From Compendium of Worldly Lore
The green sentinel is a special kind of hunter, trained from a very young age in the art of hunting the supernatural. Serving as elite guardsmen for elven nobility as well as peacekeepers in the land, the green sentinels forego the study of a normal combat style or a magic school, focusing on ways to combine the two into the single purpose of fighting against supernatural opponents. The sentinels take into their ranks only the most capable and dedicated elves, commanding respect wherever they go and rooting out evil wherever it may nest. Members of the green sentinels are ready to give their lives in support of their companions, piercing enemies’ defenses so that others have a better chance of defeating them.
Many classes can complement the abilities of a green sentinel and, although fighters, paladins and rangers are the most numerous, the particular skills of spellcasters and rogues are welcomed. Fighters find that their new abilities give them an edge when fighting against foes they would normally have a hard time damaging without magical aid, while spellcasters can bolster their own powers as well as the abilities of their fellows. Rogues become particularly adept at surprising a supernatural foe, creating openings for others to attack. Even a few monks profit from joining the sentinels, becoming living weapons against enemies of elvenkind. The green sentinels were created by high elves, because their tendency to travel brings them into contact with many strange enemies, but wood and sea elves soon began training their own. Gray elves have few sentinels, trusting in their magical might to counter any threat. The drow version, the dark sentinels, have the same abilities as their surface counterparts, as their underground dwellings are also home for many strange beings.
Green sentinels are often bodyguards to an important elf noble but also travel around as wandering trouble-shooters, reporting any threat they feel they cannot deal with alone or hiring adventurers to help them.
Role: Support
Characteristics: Anti-supernatural fighters, with abilities to help fight them and shatter their magical defenses.
Source: Quintessential Elf
Game Rule Information
The Green Sentinel has the following game statistics.
Abilities: Strength and Constitution for striking ethereal targets and staying alive when encountering said creatures. Wisdom for boosting the power of your abilities.
Alignment: Any
Hit Die: d10
Starting Gold: N/A
Class Skills
The Green Sentinel's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Search (Wis), Spot (Wis), Tumble (Dex) and Wilderness Lore (Wis)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Green Sentinel.
Weapon and Armor Proficiency: A Green Sentinel is proficient with all simple and martial weapons. They are proficient with all types of armor and with shields (except tower shields).
Find the Enemy I Ex: At 1st level, a green sentinel may select a type of creature as a favored enemy. This is the same as the ranger favored enemy class feature, and if the character has any ranger levels, he can select another type of creature. The sentinel gains a +1 bonus to Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks when using these skills against his chosen type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A green sentinel also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the sentinel cannot strike with deadly accuracy beyond that range). The bonus does not apply to damage against creatures that are immune to critical hits.
Shatter Defense Su: At 2nd level, the sentinel learns to channel his will and knowledge about the supernatural into his or others’ attacks. Once per day per sentinel level, the character can spend an action to enchant his or any of his companions’ weapons so that they act as a magical weapon with a +1 enhancement bonus. He needs to touch the weapon in order to enchant it. This bonus does not add to attack or damage rolls, it only counts to defeat a creature’s damage reduction. This enchantment only lasts for a single attack and then discharges. At every even level, this ability can negate higher damage reduction ratings. If the sentinel spends five uses of his shatter defense ability, he negates the creature’s DR for a number of rounds equal to his Wisdom modifier (minimum 1).
Shatter Magical Defense Su: By spending two uses of his shatter defense ability, the green sentinel can spend an action to grant a +2 bonus to a caster check to defeat a creature’s Spell Resistance. He can enjoy this bonus if he has levels in a spellcasting class or transfer it to another spellcaster by touch. This bonus stacks with the one granted by the Spell Penetration feat. At 9th level, he can spend three uses of his shatter defense ability to grant a +4 bonus to the caster check.
Find the Enemy II Su: The green sentinel may choose a second creature type as a favored enemy. In addition, the character can spend three uses of the shatter defense ability to see invisible and ethereal creatures for a number of rounds equal to his Wisdom modifier.
Strike Ethereal Sp: With a successful Knowledge (arcana) check (DC 15 + target creature’s CR), the green sentinel is able to damage an ethereal creature as if it was in the Material Plane for his next physical or spell attack.