you gain DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Cause of Knowledge
Sentinels of knowledge use information as a weapon and a shield. The power of knowledge is without bounds. These sentinels are thoughtful, careful, and intelligent. They don't go into battle without a plan, and they try to keep some winning stratagem in reserve, just in case.

Code: The sentinel of knowledge defends learning and information for its own sake. Losing lore, wisdom, developments, or secrets is the greatest crime and finding new discoveries and ideas is the greatest accomplishment in the eyes of this sentinel.

Challenge: Whenever a sentinel of knowledge issues a challenge, she receives a +1 morale bonus on attack rolls made against the target of her challenge, if the target is an intelligent creature to whom the sentinel offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the sentinel possesses (to a maximum of +5 at 17th level).

Skills: A sentinel of knowledge adds any two Knowledge skills to her list of class skills.

Cause Abilities: A sentinel of knowledge receives the following abilities as she increases in level.

Transcendental Knowledge (Ex): At 2nd level, you add half your class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Psychometry (Su): At 8th level, you can witness a past event by tapping into the collective memory of the Akashic Records. To do this, you must touch a creature, object, or location as part of a full-round action. If you are touching a creature, you relive the event as if you were that creature. If you are touching an object, you relive the event as if you were the last creature to wield that object. And if you are touching a location, you relive the event as if you were the last creature to occupy that location. You experience the most recent event involving the creature, object, or location (prior to your use of psychometry) for a number of rounds equal to you class level. While experiencing the vision, you are blind and deaf to your immediate surroundings. You may choose to end the vision at any time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

True Name (Sp): At 15th level, your researches into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider can have no more than 18 Hit Dice. Once per day, you can speak the common name by which the outsider is known, and the outsider travels to you as if you had cast greater planar binding upon it. It must obey you to the best of its ability, without pay or bargaining for its services, for its fear that you might release its true name to the wider world is enough to bring even the most recalcitrant of outsiders to bear.

If the creature is within 100 feet, as a move action, you may punish it by deliberately mispronouncing its name, wracking its very essence and giving it the sickened and staggered conditions for 1 round (even if the creature is normally immune to these conditions). You cannot use true name in an area of silence, but the creature does not have to be able to hear you for it to be harmed by the ability.

It is in your best interest to call this creature only sparingly, and occasionally reward it in some fashion to mollify its wrath. If you repeatedly fail to offer it a reward appropriate to its type and ethos, the creature may begin plotting ways to destroy the bond between you, whether by creating an accident that will destroy your memory of the name, by plaguing you with nuisances or dangers until you vow never to call on it again, or by actively seeking to destroy you through its own devices or those of an underling. If this creature is of a lawful type and you are violating its ethos, its superiors may even destroy it or you rather than allow you to contaminate their servant further. Worse, they may establish situations where it is necessary for you to summon this outsider, opening gateways to infernal or angelic interference, in order to gain a foothold on the Material Plane.

Cause of Life
The sentinel of life serves the power of positive energy and the forces that bind together all living things. She is the champion of nature and all things natural: plants, animals, and other living things.

Code: A sentinel of life is the champion of growth, healing, and health. She opposes death and destruction in all its forms, except as a necessary evil—just as a forest fire burns away the undergrowth to encourage the longevity of the forest as a whole, so too must the sentinel of life slay those who spread death.

Challenge: Whenever a sentinel of life issues a challenge, her allies receive a +1 morale bonus on all his saving throws as long as she is threatening the target of her challenge. The bonus increases by +1 for every four levels the sentinel possesses.

Skills: A sentinel of life adds Heal and Knowledge (nature) to her list of class skills.

Cause Abilities: A sentinel of life receives the following abilities as she increases in level.

Life Link (Su): At 2nd level, you may create a bond between yourself and another creature as a standard action. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per sentinel level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range (100 ft. + 10 ft./level), or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Adamantine Body (Ex): At 8th level, you gain immunity to all diseases and poisons, including magical diseases.

Life Sense (Su): At 15th level, you notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability.

Cause of Magic
A champion of magic serves the supernatural powers that guide the world with an unseen hand. These characters are as interested in lore and knowledge as combat techniques and strategy, as at home in a library as on a battlefield.

Code: A friend to spellcasters, a guardian (and sometimes leader) of mage guilds, and a defender of magical places and creatures, a sentinel of magic walks in two worlds.

Challenge: Whenever a sentinel of magic issues a challenge, her target takes a –1 penalty on saving throws against spells and spell-like abilities for 1 round after the sentinel successfully damages the target. This penalty increases by +1 for every four levels the sentinel possesses.

Skills: A sentinel of magic adds Knowledge (arcana) and Spellcraft to her list of class skills.

Cause Abilities: A sentinel of magic receives the following abilities as she increases in level.

Eldritch Touch (Su): At 2nd level, you can expend 1 use of your fervor ability as a standard action to charge your hand with energy. You can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when you expend the use of your fervor ability to activate this ability). If you miss with this attack, you can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Dispelling Strike (Su): At 8th level, you can expend 1 or more uses of your fervor ability as a swift action to imbue your weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using your sentinel level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of uses of your fervor ability expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.

Reflection (Su): At 15th level, you can sacrifice one or more uses of your fervor ability as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of uses of your fervor ability expended. If insufficient uses are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent.