The Sentinel is one of the core classes for the Primal Legends campaign setting, combining elements of the Ranger and Paladin with mechanics that support Primal Legends' fundamental division between 'clean' and 'unclean' creatures and magic.
From a core of ranger-like statistics (there is a suggested set of changes to bring the core abilities closer to a paladin concept), most of the Sentinel's class abilities are picks from a large selection of Ranger-like, Paladin-like and unique abilities called Endowments, with prerequisites that, for practical purposes, restrict Endowments to a similar class level to when they would be received by the PHB equivalent, and group them into trees (not explicitly listed). It strikes me that it would be very easy to read the Endowments as feats and make them available to anyone.
The concept of clean and unclean creatures extends some Cleric-like abilities to large groups of creature types and a DM would need to consider the balance implications of this carefully: for example, a Sentinel may gain the ability to turn or destroy dragons, constructs or orcs, to rebuke or command elves, oozes or animals, or a Holy Aura that does a small amount of damage to all unclean creatures in range (six creature types). Another general concern is that Endowments are stated to be extraordinary abilities unless otherwise noted, but I can't see any Endowment noted as a supernatural or spell-like ability, even ones like turning that probably should be. Maybe I'm missing a table, but this should be in the text.
It's not as much a universal game-mechanic revision as the blurb tends to suggest - this is a setting-specific class, though mostly easy to adapt, with due attention to possible balance concerns. It's innovative and technically well developed.<br><br>
<b>LIKED</b>: Some good thinking has gone into treatment of favoured terrain and non-GP-based trapmaking.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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