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.