Creating A Sentinel
What are Sentinels?
- In the world of Thundoura, monsters roam freely. A new breed a creatures named Syniers, emerged from an unknown source and feed on the flesh of humanoids across the lands. In the more recent generations, a group of renowned alchemists created a breed of warrior to slay and sense the Syniers in their humanoid disguises. Labeled Sentinels, they are feared by the people due to the fact they are half Synier themselves.
Before you decide that you want to play a Sentinel, here is a quick Pro and Con list what to expect;
- Access to new abilities and buffs
- Sense Syniers with a modified perception check
- Eat and drink half as much as a normal Humanoid
- Possibility of losing control and turning into a Synier
- Can’t willingly kill a person for any reason
- Must give up 25% of earned rewards from Officla Sentinel contracts
- Generally feared by the public
- Restricted to races with blood only
Creating a Sentinel
Choosing Race – A Sentinel can be any race that has blood, so a Warforged can’t be an official sentinel due to the fact it has no blood.
Choosing Class – Any class will do, but any divine class the powers are treated as Arcane, and Sentinel keywords, and they worship no god.
Alignment – Any alignment is allowed, but remember the Sentinels are a neutral organization with no favoritism to any group or country. Also, if you hold back from giving the organization its cut, or kill a citizen, even it the citizen is trying to kill you, the organization will cut you down.
Skills and Feats – The limits of Skills and Feats, and hit points, etc, are exactly the same as creating a normal character
SENTINEL SPECIFIC STATS AND ABILITIES
Sentinel Ability Points – When you first make a Sentinel, you have 5 Sentinel Points that can be distributed however you please, it affects your benefit depending on your stability (will talk about stability later on)
Power – Power for a Sentinel, can be used to buff damage or AC, depending what your initial choose, and it will affect certain Power Abilities. Initial Choose Damage or AC for standard. Also please note, If you choose Damage for example, you can still choose a Power Ability that enhances AC.
Speed – Speed for a Sentinel can be used for AC increases or Attack Bonuses. You must choose one initialy.
Magic – Magic for a Sentinel buffs the Magic Damage if Magic attacks or Skill Checks. Must choose one specifically.
Regen – All Sentinels have some ability to regenarate their wounds. After 3 Rounds a Sentinel regenerates 1 Plus their Regen Ability Score. Ex. a character with Regen 3, regenerates 4 every 3 rounds. If you Regenerate past your HP Limit, you are FORTIFIED and next attack you minuses your Regen Score. Also affects certain abilities.
Control – This is a Sentinels only defence into turning into a monster. Control affects a player’s Stability Role. Most important stat.
Favoured Stat – when you create a sentnel you choose one favoured stat, (doesnt have to be stat with most points) the bonuses to that your favoured stat are assigned to get more powerful the less stable you are. ex. If your favoured stat is power and you chose Damage, and your stability is 3, you get plus 1 damage to ALL your attacks (melee)
Power – Increase damage or ac by 1/2 of your stability bonus+ your stat bonus. Round Down
Speed- Increase Ac of attack power by 1/2 your stability bonus +plus your stat bonus. Round Down
Magic – Increase your Magic damage and attack bonus by 1/2 your stability bonus plus your stat bonus round down.
Regen – Regen Double your sentinel regen stat plus your stability bonus.
Control – It essential cancels each other out, unless you have control feats or extra abilities.
Stability is the measure of how monstrous you have become. The less stable you become, the more powerful you become, and the harder it is to retain control. You regain completely stable after an encounter.
You have 10 Stability points, and once you reach 10 (unless you have feats that give you more) you become a monster and you must be killed.
You can gain stability in two ways;
1. Choose to just to gain power
2. Everytime you use a Sentinel Ability.
Stability 1 – No Stability roll minuses, or Bonuses added.
Stability 2-3 – -1 to Stability rolls, +1 to bonuses Sentinel Abilities and Favoured Stat
Stability 4-5 – -2 stability rolls, +2 to to bonuses Sentinel Abilities and Favoured Stat
Stability 6-7 – -3 to stability rolls, +3 to bonuses Sentinel Abilities and Favoured Stat
Stability 8-9 – -4 to stability rolls, +4 to bonuses Sentinel Abilities and Favoured Stat
Stability 10 – Your a MONSTER!
IF YOU HAVE FEATS THAT GIVE YOU EXTRA STABILITY POINTS, IT CONTINUES
Stability 10-11 – -6 stability rolls, +5 to bonuses Sentinel Abilities and Favoured Stat
Stability 12-13 – -8 stability rolls, +6 to bonuses Sentinel Abilities and Favoured Stat
Stability 14 – -10 stability rolls, +10 to bonuses Sentinel Abilities and Favoured Stat
If you a roll;
Natural 1 – Plus 5 stability
2-5 – Plus 4 stability
6-10 – plus 3 stability
11-15 – plus 2 stability
16-19+ plus 1 stability
Natural 20 – No loss of stability
FEATS – Feats that only a sentinel can have
Monster Control – Plus 2 Stability Points
Monster Resist ( Lvl 5 must have Monster Control) – Plus 2 more Stability points
Monster Dominance (Lvl 11) – Have a total of 15 Stability points
Stability Training – +2 to Stability Rolls
Unrestricted Knowledge – Can have another ability without stability roll penalty (can be taken mutiple times)
You may choose as many abilityies as you please, You get 1 ability to start with no stability roll penalty, when you use an ability you also roll for stability.
1 Ability – 0 stability roll
2 abilities – -2 stability roll
3 abilities – -4 stability roll
Monster Power – For your attack you get a bonus to damage plus your POWER Score plus your sentinel ability stability bonus (does that make sense?)
Buff up! – You get AC bonus based on your POWER Score plus your sentinel ability stability bonus for 2 rounds.
Quicken – You get an AC bonus based on plus your Speed Score plus your sentinel ability stability bonus for 2 rounds.
Multi Attack – After you initial attack(s), you may make a number of melee basic attacks based on You get an AC bonus based on plus your Speed Score plus your sentinel ability stability bonus. For each extra attack you must make a stability roll.
Precision – Your attack gets a bonus based on You get an AC bonus based on plus your Speed Score plus your sentinel ability stability bonus.
Magic Abilities – You must choose an element to stick with, Ex, Fire, Cold, Posion, electric, etc
Also the attack bonus is based on your Magic score and sentinel ability stability bonuses
Also you can use your INT,Wis, or CHA modifier for both attack and damage
Ball – you send a magic ball of your favoured element to the enemy.
1d10 damage plus your Magick Ability score and your sentinel ability stability bonus
Range – 10 squares, single target
Shower – You rain magic missles of the element of your choice onto your enemies
if 3×3 squares 1d6 plus your Magick Ability score and your sentinel ability stability bonus
if 4×4 squares 1d4 plus your Magick Ability score and your sentinel ability stability bonus
if 5×5 squares 1d4 plus your Magick Ability score and your sentinel ability stability bonus(but only half damage)
- You regenerate quickly based on your Regen Score and your sentinel ability stability bonuses
This ability is needed to reattached severed limbs, without the risk of becoming a Synier.
for roleplay purposes, when you become less stable, you slowly start to look like a synier.
Stability 1-2 – eyes turn Red
Stability 3-4 – Veins start to pop out
stability 5-6 – Teeth and nails sharpen
stability 7-8 – skin slowly changes colour
stability 9+ individual characteristics dependent on character form ex. wings, claws, extra arms, etc