Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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Special: The character must be a strong devotee of Spiros and<br />
have a senior member act as his sponsoring patron before entering<br />
training.<br />
Class Skills<br />
The Sentinel’s class skills (and the key ability for each skill) are<br />
Climb (Str), Cra (Int), Hide (Dex), Intimidate (Cha), Jump (Str),<br />
Knowledge (tactics) (Int), Move Silently (Dex), Perform (Cha), Ride<br />
(Dex), Swim (Str), and Survival (Wis). See Chapter Four: Skills in<br />
the PHB for skill descriptions.<br />
Skill Points at Each Level: 2 + Int modifier.<br />
Class Features<br />
All of the following are class features of the Sentinel of the<br />
Homeguard prestige class.<br />
Weapon and Armor Proficiency<br />
Sentinels are proficient with all simple and martial weapons, all<br />
types of armor, and all shields (including tower shields).<br />
Shield Mastery (Ex)<br />
A 1st-level sentinel is skilled in using the shield to its fullest<br />
potential. While wielding a shield of any type, the sentinel gains a +1<br />
deflection bonus to his AC.<br />
Smite Chosen Enemy (Ex)<br />
Upon aaining 2nd level, the sentinel must select a chosen<br />
enemy from the following list: humanoid (goblinioid), humanoid<br />
(shapeshier), humanoid (orc), or undead. Thereaer, once per day,<br />
he may make a special smite aack. The sentinel adds his Wisdom<br />
bonus (if any) to his aack roll and deals 1 extra point of damage per<br />
sentinel level. If the sentinel accidentally smites a creature that is not<br />
his chosen enemy (such as a character under the effects of a disguise<br />
self or polymorph spell), the smite has no effect, but the ability is still<br />
used up for that day.<br />
Courageous (Ex)<br />
Riding against the inhuman foes of <strong>SpirosBlaak</strong> steels a Sentinel’s<br />
heart and mind against fear. Starting at 3rd level, a sentinel gains a<br />
+6 morale bonus to all saves against fear spells and effects.<br />
Bugle Call (inspire courage) (Su)<br />
At 4th level, a sentinel is given a distinctive bugle allowing him<br />
to inspire courage in his allies. Making a bugle call is a full-round<br />
action that provokes an aack of opportunity if used within a<br />
threatened area. The sentinel must succeed on a DC 12 Perform<br />
Table 9–7: The Sentinel of the Homeguard<br />
Base<br />
Aack Fort Ref Will<br />
Level Bonus Save Save Save Special<br />
1st +1 +2 +0 +0 Shield mastery<br />
2nd +2 +3 +0 +0 Smite chosen enemy<br />
3rd +3 +3 +1 +1 Courageous<br />
4th +4 +4 +1 +1 Bugle call<br />
(inspire courage)<br />
5th +5 +4 +1 +1 Improved shield mastery<br />
6th +6 +5 +2 +2 Bonus feat<br />
7th +7 +5 +2 +2 Coax mount<br />
8th +8 +6 +2 +2 Armor mastery<br />
9th +9 +6 +3 +3 Bugle call<br />
(summon Sentinel)<br />
10th +10 +7 +3 +3 Weapon dedication<br />
Chapter Nine: Prestige Classes 101<br />
(wind instruments) check. On a failed check, the sentinel still uses<br />
up the ability for the day.<br />
The bugle the Sentinel of the Homeland is given is a badge of<br />
office, not a magic item; if his official bugle is lost, any other bugle<br />
(but no other instrument) can be substituted. If a non-Sentinel, or a<br />
Sentinel of a level too low to use this ability normally, aempts to<br />
duplicate the call, the call has no effect even if the notes played are<br />
identical.<br />
All allies within 30 feet of a Sentinel gain a +1 morale bonus<br />
to aack and damage rolls, skill checks, and saving throws for a<br />
number of rounds equal to the Sentinel’s class level + his Charisma<br />
bonus (if any). These benefits do not increase through multiple uses<br />
of the bugle call, whether the original bugler or another Sentinel<br />
within range plays the call. The Sentinel can use this ability a<br />
number of times per day equal to his Charisma modifier (minimum<br />
of once/day).<br />
Improved Shield Mastery (Ex)<br />
By 5th level, the Sentinel perfects his use of the shield. When<br />
wielding one in combat, he gains a +2 deflection bonus to AC.<br />
Bonus Feat<br />
At 6th level, the Sentinel gains Great Cleave as a bonus feat. He need<br />
not meet the prerequisites for this feat.<br />
Coax Mount (Ex)<br />
At 7th level, a Sentinel’s mastery of the horse is such that, as a swi<br />
action, he may add his Charisma modifier (if any) to his mount’s<br />
saving throws and bestow a +10 foot enhancement bonus to the<br />
steed’s land speed for that round.<br />
Armor Mastery (Ex)<br />
At 8th level, a Sentinel is so accustomed to using armor he can get<br />
in and out of it in half the usual time. Furthermore, the armor’s<br />
maximum Dexterity bonus increases by +1 and all armor check<br />
penalties are halved. If the Sentinel carries a heavy load, he loses the<br />
benefits of armor mastery.<br />
Bugle Call (summon sentinel) (Su)<br />
At 8th level, if the Sentinel sounds his bugle anywhere within the<br />
Archduchy, it carries across the countryside to summon a number<br />
of Sentinels equal to 1d6 times the bugler’s Charisma bonus<br />
(minimum of one Sentinel). The Sentinels arrive in 4d4 rounds if<br />
within a major city or inhabited area or 4d6 hours if within deep,<br />
uninhabited wilderness. If more than one Sentinel tries to summon<br />
their fellows to the same area, the GM can rule that there are not<br />
enough to answer the multiple bugle calls. This ability may only be<br />
used once per week.<br />
Weapon Dedication (Ex)<br />
At 10th level, the Sentinel must select one melee weapon with which<br />
he is proficient. Thereaer, he gains the Improved Critical feat with<br />
that weapon.<br />
Thaumaturgist<br />
Regarded as dabblers in forbidden practices, thaumaturgists are<br />
unwelcome anywhere in the Archduchy. Even those claiming to<br />
serve the Good are painted with the same brush of distrust as<br />
those who openly serve evil, because the Archduchy has a long<br />
and painful history of conflict with powers from other planes of<br />
existence.