Ironwood Sentinel
Mind of the forest, find my foes. Strength of the forest, guide my blows.
Heart of the forest, give me drive, friends of the forest, I'll keep you alive!
Rally round!
~ Half-Elf Bard Tyronsius Gilleium as Cedarstone the Ironwood Sentinel in a production of "Hark, the Forest Walks".
Prerequisites: Warforged, Druid
The Ironwood Sentinels are a sect of Warforged Druids who strive to emulate Treants and other intelligent plant creatures. They consider themselves "treants" in a sense as well, though treants formed with stone and steel as well as wood. Other druids may be content to stand a distance away hurling evocations or dart aroudn the edges of a battle, looking for the most opportune moment to strike. The Ironwood Sentinels however, don't partake of this catuion, charging into the thick of things, preferring injury over seeing misfortune befall their allies.
Ironwood Sentinels' beast form usually resemble a plant creature more than a natural animal, with most choosing to become small treants. As Ironwood Sentinels increase in power, some even go so far as to augment their original bodies to better emulate the treants they idolize, attaching leafy boughs, growing moss on their stone parts, and dulling the shine of their metallic areas with mud.
Ironwood Sentinel Path Features
Ironheart Action: (11th Level): When an Ironwood Sentinel spends an Action Point the Ironwood Sentinel and all allies within 10 squares gain a +2 bonus to all defenses until the end of the Ironwood Sentinel's next turn..
Ironwood Focus: (11th Level): Whenever an ally within 5 squares is attacked by an enemy, the Ironwood Sentinel can mark the enemy as an immediate reaction. This mark lasts until you use this feature again.
Ironwood Body: (11th level): The Ironwood Sentinel recieves Toughness as a bonus feat. If the Ironwood Sentinel already has the Toughness feat, increase the bonus hitpoints provided by 10. Additionally, you gain resist fire 5 and resist necrotic 5. At level 21 these bonuses increase to resist 10.
Ironwood Furor: (11th level): You get +1 to attack rolls against targets marked by your Ironwood Focus.
Living Treant Form: (16th Level): While in beast form, your reach increases by 1.
Ironwood Sentinel Powers
| Ironwood Tangler |
Ironwood Sentinel Attack 11 |
| Your body erupts outwards, the wood growing ferociously to entrap and batter your enemy closer. |
|
| Encounter ♦ Primal, Implement | |
| Standard action - Ranged 10 | |
| Target: One marked creature |
|
| Attack: Wisdom vs Will |
|
| Hit: 2d8 + Wisdom damage, and the target is pulled a number of squares equal to your Constitution modifier. |
|
| Effect: The Target is slowed. |
|
| Grove Guardian Stance | Ironwood Sentinel Utility 12 |
| You plant your feet, becoming an impassible bulwark. None shall pass. Those who do shall feel the fury of the forest. |
|
| Encounter ♦ Primal, Implement, Beast Form, Stance |
|
| Minor action | |
| Effect: You enter the Grove Gaurdian Stance. You gain damage resist all 2. Whenever an enemy marked by you within reach makes an attack that does not include you, you make make a melee basic attack against them as an immediate interrupt. This stance ends when you willingly move from your square. |
|
| Ironwood Treant |
Ironwood Sentinel Attack 20 |
| The wood of your body erupts outwards, expanding and subsuming your traditional form. You are an Ironwood Treant, massive guardian of the primal wilds. Your blows send enemies sprawling. |
|
| Daily ♦ Primal, Implement, Beast Form |
|
| Minor Action - Personel | |
| Effect: You use wildshape and become an Ironwood Treant. Until you leave beast form, your size increases to Large, and you can use druid evocations without the Beast Form keyword while in beast form. Additionally, once before the end of the encounter you can make the following attack as a Standard Action. |
|
| Target: One enemy within reach. |
|
| Attack: Wisdom+2 vs Fortitude |
|
| Hit: 3d8 + Wisdom modifier damage. The target is knocked prone, and is slid a number of squares equal to your Constitution modifier. |
|
| Effect: You regain 1 spent healing surge. If you already have the maximum amount of surges, no effect. |
|
Optional Elements
Elemental
Race
New Party Role
Stance
