Sentinel (D&D)

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Biographical Info[edit]

  • Name Sentinel
  • Sex Male
  • Age 3
  • Height 6'0
  • Weight 270lbs
  • Hair None
  • Eyes Yellow
  • Skin Wood
  • History and Personality
  • Description

Characteristics[edit]

  • Race War-Forged
  • Class Druid
  • Level 1
  • EXP 130
  • XP required for next level 1000
  • Alignment Neutral

The Goods[edit]

  • STR 11
  • DEX 11
  • CON 15
  • INT 13
  • WIS 14
  • CHA 11

Combat Stats[edit]

  • AC 15 (10 Base, 2 from War-Forged, 1 from Ironwood Body, 2 from Heavy Shield)
    • Spell Resistance
    • Damage Resistances 2/slashing
  • HP 10
  • Movement Rate 30ft
  • To-Hit +1
  • Grapple Modifiers
  • Saving Throws
    • Fortitude +4 (2 Base, 2 from Con)
    • Reflex 0
    • Will +4 (2 Base, 2 from Wis)

Race and Class Abilities[edit]

  • Racial Abilities

o Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

o A warforged cannot heal lethal damage naturally.

o Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.

o As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects to a warforged.

o The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only and thus cannot be used on a warforged.

o A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit pointsare less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and cannot perform any actions. An inert warforged does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.

o As a living construct, a warforged can be raised or resurrected.

o A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.

o Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot benefit from the effects of magic armor or magic robes. Composite plating can gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic Arms and Armor feat. The character must be present for the entire time it takes to add this enhancement. In addition, spells and infusions that normally target armor, such as magic vestment and armor enhancement, can be cast with the composite plating of a warforged character as the target. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.

o Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

o A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.

  • Class Abilities

o Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature’s ally IV (also a 4th-level spell).

o Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

o Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM’s campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the druid’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

o Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a –4 penalty on the check.

Skills[edit]

  • Concentration: 4 (2 + 2)
  • Handle Animal: 2 (2 + 0)
  • Heal: 4 (2 + 2)
  • Knowledge (Nature): 6 (3 + 1 + 2)
  • Listen: 4 (2 + 2)
  • Sense Motive: 3 (1 + 2)
  • Spellcraft: 3 (2 + 1)
  • Spot: 5 (3 + 2)
  • Survival: 6 (2 + 2 + 2)

Feats[edit]

  • Ironwood Body (War-Forged, 1st Level Only): Your armor bonus increases to +3 and you gain damage reduction 2/slashing. You are considered to be wearing light armor, and have a +4 maximum Dexterity bonus to AC, a –3 penalty on all skill checks to which armor check penalties apply (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 20%

Spells Known[edit]

  • 0th level (Save DC: 12)

o Know Direction (PHB)

o Light (PHB)

o Mending (PHB)

  • 1st level (Save DC: 13)

o Entangle (PHB)

o Ram’s Might (Spell Compendium)

Gear and Treasure[edit]

  • Encumbrance
  • Armor

o Heavy Shield (+2)- 7gp

  • Weapons

o Short Spear (1d6 & x2)- 1gp

o Sling (1d4 & x2)- 1 gp

  • Gear
  • Coins 5 GP EP SP CP
  • Treasure