Saturday, November 5, 2022

Sentinel (new class)

 Inspired by the "NPC" class in Dragon issue 89 here is my take on the sentinel class for OSE or other B/X games. Play a watchful guardian with this new class. For when you have high mental stats but still want to smash things.




Sentinel


Requirements: Minimum STR 9

Prime requisite: INT and WIS

Hit Dice: 1d8

Maximum level: 14

Armour: Any including shields

Weapons: Any

Languages: Alignment, Common


Prime requisites: A sentinel with at least 13 INT and WIS gains a 5% bonus to experience. A sentinel with at least 16 INT and at least 16 WIS gains a 10% bonus.

Alignment: A sentinel must not have the chaos alignment.


Awareness

Sentinels are only surprised on a roll of 1. This may mean that a sentinel is able to act in the surprise round while their companions are surprised.


Detect Secret Doors

Sentinels have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance


Combat

Sentinels can use all types of weapons and armour.


Sentinel Skills

Sentinels can use the following skills, with the chance of success shown below:

Detect Invisibility (DI): A sentinel is able to notice a disturbance in the air flow, a slight noise or a slight emanation of heat or cold that signals the presence of something unseen. To detect a creature that is hidden rather than invisible a sentinel gets a +25% bonus to the number given in the table.

Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.

Hear noise (HN): In a quiet environment (e.g. not in combat), a sentinel may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.


 After Reaching 9th Level

A sentinel can establish a stronghold, often a guard tower or watch tower or border keep, attracting 2d10 first level sentinels as guards.




Sentinel Level Progression

                                                                Saving Throws

Level XP           HD            THAC0        D   W  P   B  S

1 0         1d8   19 [0] 12 13 14 15 16

2 1,750 2d8   19 [0] 12 13 14 15 16

3 3,500 3d8   19 [0] 12 13 14 15 16

4 7,000 4d8   17 [+2]         10 11 12 13 14

5 14,000 5d8   17 [+2]         10 11 12 13 14

6 28,000 6d8   17 [+2]         10 11 12 13 14

7 56,000 7d8   14 [+5]           8   9 10 10 12

8 120,000    8d8   14 [+5]           8   9 10 10 12

9 240,000    9d8   14 [+5]           8   9 10 10 12

10 360,000    9d8+2*     12 [+7]           6   7   8   8 10

11 480,000   9d8+4*      12 [+7]           6   7   8   8 10

12 600,000   9d8+6*     12 [+7]           6   7   8   8 10

13 720,000   9d8+8*     10 [+9]           4   5   6   5   8

14 840,000   9d8+10*   10 [+9]           4   5   6   5   8

* Modifiers from CON no longer apply.    D: Death / poison; W: Wands;

                                                                    P: Paralysis / petrify; B: Breath attacks;

                                                                    S: Spells / rods / staves.


Sentinel Skills Chance of Success

Level DI   TR   HN 

1         1      5     1–2 

2         2      7     1–2 

3         3      9     1–3 

4         4    11     1–3 

5         5    13     1–3 

6         6    15     1–3 

7         7    18     1–4 

8         8    21     1–4 

9         9    24     1–4 

10         10   27     1–4 

11         11   30     1–5 

12         12   33     1–5 

13         13   37     1–5 

14         15   40     1–5 

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