Black Skull  

Details
Class: Race: Alignment: Deity:
Sentinel Human? Lawful Evil
Level: Size: Age: Gender:
18 Med ? Male
Height: Weight: Eyes: Hair:
6' 8" 300 ? ?

Abilities
STR 20 6
DEX 21 6
CON 20 6
INT 18 4
WSD 17 3
CHA 20 6
 
Hit Points
TOTAL wounds subdual
192 0 0
Initiative
TOTAL dex other SPEED
8 6 2 0
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
32 10 8 0 6 4 4 0 0

Battle Scores
MELEE = base + str + magic + other
23 18/13/8/3 4 0 1
RANGED = base + dex + magic + other
20 18/13/8/3 2 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 16 11 4 2 0
REFL 8 11 3 0 0
WILL 10 8 1 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Molten Bastard Sword 25/20/1510 1D10 +8 19-20 x2 N/A P always+2 to hit, when activated blade glows white hot deals +2D10 and +4d6 +8 fire/energy damage

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Full Plate Space Metal Full Plate +8 -3 +3 20 25 same as mithral 12,000 gp

Feats & Special Abilities
Feat / Ability Description/Notes
Weapon Focus (bastard sword) Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. Prerequisites Proficiency with selected weapon, base attack bonus +1. Benefit You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. Prerequisites Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th. Benefit You gain a +2 bonus on all damage rolls you make using the selected weapon.
Suggestion Starting at 1st level, a Sentinel gains the ability to use Mage Hand once per Level + Wisdom modifier per day. a Sentinel may use this to call their weapon, regardless of it's usual weight restrictions
Insightful Grace At 1st level, a Sentinel gains an insight bonus equal to his Wisdom modifier on all Balance, Jump, Tumble, checks as well as Reflex saves and his AC. Insightful Grace does not apply if the user is immobile
Suggestion At 3rd level, once per day per point of Wis bonus, a Sentinel can use the spell Suggestion as an ability.
Evasion The character can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless character does not gain the benefit of evasion.
Uncanny Dodge The character can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Weapon focus At 7th and 11th level and every 3 levels there after (14th, 17th, 20th, etc...) Get an additional 1d6 damage with chosen weapon
Acrobatics At 8th level, a the character no longer requires a running start to perform a Jump skill check without penalty.
Uncanny Reflexes At 6th level the character is so adept at feeling the will of others, he gains a +1 dodge bonus to AC. This bonus stacks with the feat "Dodge."
Blindsense At 8th level, a Sentinel acquires 10ft of Blindsense: the ability that lets a creature notice things it cannot see, using nonvisual senses. Spot or Listen checks are not needed to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen still has total concealment (50% miss chance), and the normal miss chance when attacking foes that have concealment applies. You are still denied a Dexterity bonus to Armor Class against attacks from creatures unseen.
Telekinesis At 9th level, the character gains the use of the spell telekinesis as a standard action once for every 2 levels per day.
Improved Evasion at 10th level, the character on a failed reflex saving throw takes only half damage
Improved Uncanny Dodge At 10h level and higher, the character can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has Sentinel levels.
Vision At 11th level, a Sentinel can use the spell vision as an ability 1/ day for every Sentinel level.
Improved Uncanny Reflexes Beginning at 12th level, a Sentinel gains a further +1 dodge bonus to AC on top of the +1 at 6th level.
Curse At 18th level, a Sentinel can curse all enemy's in a 20-foot radius a -1/2 his Wisdom Modifier on attack rolls, AC, and Reflex saves checks
Lightning Burst The character can fire arcs of lightning from her palms or fingertips. May be done once a day starting at 10th level, and once more per day every 3 levels after, as an attack action. 1d4 damage for every level over 10th to a maximum of 10d4.
Detect Thoughts A Sentinel can use the spell detect thoughts as an ability 4 times per day.
Improved Telekinesis At 17th level, a Sentinel may now use this power once per level. This ability also doubles the amount of weight that can normally be lifted.
Greater Imprvd Uncny Reflexes Beginning at 18th level, a Sentinel gains a further +2 dodge bonus to AC on top of the +1 at 12th and the +1 at 6th.
Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Great Cleave This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Balance DEX
Climb STR
Concentration CON
Handle Animal CHA
Intimidate CHA
Jump STR
Ride DEX
Search INT
Spot WIS
Swim STR
Tumble DEX
Use Magic Device CHA

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Detect Thoughts (ability) yes 4 1 standard 60ft Will You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Mage hand (ability) yes 21 1 standard Close No You point your finger at one nonmagical, unattended object weighing up to 5 lb. and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
Suggestion (ability) yes 1 standard Close Will You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Telekinesis (ability) yes 1 standard Long See txt You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks. Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level). You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Vision (ability) no 1 standard Personal None You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds. XP Cost: 100 XP.

Gear
Gear Location Weight Description/Special
Cape of Corinth Charm Shoulders +4 Charisma
Brooch, colossal Constitution Right Shoulder +4Constitution/+4 Fortitude save, Titan's red jeweled ring made from titan's ocular lens.
Belt of Sithian Strength Waist +4 Strength
Brooch of Dragon Armor Left Shoulder +4 to natural armor Damage Reduction 8 limit of 200 Hp made from dragon horn
Boots of swiftness Feet +4 dexterity

Treasure/Money
No Treasure Assigned.

Experience
No Experience Assigned.

Description
No Description Assigned.

Personality
No Personality Assigned.

Background
No Background Assigned.