Sentinel Crystal

Sentinel

"I'll protect everyone, and save Cocoon!"

Whether they're encased in bronze armor or wearing nothing more fancy than a long jacket, the Sentinel is a valiant bravo standing directly between destruction, darkness and evil and absolutely everyone else - admittedly, not a comfy place. Reckless yet stalwart, the Sentinel battles with a shout of challenge and a stance that will not cede an inch.

Sentinels protect - themselves and others. With unparalleled access to Provoke and defensive abilities - including some that are simply astounding in their scope, like Elude and Reprieve - the Sentinel taunts the enemy into attacking them, and then proceeds to not die. A Sentinel thrives in battle based on support from the party; they don't inflict much damage, but a good Sentinel allows the rest of the party to go into overdrive, playing on the full offensive.

+2 ATK +5 VIT +2 SPD 0 MAG +1 SPR +100 HP 0 MP

Equipment

Sword, Spear, Greatsword, Axe&Hammer, Heavy Armor, Light Armor, Mystic Armor, Shield.

Bare

Strength: Medium, Critical 2, Skewer
Blocking: Yes (Evasion)
Defense: Light
Style: Physical
Bonus: Pick one set

Set 1 Resist Stone 4, Resist Sleep 4
Set 2 Resist Gravity 4, Resist Poison 4

Warding

Challenge

Ability Slot Cost: 3
Type: Action
Technique, Status: Provoke
Target: Single
40D F15

The Sentinel, by whatever means necessary, focuses the enemy's ire their way, inflicting Provoke (4).
CoS: 70

Element Guard

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
40D F20

The Sentinel creates a defensive barrier around his allies - Element Guard lasts until the Sentinel's next turn, and grants the Sentinel and his allies a 4/5th Defense Factor against all elemental damage.
CoS: 100

Elude

Ability Slot Cost: 3
Type: Action
Technique, Stance.
Target: Self
30D F15

The Sentinel enters a stance primarily focused on evading and deflecting blows, rather than enduring them. Until the Sentinel's next turn they are granted 2 ranks of evasion and 6 ranks of magic evasion. Additionally, any offensive ability targeting the Sentinel which would have a CoS above 70 after applying evasion and magic evasion has its final CoS reduced to 70.
CoS: 100

Entrench

Ability Slot Cost: 3
Entrench Stance
Type: Action
Technique, Stance
Target: Self
15D F10

Entrench Attack
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

The Sentinel enters a stance that applies a defense factor of 3/5 to all damage they suffer. On they Sentinel's next turn the Sentinel may attack, dealing normal weapon damage and ending the stance. Alternatively, the Sentinel may select the Entrench Stance again, continuing to gain the defense factor, and adding a +25% situational damage modifier to Entrench Attack - this may be done up to four times, for a maximum modifier of +100%, after which no further damage will be gaining from continuing the Entrench Stance.
CoS: 80

Flat Blade

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Status: Provoke
Target: Single
[W]D F[W]

Deals weapon damage with a 0.75x Power Multiplier and inflicts Provoke (1).
CoS: 80

Guard

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
40D F20

The Sentinel adopts an unparalleled defensive stance. Until their next turn, any single target physical attacks made by an enemy against one of the Sentinel's allies are automatically redirected to the Sentinel instead.
CoS: 100

Mediguard

Ability Slot Cost: 3
Type: Action
Technique, Stance, Recovery.
Target: Self
40D F20

The Sentinel enters a stance that applies a defense factor of 3/5 to all damage they suffer until their next turn. In addition, they regain 10% of their Max HP.
CoS: 100

Provoke

Ability Slot Cost: 3
Type: Action
Technique, Status: Provoke
Target: Group
50D F15

The Sentinel draws the attention of the enemies, inflicting Provoke (4) to the enemy group.
CoS: 50

Steelguard

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
50D F30

The Sentinel enters a stance that applies a defense factor of 3/5 to all damage they suffer until the Sentinel's next turn. Additionally, the first time the Sentinel is struck the defense factor changes to 2/5, and the second time the Sentinel is struck it changes once again to a 1/5th defense factor.
CoS: 100

Vendetta

Ability Slot Cost: 3
Vendetta Stance
Type: Action
Technique, Stance
Target: Self
50D F30

Vendetta Attack
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

The Sentinel enters a stance that applies a defense factor of 3/5 to all damage they suffer, and with their next action, the Sentinel then lets off the Vendetta Attack. The first time the Sentinel is struck for damage during the stance, apply a +50% situational modifier to the amount of damage dealt with Vendetta Attack, then for each time the Sentinel is again struck for damage during the stance, apply an additional +25% situational modifier to the damage he deals with the Vendetta Attack. Vendetta Attack inflicts weapon damage to a single target.
CoS: 80

Supports

Fringeward

Passive Slot Cost: 3
Type: Support

The Sentinel takes the brunt of the most massive attacks, preventing their allies from catching the worst. When the party is targeted by a Target: Group attack that also targets the Sentinel, the Sentinel's allies (but not the Sentinel) are considered to have a 4/5th's Defense Factor when calculating damage from the attack if they had none already; otherwise, the defense factor changes from 4/5 to 3/5, 3/5 to 2/5, 2/5 to 1/5th. If the Sentinel's allies already have a 1/5th defense factor when Fringeward activates, they instead take no damage from the attack (though it still counts has having been hit, rather than having missed). Fringeward has no effect if the Sentinel is under the effects of Stone, Stop or Sleep. If a character has multiple allies with Fringeward, they only receive the defense boost once. (It doesn't stack due to multiple applications of Fringeward.)

Reprieve

Passive Slot Cost: 4
Type: Support

If the Sentinel would be reduced to 0 HP by an action, and the Sentinel was not in Critical health, then the Sentinel miraculously lives through that attack with 1 HP left. (Reprieve has no effect if the Sentinel is in Critical health before the action). Some abilities inflict loss of health or death as a side-effect, such as Self-Destruct, Pep Up, or Soul Eater; Reprieve does not act on these effects.

Ability Grid

Seed_SEN_Crystal_Grid.png
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