Sentinel
The Sentinel dominates a battlefield, providing suppression and covering fire in a large zone of control.
Ability Score Increase:
Level 1: +2 Perception
Level 4: +3 Perception
Level 7: +3 Perception +2 Strength
Level 10: +4 Perception +3 Strength +3 Foresight
Class Level Abilities
Level 1
Covering Fire: As an partial action, you can declare an ally to be protecting. If the ally is subjected to an attack, you may roll a 1d100 and subtract that from the attack roll. If the attack is an attack of opportunity, the bonus is doubled. This ability costs ammunition as if the Sentinel had attacked. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Reactionary Fire Proficiency: When a Sentinel makes an Overwatch action, he ignores the normal accuracy penalty associated with it. Steady Shot V: A Sentinel gets +12 to Ranged and an additional +8 in a specific ranged weapon skill. Suppressing Shot: A number of times per day equal to your Sentinel level, you can make an attack roll upon a target to give them a penalty on their next action equal to your attack roll. The attack must hit to take effect. This attack is otherwise treated as a normal attack. Zone of Threat: The battlefield is under constant threat of attack from the Sentinel. If the Sentinel has not moved during their turn, they can use their normal Attack of Opportunity as an Overwatch instead. This Overwatch can be in addition to the action of being Overwatched.Level 2
Practice makes Perfect: Gain a +12 in the same skill as chosen in Steady Shot. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Rapid Reaction: The Sentinel’s reactionary skills are higher than most. Gain an additional Attack of Opportunity per turn. Stopping Power: If a creature that the sentinel can see attempts a charge or a charge-like ability, the Sentinel can immediately make an Overwatch attack against this creature. The Sentinel may choose to forgo the damage to instead reduce the creature’s movement speed to zero until its next turn. This decision must be made before the attack roll is completed. This attack expends an Attack of Opportunity.Level 3
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Threatening Overwatch: Your dangerous gaze causes creatures to be afraid to step within the range of your terrifying weapons. All movement taken within your overwatch zone costs double (ie. moving 1 meter costs 2 meters of movement) or else you can perform an additional Overwatch upon them. This does not expend an Attack of Opportunity. You can also activate your Zone of Threat on creatures that end their turn within your Overwatch zone.Level 4
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Zone of Threat II: Change Zone of Threat to read if the Sentinel has not moved or moved less than half of their total possible movement, they can use their normal Attack of Opportunity as an Overwatch instead.Level 5
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Rapid Reaction II: The Sentinel’s reactionary skills are higher than most. Gain an additional Attack of Opportunity per turn.Level 6
Master of Overwatch: If the Sentinel does not move during their turn, they may take the action of Overwatching in addition to any other actions. This ability counts as a free action and can be in addition to Overwatching. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 7
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Rapid Reaction III: The Sentinel’s reactionary skills are higher than most. Gain an additional Attack of Opportunity per turn. Terrifying Overwatch: The constant threat of the Sentinel’s battlefield domination sends shivers down the spines of all enemies. For all enemies in range of a Sentinel’s Overwatch, all movement costs triple.Level 8
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Zone of Threat III: Change Zone of Threat to read if the Sentinel can use their normal Attack of Opportunity as an Overwatch instead.Level 9
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Rapid Reaction IV: The Sentinel’s reactionary skills are higher than most. Gain an additional Attack of Opportunity per turn.Level 10
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Sentinel Level Overview
Level | Abilities | |
---|---|---|
1 | Covering Fire, Reactionary Fire Proficiency, Steady Shot, Suppressing Shot, Zone of Threat | |
2 | Practice makes Perfect, Rapid Reaction, Stopping Power | |
3 | Threatening Overwatch | |
4 | Zone of Threat II | |
5 | Rapid Reaction II | |
6 | Master of Overwatch | |
7 | Rapid Reaction III, Terrifying Overwatch | |
8 | Zone of Threat III | |
9 | Rapid Reaction IV | |
10 |
Class Currency Modifier: 1.2