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.
Guild choices for: Sentinel
Primary Guilds: Abjurer, Bard, Fallen, Fighter, Merchant, Monk, Paladin, Psionicist, Ranger, Templar
Secondary Guilds: Bounty hunter, Confessor, Death knight, Dragonslayer, Lasher, Sharpshooter, Shih, Squire, Swashbuckler, Telemancer
Good: Behemoth, Catfolk, Centaur, Dragonian, Dwarf, Ettin, Flynd, Gargoyle, Giant, Gorgon, Homarid, Kizanki, Minotaur, Muridan, Thuul, Titan, Troll, Uruk, Vipyr, Werewolf, and Xodar.
Average: Anakim, Devil, Elf, Gnome, Goblin, Gremlin, Hephestian, Human, Kreen, Mummy, Satyr, Selkie, Tortle, Treant, Tywimn, Vampire, Vulpin, and Yaag-nesh.
Coat of Arms
Azure, within a palisade argent, on an escutcheon or, rondels of the six worlds. This is not official, just something I made up.