Sentinel
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Description: Sentinels are enforcers of law and order, the people who know the skills of criminals and rogues intimately so they can combat them. Sentinels may be vigilantes, obsessed with uncovering crime wherever it may be hiding, and stopping it. Or he may be the private eye, a mercenary of sorts. He may even be retained by an individual or organization who encourages him to sidestep laws to better serve his client. Masters of fast, effective combat, sentinels act as judge, jury and executioner to criminals and thieves. Their skills vary widely, for they must be equally as capable as the villians they seek to bring to justice. Sentinels also make the best guards, as their name implies, because their senses are so attuned to their surroundings. While not as strong in melee combat as a fighter, sentinels are formidable enough to delay a foe until more help arrives — usually the city watch.
Leader bonus: 3 EPR. Sentcurse command.
Champion bonus: 3 EPR. Does not go unconscious while bleeding to death.

This is a non-magical guild.
Hermetic Bulk: Quite (3/4)
Spiritual Bulk: Quite (3/4)

Level Skills Spells Restrictions
1 attack
consider humanoid
first aid
check focus
bludgeon
2 broad blade
call undertaker
douse fire
3 rescue
whip
polearm
4 crossbow
crossbowmanship
targetting
5 city navigation
axe
thin blade
6 detect burglary
tackle
questioning
7 detect traps
flagellistics
diagnostics
8 double hit
nightvision
observation
9 ambidexterity
assist
infighting
remedy
plink
10 battering ram
summon watch
command watch
11 polearm strike
polearm sweep
intimidation
12 shackle
organized retreat
trailing
13 flogging
heraldry
14 dodge
alertness
entangle
mazzatello
prestige
15 weapon parry
tumbling attack
stun
warrant
16 cure poison
perfect timing
abbacinare
17 riposte
pardon
laniard making
18 enhance criticals
wariness
brand
19 sap
blindfighting
streetfighting
20 crimefighting
arrest
execute
polearm double hit
disrupt armor
steady party

Stat potential:
Str: little (2/7)
Agi: little (2/7)
Dex: none (0/7)
Con: little (2/7)
Int: none (0/7)
Wis: none (0/7)
Per: little (2/7)
Cha: little (2/7)

Point Potential:
HP: average (4/7) HPR: little (2/7)
SP: none (0/7) SPR: none (0/7)
EP: average (4/7) EPR: many (6/7)

Category Bonuses:
Law skill: small (3/7)
Armed Combat skill: little (2/7)
General Combat skill: little (2/7)
Light Combat skill: little (2/7)

Notes

Coat of Arms

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Azure, within a palisade argent, on an escutcheon or, rondels of the six worlds. This is not official, just something I made up.

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