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.

The Force Sentinel
 
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
 

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.

 

Design Credits
  The Force Sentinel class was submitted to No Light without Shadow by Thanatos E and Vijin D