Warren Sentinel (Kobold, Ranger Archetype)

Kobolds are viewed as the runts of the monster world–weak and barely worth anyone’s time. However, some kobolds are a power to reckon with. The warren sentinel is such as these. Guardians and protectors of their tribe, a warren sentinel uses his focused weapon skills, enhanced magic, and tenacity to defend his tribesmen and his home.

Class Features
The warren sentinel has the following class features.

Tribal Guardian (Ex)

At 1st level, a warren sentinel is an unwavering defender and protector of his tribal domain. A warren sentinel does not choose any creature types from the ranger’s favored enemies table. Instead, he gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against any creature that enters his tribe’s warren, or comes within 30 feet of its entrance. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A warren sentinel may make Knowledge skill checks untrained when attempting to identify these creatures. If the warren sentinel is part of an adventuring party, he treats his camp, sleeping chamber, cave, or any similar structure that functions as his home (whether permanently or temporarily) as his tribal warren for the purpose of this ability.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against such creatures increases by +2. This ability replaces favored enemy.

Sentinel’s Flurry (Ex)

Starting at 2nd level, a warren sentinel selects one of the following ranger’s combat styles to pursue: Archery, Crossbow, Mounted Combat, Natural Weapon, Two-Handed, Two-Weapon, and Shield and Sword. The warren sentinel can make a sentinel’s flurry as a full-attack action. A warren sentinel has the Two-Weapon Fighting feat when attacking with any combination of weapons from the fighter’s weapon group associated with her combat style (see below). He does not need to use two different weapons to use this ability.

At 10th level, the warren sentinel gains use of the Improved Two-Weapon Fighting feat when using sentinel’s flurry. At 18th level, he gains use of the Greater Two-Weapon Fighting feat when using sentinel’s flurry.

A warren sentinel applies his full Strength modifier to his damage rolls for all attacks made with sentinel’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A warren sentinel does not apply his Strength bonus on damage rolls made with a sentinel’s flurry when using a ranged weapon, unless he is using a composite bow with a Strength rating, or a thrown weapon that allow him to add his Strength bonus to the damage. A warren sentinel cannot use Rapid Shot or Manyshot when making a sentinel’s flurry with a ranged weapon.

A warren sentinel can substitute disarm, sunder, and trip combat maneuvers for melee or ranged attacks as part of a sentinel’s flurry. A warren sentinel with natural weapons can't use such weapons as part of a sentinel’s flurry, nor can he make natural weapon attacks in addition to her sentinel’s flurry attacks.

A warren sentinel can use weapons from the following fighter weapon groups, as determined by her chosen combat style. Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups), and refer to those listed in the fighter’s weapon training class feature:

Archery: This style group includes all weapons from the Bows weapon group. At GM’s discretion, it can be expanded to include weapons from the Firearm and Throwing weapon groups.

Crossbow: This style group includes all weapons from the Crossbows weapon group.

Mounted Combat: This group includes all weapons from the Polearms and Spears weapon groups, plus any weapon with the reach special weapon feature.

Natural Weapon: This group includes all weapons from the Natural weapon group.

Two-Handed: This group includes all two-handed melee weapons from the Axe, Blades (Heavy), Double, Flails, Hammer, Polearms, and Spears weapon groups.

Two-Weapon: This group includes all one-handed melee weapons from the Axe, Blades (Heavy), Blades (Light), Flails, and Hammers weapon groups.

Weapon and Shield: This group includes all shields and all one-handed melee weapons from the Axe, Blades (Heavy), Blades (Light), Flails, Hammers, and Spears weapon groups.

In addition, a warren sentinel can choose a combat style feat at 6th and 14th level. These feats must be from the list of combat style feats associated with his combat style chosen at 2nd level. This ability replaces combat style feats.

Guardian’s Bond (Su)

At 4th level, a warren sentinel gains a reservoir of divine energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his warren sentinel level (minimum 1) + his Wisdom modifier. The pool refreshes once per day when the warren sentinel prepares his spells.

At 4th level, a warren sentinel can expend 1 point from his sentinel 
pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 4th, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. These bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the warren sentinel uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the warren sentinel. A warren sentinel can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Alternatively, a warren sentinel can expend 1 point from his sentinel pool to double the bonus granted by the following spells: barkskin, bear’s endurance, bull’s strength, cat’s grace, death from below, expeditious retreat, longshot, longstrider, and longstrider (greater). The sentinel pool point is spent as part of casting the spell, and the enhanced spell may only target the warren sentinel. Each spell can only be enhanced in this way once per day. The warren sentinel can only enhance one spell in this way at time. If he uses this ability again, the affected spell grants its normal effects for the rest of the spell’s duration, while the new spell grants an enhanced bonus. This ability replaces hunter’s bond.

Tribal Spells

Starting at 4th level, a warren sentinel learns additional spells to aid him in the defense of his tribal home. These spells are in addition to the spells on the ranger’s spell list. The warren sentinel gains the following spells at the indicated spell level as soon as he can cast spells of that level: 1st–expeditious retreat, divine favor; 2nd–death from below, protection from arrows; 3rd–armor lock, haste; 4th–stoneskin, ward shield. For the purpose of the death from below spell, the warren sentinel is considered to be a gnome. This ability replaces favored terrain. 

Table: Warren Sentinel

LevelBase
Attack Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpells Per Day
1st2nd3rd4th
1st+1+2+2+0Track, tribal guardian (+2), wild empathy
2nd+2+3+3+0Sentinel's flurry (Two-Weapon Fighting)
3rd+3+3+3+1Endurance
4th+4+4+4+1Guardian’s bond, tribal spells (1st)0
5th+5+4+4+1Tribal guardian (+4)1
6th+6/+1+5+5+2Sentinel's flurry (combat style feat)1
7th+7/+2+5+5+2Tribal spell (2nd), woodland stride10
8th+8/+3+6+6+2Swift tracker11
9th+9/+4+6+6+3Evasion21
10th+10/+5+7+7+3Sentinel's flurry (Improved Two-Weapon Fighting), 
tribal guardian (+6), tribal spells (3rd)
210
11th+11/+6/+1+7+7+3Quarry211
12th+12/+7/+2+8+8+4Camouflage221
13th+13/+8/+3+8+8+4Tribal spells (4th)3210
14th+14/+9/+4+9+9+4Sentinel's flurry (combat style feat)3211
15th+15/+10/+5+9+9+5Tribal guardian (+8)3221
16th+16/+11/+6/+1+10+10+5Improved evasion3321
17th+17/+12/+7/+2+10+10+5Hide in plain sight4321
18th+18/+13/+8/+3+11+11+6Sentinel's flurry (Greater Two-Weapon Fighting)4322
19th+19/+14/+9/+4+11+11+6Improved quarry4332
20th+20/+15/+10/+5+12+12+6Tribal guardian (+10), master hunter4433