Sentinel: Advanced Class
While some portion of the world will always believe that the best defense is a good offense, you have learned that nothing can truly substitute for an excellent defense. There are a number of ways to prevent harm befalling oneself, but the Sentinel seeks to use as many of them as possible so that their vigilant watch won’t end anytime soon.
Some Sentinels use mundane means to mitigate harm - heavy armors, shields, and parrying blades - just as many find the usage of magical armor, barrier, or shield to absorb the slings and arrows they face.
A Sentinel will usually be found in the front of the fighting, absorbing, deflecting, and mitigating damage that was directed at them, or meant for their allies. However, this isn’t to say that the Sentinel isn’t dangerous, as many discover to their dismay. The weight of armor and shields, or the magical power behind other protections, can be turned into a weapon unto themselves, and the Sentinel is unafraid to throw their weight around when the situation calls for it.
Several powers of the Sentinel have the [Reinforce] tag. These powers interact with the base class Fighter Skill Reinforce, as explained in that class’ skill.
A few powers of the Sentinel have the [Living Iron] tag. These powers interact with the base class Artisan ability Living Iron, as explained in that class’ skill.
Class Level | Utility Powers | Basic | Advanced | Veteran Powers | Class |
1 | +1 | 0 | 0 | +1 | Sentinel’s Stance |
2 | 0 | 0 | 0 | 0 | Ablative Barrier, |
3 | 0 | 0 | +1 | 0 | Like Iron |
4 | +1 | 0 | 0 | +1 | Flexible Defenses, |
5 | 0 | 0 | 0 | 0 | Warding Steel, +1 Base Maximum Life Points |
Requirement: Sentinel Level 1
Incantation: None
Call: “Sentinel’s Stance”
Target: Self Duration: Short Rest
Delivery: None Refresh: Short Rest
Accent: None Effect: Barrier, Grant plus Armor, Shield
The Sentinel’s duty is to hold the line - as such, the process of learning how to be a Sentinel teaches one how to assume a rigid, defense-focused stance.
The Sentinel adds their Sentinel class-level to their Base Maximum Physical Armor (if worn), Base Shield Points (if used), and gains Barrier equal to their Sentinel class-level.
Reminder: A single effect can surpass the limits of stacking effects.
While the Sentinel is benefiting from this stance, they are inherently Slowed. The Sentinel may voluntarily end the stance early, losing the slowed Condition but losing any remaining benefits from the stance. This will never leave the armor or shield points higher than when Sentinel’s Stance was initiated, to the best of the user’s memory.
Requirement: Sentinel Level 2
Incantation: None
Call: “Counter, Deflect”
Target: One Effect
Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Counter
The Sentinel has learned to use defenses that normally turn aside more mundane attacks to stop even the most esoteric and magical assault.
The Sentinel can only use this Power if they have points of Barrier. They Sacrifice all remaining points of Barrier, and may call “Counter, Deflect” to a single Effect.
Requirement: Sentinel Level 3
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Grant Resistance
The Sentinel can further harden themselves in their stance, in exchange for a further loss of mobility.
In addition to its normal benefits, Sentinel’s Stance may grant Resistance to unaccented Damage while in effect. In exchange, the Sentinel must elect to be inherently rooted instead of slowed per Sentinel’s Stance. This choice must be made when Sentinel's Stance is activated.
Requirement: Sentinel Level 4
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
The Sentinel learns to utilize every trick they have in broader strokes - what was once a narrow defensive option becomes a tool to use against all the ails of the world.
Any powers that the Sentinel possess that grant Counters or Resistances to Wounding or Piercing effects lose that restriction, and may be used against any damaging attacks.
Requirement: Sentinel Level 5
Incantation: None
Call: “Counter, Deflected”
Target: One Weapon Attack Duration: Instantaneous
Delivery: None Refresh: Quick 100
Accent: None Effect: Counter
Any option the Sentinel has to turn an attack aside becomes the perfect option.
While in Sentinel’s Stance, if the Sentinel’s weapon or shield is hit with a Weapon attack, the Sentinel may call “Counter, Deflected.”
Requirement: Sentinel Level 1, Living Iron Archetype feature
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: Immediate
Accent: None Effect: Special
The Sentinel is so adept at working with armor, that they can make repairs that would not normally be possible to make while wearing the armor. When using the Artisan’s Living Iron ability, the Sentinel may target their own armor and shield, at the cost of spending an extra point of Living Iron per five points of armor or shield they mend.
Additionally, the Sentinel may count their Sentinel class-levels towards their Living Iron pool, in addition to their Artisan class-levels.
Requirement: Sentinel Level 2
Incantation: None
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Grant Plus Armor
With a deeper understanding of how armor and protection works, the Sentinel can more efficiently grant magical protections. Whenever the Sentinel uses a Power that grants summoned armor, natural armor, or bonus physical armor, they can increase the amount of armor granted by that Power by one.
Requirement: Sentinel Level 3
Incantation: RP Focus Quick 100
Call: “Mend [X] to Self”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Long Rest
Accent: None Effect: Mend
Knowing how to properly maintain one’s equipment can mean the difference between life and death. The Sentinel gains a pool of Maintenance Points equal to 10 plus their Sentinel class-level that refreshes upon the completion of a Long Rest. They may spend a Focus Quick 100 roleplaying patching their own armor or shield and use any amount of Points to apply them as Mending to their worn armor or wielded shield.
When the character triggers the [Reinforce] keyword, they gain two Maintenance Points.
Requirement: Sentinel Level 5
Incantation: None
Call: None, “Heal 1 to Self by Will”
Target: Self Duration: Passive, Instant
Delivery: None Refresh: None, Long Rest
Accent: None, Will Effect: Grant Maximum Life Points, Heal
Under all of their armor, the Sentinel develops their body to be as resilient of a defense as their normal protections. The Sentinel’s Maximum Life Points increase by one. This is a Base change, and does not interact with Stacking rules.
Additionally, once per Long Rest when the Sentinel would be reduced to zero Life Points, they can Counter the damage by calling “Counter: Resolute”. This will leave the character at 1 Life Point.
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Grant Plus Armor
The Sentinel is accustomed to getting the most out of their worn armor, even when not deliberately planted and ready to fight. The Sentinel, when not in Sentinel’s Stance, adds half of the bonus normally gained from Sentinel’s Stance to their armor, rounded down.
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Sentinel gains the Apprentice Tinkering (3) skill, and the ability below:
The Sentinel has enough familiarity with the ins and outs of armor, that they can not just work with it but are proficient enough to know certain tricks of the trade.
During any Short Rest, the Sentinel can Rebuild one shield in the field.
In addition, while Tinkering on a Shield, Armor, or other physical defensive item, they can reduce the cost of any work they do by one Basic, or Uncommon Resource of their choosing, to a minimum of one.
Incantation: None
Call: “Grant 3 Barrier”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Grant Barrier
There are a number of times in which the various protections that can be granted to a Sentinel by themselves or others go unused - perhaps they bring a Protection potion against Poison and discover they are opposed by elementals, or perhaps they have a friend Grant them Protection against Packets and are in a duel with a powerful fighter.
When used, this Power lets the Sentinel sacrifice a Protection they have on them to Grant themselves 3 Barrier.
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
While wielding both a Shield and wearing physical armor, the Sentinel may choose to expend a Spike to transfer damage from their armor to the shield’s Shield Points, and vice versa. The target object (armor or shield) must have enough remaining points to absorb the incoming attack in order to use this ability.
Prerequisites: Heavy Armor
The Sentinel gains the Ironclad Armor (2) skill and the Inexorable Iron Power below:
Inexorable IronIncantation: None Call: “Counter” Target: Self Duration: Instantaneous Delivery: None Refresh: Short Rest Accent: None Effect: Counter With enough experience in the thick of the fighting, the Sentinel learns to put the thickest part of their armor in the way of attacks by reflex. Whenever the Sentinel is physically representing at least 10 Location Points on their chest location, once per Short Rest, they may “Counter” one damaging attack that they receive. |
The Sentinel knows that being a threat is vital to their role in a battle line, and as such takes measures to prevent that from being taken from them.
The Sentinel gains resistance to Disarm Effects. The resistance becomes immunity while in Sentinel’s Stance. Additionally, the Sentinel gains the following power:
Ironhand RendingIncantation: RP Q30 manipulating or rending Call: “Shatter [Object] by Force” Target: One Object Duration: Instantaneous Delivery: Touch Refresh: Short Rest Accent: Force Effect: Shatter With the strength from wielding weapons in their hands, the Sentinel learns to apply the force to other uses. To use this power, the Sentinel must be out of combat, and able to hold or otherwise manipulate an object for a Quick 30, as they pantomime applying their strength to the object. After the RP, they may call “Shatter” targeting that particular object. Normally, only tagged items and doors can be Shattered this way, but resourceful Sentinels might find that a marshal will allow them to rend or destroy other objects in mods or encounters as dramatically appropriate. |
Prerequisite: Advanced Shield
The Sentinel knows that their shield can be dangerous, and can use that to fuel their powers. Upon taking Savage Shield the Sentinel may add their Sentinel class levels to Fighter for Reinforce calculations. Additionally, the Sentinel gains Great Shield (2), the Reinforce (3) Class Skill from Fighter, and the Shield Crush ability:
Shield Crush Incantation: Q10 RP inflicting harm with a shield Call: “[Name or Description], Death to Helpless by Force” Target: Individual Duration: Instantaneous Delivery: Verbal Refresh: Short Rest Accent: Force Effect: Death Instead of doing a deathblow to a helpless creature, the Sentinel can pantomime using their shield to execute a helpless individual. Although this is a Verbal Delivery, the Sentinel must be close enough to touch the target with their shield in order to use the Power. Note: A shield should NEVER deliberately make contact with another player during combat, or be used to shield bash. RP safely and respectfully. If the Sentinel successfully kills a creature with this Power (it is not Prevented), they may refresh all powers with the [Reinforce] tag. |
Requirement: Sentinel Level 4
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Mend
The Sentinels’ armor takes on nearly living quality, reacting to the needs of the Sentinel and knitting itself back together when provided the energy necessary to do so.
The Sentinel, when granted points of Barrier, may also choose to Mend their armor or shield for the same number of Barrier points that they were given
Incantation: Focus Quick 100
Call: “Mend Armor to Full”
Target: Armor Duration: Instantaneous
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Mend
The Sentinel can alter a Field Patch Kit they are crafting, instead creating a "Advanced Field Patch Kit" with a 1 year expiration. The Advanced Field Patch Kit can “Mend Armor to Full” once per Long Rest. This use does not consume the Kit if the Sentinel who created it does the repair.
Maintaining the Advanced Field Patch Kit requires dedicated attention, so the Sentinel can only manage one Kit at a time. Furthermore, it will revert to a normal Field Patch Kit if this Power is lost or removed.
Note: The item’s card must be updated with these special features.
Incantation: None
Call: "Short Grant Power" + Description
Target: Other Individual Duration: Short Rest
Delivery: Touch Refresh: Short Rest
Accent: None Effect: Grant Power
The Sentinel touches another they are trying to protect in this battle. The recipient gains the power to Counter a melee attack as long as they are in melee range of the Sentinel who used this power on them.
The recipient calls “Counter, Intercept” when they use this counter. All of this needs to be explained to the recipient.
Incantation: None
Call: "Taunt 3 by Will"
Target: Individual Duration: Permanent
Delivery: Weapon Refresh: Short Rest
Accent: Will Effect: Taunt
The Sentinel knows that without attracting the attention of hostile forces, their practice of damage mitigation is less than useless. As such, they learn to grab attention by threats, deeds, or a particularly agitating blow. The Sentinel can deliver “Taunt 3 by Will” with a single weapon attack.
Incantation: None
Call: “Quick Slow by Force”
Target: Individual Duration: Short Rest, Quick 100
Delivery: Melee Weapon Refresh: Long Rest
Accent: Force Effect: Slow
The Sentinel knows their job: to be an anchor along the line, and the heart of fighting. To that end, they grind the enemy’s advance or retreat around them to a crawl. Until the end of a Short Rest, while in Sentinel’s Stance, the Sentinel may at-will swing for “Quick Slow by Force.”
Incantation: "Last Stand"
Call: "Heal to Full by Will"
Target: Self Duration: Special
Delivery: None Refresh: Short Rest
Accent: Will Effect: Heal, Root
When the Sentinel would be put into a dying state (Ex: reduced to zero Life Points), they may instead Heal to Full and gain the Inherent rooted Condition until they enter the dying state again.
Once the Sentinel can no longer perceive a known hostile threat, they are immediately reduced to zero Life Points and begin dying.
Incantation: None
Call: “Short Repel by Force”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: Force Effect: Repel
Sometimes being in the thick of things is a little bit too much heat, even for a Sentinel. Sometimes, you just need a breather to collect your thoughts and defenses. This power lets the Sentinel make three swings of “Short Repel by Force.” After the Power is activated with the first swing, if the Sentinel completes a Short Rest unused Repel swings are lost.
Incantation: None
Call: “Counter, Parry”
Target: One Weapon Attack Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Counter, Protect
While wielding a weapon, the Sentinel is astonishingly hard to harm. When hit with a Weapon-Delivered attack the Sentinel may Counter that attack, calling “Counter, Parry.”
Incantation: None
Call: “Wounding [X]” “Grant [X] Barrier to Self”
Target: Individual, Self Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: None Effect: Wounding, Barrier
The Sentinel makes a strike that better prepares them for receiving incoming damage. The Sentinel makes one melee attack that will do Wounding damage equal to their Spike Damage plus two, then will gain an equal amount of Barrier. If the Character is wielding a Great Weapon and no other weapons or shields, the amount of Barrier gained is doubled
Incantation: None
Call: “[Name or Description], Taunt 8 by Will”
Target: Individual Duration: Permanent
Delivery: Verbal Refresh: Short Rest
Accent: Will Effect: Taunt
Calling out to a foe, the Sentinel drags their adversary into a fight against their indomitable defenses. This power lets the Sentinel make a verbal delivery of Taunt 8. In exchange, the Sentinel also Taunts themselves to that opponent for the same amount. If the opponent does not appear to hear or take the Taunt Effect, or the Taunt is Prevented, the Sentinel may likewise disregard the Taunt against that opponent.
If the Sentinel is wielding a Great Weapon in two hands and no other weapon, then upon resolving their self inflicted Taunt Effect they may refresh all powers with the [Reinforce] tag.
Incantation: None
Call: “Wounding 12”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: None Effect: Damage
The Sentinel learns to take the burdens of their defenses, and throw that weight behind one of their blows to mighty effect. To use this power the Sentinel must be wearing at least 8 points of armor from any source and using a shield. The Sentinel may call “Wounding 12”.
Incantation: None
Call: “Grant Protect”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Protect
WIth a moment to ready themselves, the Sentinel can set their defenses to intercept anything. WIth this power, the Sentinel may grant themselves up to three Protects against any Accents they do not have Inherent Vulnerability towards. For example, if the Sentinel expected to fight against elementals, they could grant themselves “Protect versus Flame, Protect versus Ice, and Protect versus Lightning.” This Protect does not count against their Protect stacking limit of 3, but other Limits such as not having two Protects against Flame simultaneously still apply.
Incantation: None
Call: “Resist, Weapon”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Grant Resistance
Packets that strike the Sentinel's weapon can be Resisted.
Incantation: “I am the Walking Wall!”
Call: “Resist”
Target: Self Duration: Slow 60
Delivery: None Refresh: Long Rest
Accent: None Effect: Resistance
For the duration of this Power the Sentinel is Slowed and may not attack or use other Powers, if they do this Power immediately ends.
The Sentinel gains Resistance to all Effects and Damage.
Incantation: None
Call: “Quick [Bind / Root/ Silence] by Force”
Target: Individual Duration: Short Rest, Quick 100
Delivery: Weapon Refresh: Long Rest
Accent: Force Effect: Bind, Root, Silence
The Sentinel turns the battlefield around them into a prison for their foes. While in Sentinel’s Stance, the Sentinel may activate this Power. While active, the Sentinel may make melee attacks with the Call “Quick [Bind, Root, or Silence] by Force” at-will. You may change which Effect you call between them. This Power ends if the Sentinel completes a Short Rest, becomes Helpless, or is no longer in combat.
Incantation: None
Call: “Wounding [X]”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: Weapon Effect: Wounding
After a career of absorbing punishment, the Sentinel learns how to not just mitigate, but redirect some of that punishment. After resisting damage, or using Counter (including Protect) against a damaging attack or Power, the Sentinel can immediately make a Wounding attack for the amount of damage negated. This has no effect if the Resist or Counter did not mitigate damage.