Sentinel
The sentinels formed to watch the west for signs of a resurgent Empire and to guard against the horrors spawned from its collapse. Time eroded their numbers, and few sent to patrol the towers and walls were worthy of undergoing the rites of initiation to gain full membership. Now, only a handful of true sentinels remain, and hopes for the organization’s future have begun to die.
You understand the threat the west poses, especially now that the Great Kingdom and other nations fight over the ruins of civilization in the Old Country, and you have pledged your sword to the sentinels. Before you take your place atop the towers with the others, you have time to finish your outstanding business and, in doing so, inspire others to follow your lead.
Level 7 Sentinel
Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Expose the Enemy (Magical): You can use this talent when you get a success on a roll to attack an enemy. The enemy becomes cursed (luck ends). While cursed in this way, the creature cannot hide, become invisible, or benefit from any effect that would prevent creatures from perceiving it.
Peerless Watcher: You can use this talent when you become blinded, confused, controlled, or stunned. Make a Will roll. On a success, the affliction ends.
Level 8 Sentinel
Health: +12
Pierce Disguise (Magical): You can use an action to target one creature you can see within 5 yards. If that creature wears a mundane or magical disguise, you know it. If the creature is under the effects of transformation, you see its true form. The effect lasts until the end of your turn.
Reveal Weakness: Enemies you can see grant you 1 boon on your rolls to attack them. In addition, when you get a critical success on a roll to attack an enemy, the enemy becomes vulnerable until the end of your next turn.
Vanquish the Cursed: Your attacks deal an extra 2d6 damage to cursed targets. At level 10, such attacks deal an extra 4d6 damage instead.
Level 10 Sentinel
Health: +12
Penetrating Gaze: You can use an action to gaze at one object within reach. For you, a window opens through the object so that you can see whatever lies behind it. The window can extend through 1 inch of metal, 1 foot of stone, or 10 feet of wood or some other organic material. Your enhanced vision persists until the end of the round, but you can use an action to extend the duration until the end of the next round, up to a maximum of 1 minute. If you can no longer reach the object of your scrutiny, the effect ends immediately.
Uncanny Awareness: You gain the Awareness 20 trait.