SENTINEL


The sentinel is a strictly martial fighter. They may act as field marshall or take to the front lines themselves as a berserker or protector. The sentinel has no channelling abilities but wields swords, axes, bludgeons, polearms, guards and bows with expertise. The sentinel wears heavy armour.


SKILLS


Block

Requirements: 2ep, equipped guard

Mount a defensive stance to grant you +2 protection at any time against any one attack made against you before your next turn.

ALTERS

Bash

Energy increase: 1ep

After guarding an attack, follow up with a blunt strike to stagger your foe. This attack deals half damage. If it hits, it ends your foe’s current action.

Shield Wall

Energy increase: 1ep

This ability can now intercept attacks being made on nearby targets. While your guard is in effect, at any time move up to 5 spaces to take an attack for an adjacent target.

Wary

Energy increase: 1ep

While guarded, you are able to remain wary. If you hold a wary guard, you do not provoke attacks.

Steady

Energy increase: 1ep

While guarded, you are able to remain steady. If you hold a steady guard, your guard cannot be broken.


Challenge

Requirements: 1ep, equipped any sentinel weapon

Direct your weapon an enemy up to 10m away to challenge them to combat. You both deal +2 damage when attacking each other. This lasts for a number of turns equal to half your might.

ALTERS

Pressure

Energy increase: 1ep

Your target is always able to feel your presence and suffers -2 accuracy for as long as the effect lasts.

First Strike

Energy increase: 1ep

Your first attack made against your challenged target deals 2x damage.

Prepared

Energy increase: 1ep

You are ready for a fight with your target, and have +1 protection suffering attacks from them.

Punishment

Energy increase: 2ep

While maintaining a punishing challenge, your target provokes attacks from you any time they perform an action that does not include you as a target.


Cleave

Requirements: 1ep, equipped sword, axe, or polearm

Make a basic attack on an adjacent enemy. If the attack hits, you can shift and attack again. This does not have to be the same target.

ALTERS

Spinstrike

Energy increase: 1ep

The last attack made this way can be altered to hit all adjacent enemies.

Blade Dancer

Energy increase: 1ep

After the second attack, shift and make a third attack.

Lunge

Energy increase: 1ep

Move up to 5 spaces before initiating this attack.

Jumpstrike

Energy increase: 1ep

When shifting between attacks, leap between targets, shifting two spaces instead of one.


Pummel

Requirements: 1ep, equipped sword or bludgeon

Strike a foe in melee range with a blunt end of your weapon to stagger them and knock them back 1 metre.

ALTERS

Stunning

Energy increase: 1ep

Wind your opponent with your attack, converting half your damage to ep damage.

Follow-up

Energy increase: 1ep

After striking with this attack, you or any one ally within range can make a basic attack against your target.

Smash

Energy increase: 1ep

This attack now breaks guards when it hits and deals 1.5x damage.

Retreat

Energy increase: 1ep

After attacking in this way, move up to 5 spaces away from your target.


Sharpshot

Requirements: 1ep, equipped bow

Shoot at a nearby target up to 15m away to deal 2x damage.

ALTERS

Farfire

Energy increase: 1ep

Your attack pierces targets, hitting everyone along the path.

Run and Gun

Energy increase: 1ep

While firing this way, you are able to move 5 spaces. The shot can be executes at any point during this move.

Concussive Shot

Energy increase: 1ep

Attacking in this way also knocks your target back 1 metre and knocks them down.

Rend

Energy increase: 1ep

This attack now breaks guards and the target is vulnerable, taking +1 damage for a number of turns equal to half your might.


Shout

Requirements: 1ep, equipped polearm

With a standard on your polearm, raise it into the air and let out a shout to grant yourself stability for a number of turns equal to half your might.

ALTERS

Marshall

Energy increase: 1ep

Gather your allies within 3 metres, shifting them into adjacent squares. Until your next turn, they also have stability.

Command

Energy increase: 1ep

Choose one compliant target to perform any one action of your choosing. They do not expend an action when they do so.

On Your Guard

Energy increase: 2ep

All allies within 3 metres put their arms up in defense against the next attack. Until the beginning of your next turn, you are all granted +1 protection against any 1 attack made against you at any time.

Charge

Energy increase: 1ep

On their next turn, allies within 3m including yourself have +1 movement and +1 might.