Post by Velaryon on Jan 23, 2020 0:43:51 GMT -5
This is a homemade prestige class I put together some years ago and have been tweaking now and then. It's still a work in progress, but if you'd like to share your thoughts on it I'd be grateful.
Sentinel of Jandar
Followers of the deity Jandar are all too aware of the dangers of magic, especially given that his worship is especially popular in lands currently and formerly controlled by the Red Wizards of Thay. Since Jandar is opposed to tyranny in all forms, but especially tyranny imposed with the power of magic, his church has developed special fighting techniques to help their warriors combat troublesome spellcasters.
Jandar does not see all spellcasting as evil, and much depends upon the intent of the caster. Many Sentinels of Jandar work with and even befriend mages, so long as those mages use their arts in service of freedom and never to oppress.
Becoming a Sentinel of Jandar
Most Sentinels of Jandar are Crusaders and Warblades, even though the skill prerequisites are cross-class for them. Many Paladins and Rangers also choose to join the Sentinels, though they (like anyone else other than a Crusader or Warblade) have to either multiclass or spend feats to meet the maneuver and stance prerequisites. Fighters find the prerequisites onerous, but the payoff is well worth it for one who wants to specialize in fighting spellcasters.
Few spellcasters choose to become Sentinels of Jandar, either for ideological reasons or because the Mage Slayer feat seriously hampers them.
Entry Requirements
Base Attack Bonus: +6.
Skills: Spellcraft 4 ranks, and either Gather Information 4 ranks or Survival 4 ranks
Feats: Mage Slayer, proficiency with at least one martial weapon.
Martial Maneuvers: Must know one maneuver and one stance from the Devoted Spirit, Diamond Mind, or Iron Heart disciplines.
Special: Must be a worshipper of Jandar.
The Sentinel of Jandar
Hit Die: D10
Class Skills (2 + Int modifier per level) -- Balance, Climb, Concentration, Craft, Gather Information, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Martial Lore, Spellcraft, Survival, Swim, Tumble.
Class Features
Weapon and Armor Proficiency – A Sentinel of Jandar is proficient with all simple and martial weapons, and with light and medium armor, but not with shields.
Maneuvers – At 1st, 4th, 7th, and 10th levels, you learn an extra maneuver. This must be from the Devoted Spirit, Diamond Mind, or Iron Heart disciplines. You must meet a maneuver’s prerequisites to learn it. You add your full Sentinel of Jandar level to your initiator level to determine your total initiator level and your highest-level maneuvers known. At those same levels, you also can ready an extra maneuver.
If you have one or more martial adept classes, choose one of those classes and add the maneuver to your maneuvers known for that class. It need not be a class that can normally learn maneuvers from that discipline. For example, a Sentinel of Jandar with levels in Warblade may learn a Devoted Spirit maneuver and add it to his Warblade maneuvers. The extra readied maneuver that you gain at the same level is added to the same martial adept class.
If you have no martial adept classes, you may use each maneuver once per encounter.
Stances – At 5th level, you learn a new stance from the Devoted Spirit, Diamond Mind, or Iron Heart discipline. You must meet the stance’s prerequisites to learn it.
Blessing of Jandar – At 2nd 4th, 6th, and 8th level, choose an ability from the following list. Unless otherwise noted, all abilities in this list are Extraordinary, and can only be taken once.
Evasion – A Sentinel of Jandar with this ability can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), you instead take no damage. A helpless Sentinel of Jandar (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Favored Enemy (Arcane casters)* –The Sentinel has studied the tactics and mannerisms of arcane casters and the proper techniques for combating them. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against arcane casters, and likewise gets a +2 bonus on weapon damage rolls against them. This ability functions only against characters with the ability to cast spells or invocations. It does not function against creatures with only spell-like abilities.
Favored Enemy (Divine casters*) –The Sentinel has studied the tactics and mannerisms of divine casters and the proper techniques for combating them. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against divine casters, and likewise gets a +2 bonus on weapon damage rolls against them. This ability functions only against characters with the ability to cast spells or invocations. It does not function against creatures with only spell-like abilities.
* If you have levels in Ranger or another class that gains the Favored Enemy ability, you may add your Sentinel of Jandar level to your levels in that class to determine when you gain new favored enemies, and may choose to improve the bonus granted by Favored Enemy (arcane casters) or (divine casters) accordingly. For example, an 7th level Ranger/3rd level Sentinel of Jandar with this ability would have an effective Ranger level of 10th and could improve their bonus from +2 to +4.
Improved Mage Slayer (Ex) – When a spellcaster within your line of sight begins casting a spell, you may take a 5-foot step as an immediate action. If after taking that step you now threaten the spellcaster, you may take an attack of opportunity. In addition, using a spell completion or spell trigger item such as a scroll, staff, or wand in a square you threaten provokes an attack of opportunity from you.
Mettle – A Sentinel of Jandar with this ability can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negate the effect. An unconscious or sleeping Sentinel of Jandar does not gain the benefit of mettle.
Ranged Cut the Weave – A Sentinel of Jandar with this ability may use their Cut the Weave ability with any ranged or thrown weapon.
Shatter the Weave – This ability allows the Sentinel of Jandar to cause an opponent’s magical energies to blow up in their face. Whenever the Sentinel of Jandar dispels a spell on an enemy using their Cut the Weave ability, the target takes 2 points of damage per spell level as they are struck by the backlash of magical energy. If multiple spells are dispelled this way, the target takes damage for each one.
Slippery Mind – This ability represents the Sentinel of Jandar’s ability to wriggle free from magical effects that would otherwise control or compel him. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on his saving throw.
Spell Deflection (Su) – A Sentinel of Jandar with this ability gains the ability to deflect magical attacks back on their caster. If an enemy targets you with a spell or spell-like ability that requires an attack roll, you can use an immediate action to try to redirect the effect back at its originator. To use this ability, the Sentinel makes a melee attack roll. If the Sentinel rolls higher than the enemy’s attack roll, the spell is deflected back and upon the caster, who is subject to the normal effect of the spell or ability. Other spells and spell-like abilities that affect a target aren’t subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day).
Bonus Maneuver – You may learn an extra maneuver from the Devoted Spirit, Diamond Mind, or Iron Heart schools, and add it to your list of maneuvers known from your initiator class, if any. The maneuver must be of a level you can learn, and you must meet all prerequisites for the maneuver.
Bonus Stance – You may learn an extra stance from the Devoted Spirit, Diamond Mind, or Iron Heart schools, and add it to your list of stances known from your initiator class, if any. The stance must be of a level you can learn, and you must meet all prerequisites for the stance.
Bonus Feat – A Sentinel of Jandar may choose to gain a bonus feat from the Fighter bonus feat list in place of a special ability. You must meet all prerequisites for the feat.
Cut the Weave (Su) – Once per day, a 1st level Sentinel of Jandar can end ongoing spell effects on a creature with a melee attack, literally cutting, stabbing, or slashing through the magical energy to strike at the mage.
You must spend a swift action to use this ability; thereafter it applies to the first successful attack you make before the end of his next turn. If no successful attack is made in that time, the attempt is wasted.
A creature struck is affected as by a targeted dispel magic. You use your character level as your caster level for the dispel check. You also get a +1 bonus on this check for each Mage Slayer feat you have (Mage Slayer, Pierce Magical Concealment, and Pierce Magical Protection).
At 3rd, 5th, 7th, and 9th level, you gain an additional use of this ability.
Greater Cut the Weave (Su) – At 6th level, the Sentinel of Jandar’s Cut the Weave ability improves. A creature struck is affected as by a targeted greater dispel magic.
Mind Blank (Su) – A Sentinel of Jandar learns to guard his mind, protecting himself from mental attacks and divination. At 10th level, you are under the effects of a continuous mind blank effect, as cast by a Sorcerer of your character level.
Sentinel of Jandar
Followers of the deity Jandar are all too aware of the dangers of magic, especially given that his worship is especially popular in lands currently and formerly controlled by the Red Wizards of Thay. Since Jandar is opposed to tyranny in all forms, but especially tyranny imposed with the power of magic, his church has developed special fighting techniques to help their warriors combat troublesome spellcasters.
Jandar does not see all spellcasting as evil, and much depends upon the intent of the caster. Many Sentinels of Jandar work with and even befriend mages, so long as those mages use their arts in service of freedom and never to oppress.
Becoming a Sentinel of Jandar
Most Sentinels of Jandar are Crusaders and Warblades, even though the skill prerequisites are cross-class for them. Many Paladins and Rangers also choose to join the Sentinels, though they (like anyone else other than a Crusader or Warblade) have to either multiclass or spend feats to meet the maneuver and stance prerequisites. Fighters find the prerequisites onerous, but the payoff is well worth it for one who wants to specialize in fighting spellcasters.
Few spellcasters choose to become Sentinels of Jandar, either for ideological reasons or because the Mage Slayer feat seriously hampers them.
Entry Requirements
Base Attack Bonus: +6.
Skills: Spellcraft 4 ranks, and either Gather Information 4 ranks or Survival 4 ranks
Feats: Mage Slayer, proficiency with at least one martial weapon.
Martial Maneuvers: Must know one maneuver and one stance from the Devoted Spirit, Diamond Mind, or Iron Heart disciplines.
Special: Must be a worshipper of Jandar.
The Sentinel of Jandar
Hit Die: D10
Level | BAB | Fort | Ref | Will | Special | Maneuvers Known | Maneuvers Readied | Stances Known |
1st | +1 | +2 | +0 | +2 | Cut the Weave 1/day | 1 | 1 | 0 |
2nd | +2 | +3 | +0 | +3 | Blessing of Jandar | 0 | 0 | 0 |
3rd | +3 | +3 | +1 | +3 | Cut the Weave 2/day | 0 | 0 | 0 |
4th | +4 | +4 | +1 | +4 | Blessing of Jandar | 1 | 1 | 0 |
5th | +5 | +4 | +1 | +4 | Cut the Weave 3/day | 0 | 0 | 1 |
6th | +6 | +5 | +2 | +5 | Blessing of Jandar, Greater Cut the Weave | 0 | 0 | 0 |
7th | +7 | +5 | +2 | +5 | Cut the Weave 4/day | 1 | 1 | 0 |
8th | +8 | +6 | +2 | +6 | Blessing of Jandar | 0 | 0 | 0 |
9th | +9 | +6 | +3 | +6 | Cut the Weave 5/day | 0 | 0 | 0 |
10th | +10 | +7 | +3 | +7 | Mind blank | 1 | 1 | 0 |
Class Skills (2 + Int modifier per level) -- Balance, Climb, Concentration, Craft, Gather Information, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Martial Lore, Spellcraft, Survival, Swim, Tumble.
Class Features
Weapon and Armor Proficiency – A Sentinel of Jandar is proficient with all simple and martial weapons, and with light and medium armor, but not with shields.
Maneuvers – At 1st, 4th, 7th, and 10th levels, you learn an extra maneuver. This must be from the Devoted Spirit, Diamond Mind, or Iron Heart disciplines. You must meet a maneuver’s prerequisites to learn it. You add your full Sentinel of Jandar level to your initiator level to determine your total initiator level and your highest-level maneuvers known. At those same levels, you also can ready an extra maneuver.
If you have one or more martial adept classes, choose one of those classes and add the maneuver to your maneuvers known for that class. It need not be a class that can normally learn maneuvers from that discipline. For example, a Sentinel of Jandar with levels in Warblade may learn a Devoted Spirit maneuver and add it to his Warblade maneuvers. The extra readied maneuver that you gain at the same level is added to the same martial adept class.
If you have no martial adept classes, you may use each maneuver once per encounter.
Stances – At 5th level, you learn a new stance from the Devoted Spirit, Diamond Mind, or Iron Heart discipline. You must meet the stance’s prerequisites to learn it.
Blessing of Jandar – At 2nd 4th, 6th, and 8th level, choose an ability from the following list. Unless otherwise noted, all abilities in this list are Extraordinary, and can only be taken once.
Evasion – A Sentinel of Jandar with this ability can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), you instead take no damage. A helpless Sentinel of Jandar (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Favored Enemy (Arcane casters)* –The Sentinel has studied the tactics and mannerisms of arcane casters and the proper techniques for combating them. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against arcane casters, and likewise gets a +2 bonus on weapon damage rolls against them. This ability functions only against characters with the ability to cast spells or invocations. It does not function against creatures with only spell-like abilities.
Favored Enemy (Divine casters*) –The Sentinel has studied the tactics and mannerisms of divine casters and the proper techniques for combating them. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against divine casters, and likewise gets a +2 bonus on weapon damage rolls against them. This ability functions only against characters with the ability to cast spells or invocations. It does not function against creatures with only spell-like abilities.
* If you have levels in Ranger or another class that gains the Favored Enemy ability, you may add your Sentinel of Jandar level to your levels in that class to determine when you gain new favored enemies, and may choose to improve the bonus granted by Favored Enemy (arcane casters) or (divine casters) accordingly. For example, an 7th level Ranger/3rd level Sentinel of Jandar with this ability would have an effective Ranger level of 10th and could improve their bonus from +2 to +4.
Improved Mage Slayer (Ex) – When a spellcaster within your line of sight begins casting a spell, you may take a 5-foot step as an immediate action. If after taking that step you now threaten the spellcaster, you may take an attack of opportunity. In addition, using a spell completion or spell trigger item such as a scroll, staff, or wand in a square you threaten provokes an attack of opportunity from you.
Mettle – A Sentinel of Jandar with this ability can resist magical and unusual attacks with great willpower or fortitude. If you make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negate the effect. An unconscious or sleeping Sentinel of Jandar does not gain the benefit of mettle.
Ranged Cut the Weave – A Sentinel of Jandar with this ability may use their Cut the Weave ability with any ranged or thrown weapon.
Shatter the Weave – This ability allows the Sentinel of Jandar to cause an opponent’s magical energies to blow up in their face. Whenever the Sentinel of Jandar dispels a spell on an enemy using their Cut the Weave ability, the target takes 2 points of damage per spell level as they are struck by the backlash of magical energy. If multiple spells are dispelled this way, the target takes damage for each one.
Slippery Mind – This ability represents the Sentinel of Jandar’s ability to wriggle free from magical effects that would otherwise control or compel him. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on his saving throw.
Spell Deflection (Su) – A Sentinel of Jandar with this ability gains the ability to deflect magical attacks back on their caster. If an enemy targets you with a spell or spell-like ability that requires an attack roll, you can use an immediate action to try to redirect the effect back at its originator. To use this ability, the Sentinel makes a melee attack roll. If the Sentinel rolls higher than the enemy’s attack roll, the spell is deflected back and upon the caster, who is subject to the normal effect of the spell or ability. Other spells and spell-like abilities that affect a target aren’t subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day).
Bonus Maneuver – You may learn an extra maneuver from the Devoted Spirit, Diamond Mind, or Iron Heart schools, and add it to your list of maneuvers known from your initiator class, if any. The maneuver must be of a level you can learn, and you must meet all prerequisites for the maneuver.
Bonus Stance – You may learn an extra stance from the Devoted Spirit, Diamond Mind, or Iron Heart schools, and add it to your list of stances known from your initiator class, if any. The stance must be of a level you can learn, and you must meet all prerequisites for the stance.
Bonus Feat – A Sentinel of Jandar may choose to gain a bonus feat from the Fighter bonus feat list in place of a special ability. You must meet all prerequisites for the feat.
Cut the Weave (Su) – Once per day, a 1st level Sentinel of Jandar can end ongoing spell effects on a creature with a melee attack, literally cutting, stabbing, or slashing through the magical energy to strike at the mage.
You must spend a swift action to use this ability; thereafter it applies to the first successful attack you make before the end of his next turn. If no successful attack is made in that time, the attempt is wasted.
A creature struck is affected as by a targeted dispel magic. You use your character level as your caster level for the dispel check. You also get a +1 bonus on this check for each Mage Slayer feat you have (Mage Slayer, Pierce Magical Concealment, and Pierce Magical Protection).
At 3rd, 5th, 7th, and 9th level, you gain an additional use of this ability.
Greater Cut the Weave (Su) – At 6th level, the Sentinel of Jandar’s Cut the Weave ability improves. A creature struck is affected as by a targeted greater dispel magic.
Mind Blank (Su) – A Sentinel of Jandar learns to guard his mind, protecting himself from mental attacks and divination. At 10th level, you are under the effects of a continuous mind blank effect, as cast by a Sorcerer of your character level.