Force Sentinel
The Force Sentinels, sworn protectors and elite guards, use
their knowledge of the force for the good of that which they
defend. Armed with their quick reflexes, compassion and loyalty
they prove to be a valuable asset to any cause. They find
themselves in the employ of royal families, organizations,
government bodies or might be sworn to protect a location
or artefact of significant importance. They excel in combat
but will almost always prefer a more peaceful solution.
Era Notes: Force Sentinels are uncommon
throughout all eras. During the Rise of the Empire, they tend
to be found where the Old Republic has no presence. During
the Rebellion Era, their numbers are not as great and because
of the conflict, and they tend to keep a low profile. Some
may have taken up arms with the Rebellion, but work in relative
secret. By the time of the New Jedi Order, they are free to
protect whatever they wish and take up arms alongside the
Jedi in the fight with the Yuuzhan Vong.
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The Force
Sentinel |
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| Level |
Base Attack
Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Defence Bonus |
Reputation |
| 1st |
+1 |
+1 |
+2 |
+1 |
Bonus
Feat |
+2 |
+1 |
| 2nd |
+2 |
+2 |
+3 |
+2 |
Force
Training |
+2 |
+1 |
| 3rd |
+3 |
+2 |
+3 |
+2 |
Cover,
Force Weapon (+1d8) |
+3 |
+1 |
| 4th |
+4 |
+2 |
+4 |
+2 |
Force Training |
+3 |
+1 |
| 5th |
+5 |
+3 |
+4 |
+3 |
Bonus Feat |
+4 |
+1 |
| 6th |
+6 |
+3 |
+5 |
+3 |
Improved
Cover |
+4 |
+1 |
| 7th |
+7 |
+4 |
+5 |
+4 |
Skill
Emphasis |
+5 |
+1 |
| 8th |
+8 |
+4 |
+6 |
+4 |
Bonus
Feat |
+5 |
+1 |
| 9th |
+9 |
+5 |
+6 |
+5 |
Expert Cover, Force
Weapon (+2d8) |
+6 |
+1 |
| 10th |
+10 |
+6 |
+7 |
+6 |
Bound, Bonus Feat |
+6 |
+1 |
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Requirements: To qualify to
become a Force Sentinel, a character must fulfil all the following
criteria:
Base Attack Bonus: +3
Skills: Heal Other 4, Empathy 4, Friendship
4
Feats: Force Sensitive, Alter
Special: The Force Sentinel must spend a
Force Point, representing dedication to the protection of
a Group / Family / Location / Item of Significance (which
cannot be a possession of the hero). In order to continue
as a Force Sentinel, the character must not stray from what
he has chosen to protect. If later in his career he decides
he no longer wishes to protect what he has chosen, he cannot
increase his Force Sentinel level. He may however expend 2
Force Points to change the focus of his oath.
Game Rule Information
Vitality: 1d8 per level, the characters
Consitution bonus applies
Class Skills
The Force Sentinel class skills are Climb (Str), Craft (Int),
Diplomacy (Cha), Gather Information (Cha), Handle Animal (Wis),
Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Profession
(Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Treat
Injury(Dex). In addition, the Sentinel will, by virtue of
her feats, have all of the force skills as class skills.
Skills Points: 6 + Int modifier
Class Features
All of the following are class features of the Sentinel:
Starting Feats
The Force Sentinel gains from the following feats:
Armour Proficiency (light)
Compassion
Weapon Group Proficiency (blaster pistols)
Bonus Feat
At 1st, 5th, 8th, and 10th Level, the Force Sentinel gain
a Bonus Feat, selected from following list: Dissipate Energy,
Martial Arts, Defensive Martial Arts, Iron Will, Stamina,
Burst of Speed, Force Speed, Heroic Surge, Toughness, Lightening
Reflexes
Force Training
At 2nd and 4th Level, Force Sentinel may select either Control
or Sense.
Once one of these Force feats is selected its associated Force
skills become class skills for the character.
Force Weapon
At 3nd and 9th Level, The Force Sentinel gains Force Weapon
just as the Force Adept. This affect is cumulative.
Cover
At 3rd level, the Force Sentinel gains Cover. Cover allows
the Force Sentinel, as a reaction, to jump in the path of
a projectile. The character rolls Reflex check, DC 10. Range
is 2m in any direction. The attack is then resolved against
the Force Sentinel's Defence.
Improved Cover
At 6th Level, the character gains Improved Cover. Effect is
same as cover except distance is increased to 4m and DC 15
Expert Cover
At 9th Level, the character gains Expert Cover. Effect is
same as cover except distance is increased to 8m and DC 20
Skill Emphasis
At 7th Level, character gains Skill Emphasis Feat.
Bound
At 10th Level, the character is now bound to what he has chosen
to protect. He gets a +2 to his Init in battles to protect
his cause. Also, when he uses a force point in the line of
duty for his cause, he does so as if he were 3 levels higher.
Being bound also means that at this point in his career if
he decides to leave his cause, he must pay 5 force points
or lose 3 ability score points from whichever ability scores
he wishes.
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