The Sentinel

Hit Point Rate: 8

Class Skills: Athletics, Craft, Diplomacy, Endurance, Insight, Intimidate, Knowledge (Architecture and (Siege) Engineering), Knowledge (nobility and royalty), Perception, Profession, Ride

Skill Points: 4 + Int per level

Level BAB Fort Will Ref Class Features
1 +2 +2 +2 0 Grand Defender, Lesser Archetype Power
2 +3 +3 +3 +1 Bulwark, Lesser Racial Power
3 +4 +4 +4 +2 Bodyguard, Moderate Archetype Power
4 +5 +5 +5 +3 Battlefield Awareness, Moderate Racial Power
5 +6 +6 +6 +4 Stalwart Defender
6 +7 +7 +7 +5 Immovable Object, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: A Sentinel is proficient with light, medium, heavy armor and exotic heavy armor, as well as all shields (including tower shields). He is proficient with all simple and martial weapons.

Grand Defender: At first level this grants the Warding ability. Activating it is a free action. On higher level the Sentinel gains more options for this ability. He may perform the other maneuvers if an ally within his natural reach is attacked. This ability may be used immediately but does not use the immediate action. It is treated as an attack of opportunity. A Sentinel may forgo one of his own next rounds attacks in order to receive an additional use of this ability.

Warding (first level): The Sentinel may protect one single ally for a whole turn against all attacks and effects requiring a reflex save. You can activate this ability once during your turn and it keeps up for a whole turn. That ally gains a +4 cover bonus to AC and reflex saves. The ally may use the Sentinels shield block chance if it is higher than their new AC. However, during that time the sentinel may not use the other maneuvers.

Intercept (second level): The Sentinel may protect one ally from one single attack or from an effect requiring a reflex save doing so provides a cover bonus of +4 AC, and Reflex saves versus the attack.

Strike Out (third level): The Sentinel may take an ordinary attack of opportunity versus the attacker. If the attacker is out of the Sentinels range, but attacks with natural weapons, the Sentinel may still strike out, striking for the attacking limbs.

Stern Glance (fifth level): The Sentinel may protect one ally from one single attack or from an effect that causes a mental condition, as an attack of opportunity the sentinel may provide a +4 bonus to Will saves versus a mental attack, such as demoralize or confusion.

Improved Warding (sixth level): The warded ally does not provoke attacks of opportunity.

Bulwark: The Sentinel gains damage reduction /- equal to his full Constitution modifier and half their level as bonus to AC.

You receive a +2 bonus to endurance and insight checks.

Bodyguard: The Sentinel my forgo his own move or full-round action in order to follow the movement of and adjacent ally or to charge with him, if this doesn't exceed the Sentinels movement speed, he may still perform a standard action on his turn. He may not exceed the distance he would be able to move while running.

If an ally that is affected by Warding moves less than half the sentinels movement speed, the sentinel only loses their next turns 1.5m step and not a full move action.

Battlefield Awareness: The Sentinel can no longer be flanked.

Additionally, they gain additional attacks of opportunity equal to half their level. If they have the combat reflexes feat, they may substitude their dexterity modifier by their intelligence or wisdom modifier.

Stalwart Defender: The sentinel always has the reach ability, if a weapon they wield grants reach they receive a +2 to attack rolls instead.

In addition, if the Sentinel successfully hits and damages an opponent with an attack of opportunity, while the opponent is moving through his threatened area, the opponent must immediately stop moving and cannot move further that round if he does not succeed a strength based fortitude save.

Immovable Object: Once per day, the Sentinel may use one of the following abilities:

Peerless Bodyguard:As an immediate action, the Sentinel may redirect any one single target spell, targeted at an ally currently under the effect of his warding or intercept ability, at himself.

Shrug It Off:As an immediate action, the Sentinel may gain his maximum hitpoints as temporary hitpoints until his next turn.

Disarming DefenderActivating this is an immediate action. For one round the Sentinel may use the Disarm Maneuver in addition to normal attacks (using the same attack instead of a touch attack) when striking out.

Feats: Epic Leading With Strong Hands, Epic Warding, Flagship, Guard Of The Truth, Hard Hitting Truth, Heavy Mettle, Improved Warding, Leading With Strong Hands, Let Me Take This, Shield Guardiance, The Firm Grip Of Justice

Archetypes

Bastion

Lesser Archetype Power: A Bastion receives the Defensive Stance class feature of the Stalwart Defender.

The Bastions shield provides spell resistance equal to 10 + their level + their shields dependents attribute modifier + the shields enchantment bonus. Warding provides this spell resistance to the warded creature.

Moderate Archetype Power: The bastion converts all forms of DR and natural armor class into hardness.

In addition, when using intercept the damage taken is reduced by their constitution modifier.

Greater Archetype Power: The Bastion receives the Mobile Defense class feature of the Stalwart Defender.

When using combat expertise with at least -5 to attack rolls, total defense or fight defensively the Bastion receives +4 AC.

Feats: Fortress, Improved Defensive Stance

Dragon Warrior

Knowledge (dragons) is your favored skill, it becomes a class skill and you add a +2 bonus to it. Constitution is your primary ability for all your abilities. Finally, you always have good will saving throws.

Lesser Archetype Power: You receive a breath weapon special ability, which can be used at will but needs 1d4 rounds to recover after being used. The effect is dependent on the element, choose when using the breath weapon.

  • Acid: As a standard action you shoot an acid ball to any target within 9m that explodes as a 3m area burst dealing 1d6 points of acid damage per level + your constitution modifier and lowers damage reduction of creatures hit by 5 points for one turn per level. A fortitude saving throw halves the damage and resists the lowered damage reduction.
  • Cold: As a full-round action you create a 4.5m 90° cone of frost, that lingers for one turn. The cone of frost deals 1d6 per level + your constitution modifier points of cold damage to creatures that come in contact with the area the first time. Creatures that end their turn in the area of cold are slowed for one turn. A fortitude save halves the damage and resists the slow effect.
  • Fire: As a full-round action, you engulf a 3m radius burst adjacent to you in fire, that keeps burning for one turn. Dealing immediately, at the start of the full-round action, 1d6 points of fire damage per level + your constitution modifier (a will saving throw halves). The area burns for another turn and deals the same damage again to creatures that end their turn in the area.
  • Lightning: As a swift action, you shoot a 18m range bolt on a single target. The bolt deals 1d6 points of damage per level + your constitution modifier (a reflex saving throw halves the damage). Lightning breath only requires half as long to recover, round up.

You may learn meta breath feats, ability specialization and improved ability specialization for your breath weapon. The lingering breath feat increases the duration of fire and cold to two turns instead of its normal bonus. You cannot use feats to increase the number of additional rounds to wait before you can use your breath weapon again over your constitution modifier.

Moderate Archetype Power: Any natural armor class provides also energy resistance to acid, cold, fire and lightning damage. You count as two levels higher for scaling racial and class features.

Greater Archetype Power: All breath weapons are improved and you add your full constitution modifier again to its damage: Acid increases the reduction by your constitution modifier. Cold slows for one turn per class level. Fire inflicts the shaken condition when the creature does not move out of the area. Lightning becomes a line of effect.

Feats: Ability Specialization, Epic Ability Specialization, Long Wind

Eldritch Knight

The Eldritch Knight adds Concentration and Knowledge (arcana) to his class skills.

Arcane Caster: The Eldritch Knight has the spell casting ability of a magician, with the following number of spells per day and the same number of spells known.

Level012
1st62-
2nd63-
3rd64-
4th652
5th663
6th664

Lesser Archetype Power: You may cast spells without provoking attacks of opportunity.

Moderate Archetype Power: When you cast a spell as a standard action, you may perform an attack as a swift action.

By expending a 1st-level spell slot as a free action, the eldritch knight can grant a magic weapon she is wielding any one of the following special abilities until the end of the encounter: flaming, frost, caustic, or shock. This benefit stacks with (but cannot duplicate) any existing weapon enhancements. The eldritch knight can alternatively cause the weapon to be treated as cold iron or silver for the purpose of bypassing damage reduction. When the Eldritch Knight uses the ability, any previous effect of it ends.

Greater Archetype Power: Choose one spell of the 3rd level from your spell list. You may cast this spell once per day as an SLA.

By expending a 2nd-level spell slot as a free action, the eldritch knight can grant a magic weapon she is wielding any one of the following special abilities until the end of the encounter: holy, unholy, axiomatic, anarchic. This benefit stacks with (but cannot duplicate) any existing weapon enhancements. The eldritch knight can alternatively cause the weapon to be treated as adamantine for the purpose of bypassing damage reduction. When the Eldritch Knight uses the ability, while it is still active, any previous effect of it ends.

Feats: None.

Guardian

An Guardian may choose a single ally as their boon companion. Choosing a boon companion requires at least a month of bonding.

Lesser Archetype Power: The Guardian may choose spells only from the healing and protection domain, they cast spells as a cleric of their class level. Their primary casting stat is wisdom.

Level0123
1st3 2 --
2nd4 3 --
3rd4 4 1 -
4th4 4 2 -
5th4 4 4 1
6th4 4 4 2
The Guardian automatically uses warding on his boon companion while the boon companion is within range. They may use other Grand Defender abilities while warding in this way.

Moderate Archetype Power: The Guardian adds the following option to his Grand Defender feature:

Counter heal: The Guardian may use a healing spell on the ally that is getting attacked.

Greater Archetype Power: Whenever the Guardian casts a healing domain spell upon himself or his boon, he may choose to let the other receive the same effect.

In addition, when casting a protection domain spell upon the Guardians boon the Guardian can choose to make it permanent. If the Guardian chooses to make a spell permanent the last spell he made permanent ends.

Feats: Olam

Juggernaut

Lesser Archetype Power:

The Juggernaut receives the improved combat maneuver bull rush feat, a +2 on bull rush maneuver attack rolls and +1 on DC and pushes twice the normal distance.

A Juggernaut receives a special bull rush combat maneuver that can be performed as a standard action, using shield barging or as part of a charge attack using a bludgeoning weapon:

Crash: Perform a melee attack against your opponent which is also a bull rush. The Crash ability always counts as a charge attack. Crash is improved by all abilities that improve bull rush and counts as bull rush.

Moderate Archetype Power: The Juggernaut receives a special defensive action:

Unstoppable: You may perform any standard action that is athletic based, such as breaking through a door, or climbing a ladder. During this turn you reduce any incoming damage by twice your level and receive a +4 bonus to athletic checks and checks that impede movement. Unstoppable is improved by all abilities that improve the total defense action and counts as total defense.
Crash deals bonus damage equal to 1d6 per level.

Additionally, all creatures within the crash path must succeed a reflex saving throw based on the bull rush DC or fall prone and take the crash bonus damage as bludgeoning damage.

Versus targets that you do not already deal weapon damage to, e.g. to creatures in the crash path, you also add (the Juggernauts constitution modifier + your main attacks power attack attack roll penalty) times your attacks heavy damage multiplier.

Greater Archetype Power: Once at the start of each turn while the Juggernaut is under a temporary negative condition, you can choose to reroll the saving throw to end the its effects. If you succeed you automatically use the unstoppable ability.

Feats: Legendary Dreadnought

Marshal

Lesser Archetype Power: A Marshal learns to use maneuvers like a Warblade of his class level. With the following exceptions: He can use only Maneuvers from the Marshals list. To use such maneuvers he has to prepare it together with every ally that is supposed to benefit from it. To benefit from such an command the ally must be able to hear the marshal.

Moderate Archetype Power: The marshal receives one Marshals Aura known per two class levels.

Greater Archetype Power: A Marshals shouts can no longer be activated as a swift or immediate action. Instead the marshal has an additional shout action each turn which can only be used to shout, and takes place at the same time the shout would normally (immediately or swift).

Feats: None.

Mirage Knight

Mirage (su): The Mirage Knight receives the supernatural ability to create form duplicates of themselves. A Mirage is distinguishable from the Mirage Knight themselves as it flickers in and out of reality. All positive and negative effects are shared with the Mirage Knight, except those that rely on position.

The Mirage Knight does not suffer or benefit multiple times from the same multi target / area ability, such as a fireball that hits all of them.

A Mirage is for most cases just like the character themselves, e.g., performing and provoking attacks of opportunity, providing auras. The mirages have their own actions, but may only use actions to move, e.g., run, climb, jump. They may not use abilities that combine moving with other actions, such as attacking with spring attack.

When a Mirage moves out of line of sight and is further than 30m away from the Knight, it vanishes.

At the start of each turn of the Mirage Knight, may swap their positon with one of their Mirages.

Lesser Archetype Power: A Mirage Knight may summon a Mirage adjacent to them as a swift action. A Mirage knight may only have one Mirage at a time. After suffering a death effect or taking more than 5 points of damage per level in a single instance, the Mirage vanishes and the Mirage Knight only takes 5 points of damage per level instead.

Moderate Archetype Power: The Mirage Knight receives an additional immediate/swift action each turn and may perform immediate actions from the position of one of their Mirages.

Greater Archetype Power: The Mirage Knight receives an additional use for they ultimate ability:

Legion: Use this at the start the turn as a swift action. Each Mirage and the Mirage Knight can a standard attack action + a move action or a full-attack action. Each Mirage and the Mirage Knight must choose separate targets.

Feats: Cup Game

Natures Warden

Divine Caster: The Natures Warden has the spell casting ability of a pathfinder ranger, but with his level as caster level and the following number of spells per day.

Level12
1st0-
2nd1-
3rd2-
4th30
5th41
6th42

Lesser Archetype Power: For the Natures Warden any Spear is a finesse weapon and any one handed weapon counts as finesse as long as the Natures Warden wields a shield in the offhand.

The Natures Warden may ignore its armors armor check penalty and its armors maximum dexterity modifier.

Moderate Archetype Power: The Natures Warden only receives half movement speed in difficult terrain but is otherwise unaffected.

The Natures Warden deals 1.5 times precision damage when wielding a finesse weapon and not utilizing two weapon fighting.

Greater Archetype Power: A Natures Warden receives +2 attack rolls with Spears they wield in any way and one handed weapons while wielding a shield.

The Natures Warden may ignore its armors movement speed penalty.

Feats: None.

Praetorian

Lesser Archetype Power: A praetorian gains a bonus for fighting in a formation. If he and his allies are arranged in a filled equally sided n-gon they count as a formation. The size of a formation is limited by the distance to the praetorian, to be in the formation an ally may not have more than 1 ally per intelligence modifier between him and the praetorian (at least zero). All allies within the praetorian's formation gain +2 moral bonus on melee and thrown attack rolls, armor class and half the praetorians intelligence modifier to melee and thrown damage rolls. The damage bonus increases to the Praetorians full intelligence modifier you wear a shield in your offhand or have a free offhand that is not used for unarmed combat. Furthermore, in the formation you and your allies do not provoke attacks of opportunity.

Moderate Archetype Power: The Sentinel gains a better version of the bodyguard feature: if the Sentinel takes any action to move, or the charge action, allies within his formation can choose to forgo their move action or full-round action, to move or charge with the praetorian. If an affected ally can cover the distance moved with a move action, he may still use a standard action on his turn.

In addition allies within the second row and every row behind of his formation gain +1.5m range to attack enemies in the front.

Greater Archetype Power: The praetorian may use warding on an ally within his formation as an immediate action.

In addition a praetorian may use shrug it off on one ally in his formation.

Feats: Formation Movement