Sentinel Job

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, Accuracy 1, Critical 1, Skewer
Blocking: Yes (Evasion)
Defense: Heavy
Style: Physical
Bonus: Pick one set

Set 1 Resist Deprotect 4, Resist Deshell 4
Set 2 Resist Poison 4, Resist Stone 4

Warding

Steelguard

AP: 100
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

Mediguard

AP: 100
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

Elude

AP: 100
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 it's final CoS reduced to 70.
CoS: 100

Vendetta

AP: 100
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

Entrench

AP: 100
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

Guard

AP: 100
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

Challenge

AP: 100
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

Provoke

AP: 100
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

Supports

Reprieve (Innate)

AP: 150
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.

Fringeward

AP: 125
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.)

Reaction

Caution

AP: 150
Type: Reaction
Stance
Target: Self
Trigger: Being hit by a action that inflicts damage

After being stuck, the Sentinel is now on guard. The Sentinel, after damage is applied, enters a stance until his next turn which applies a 3/5 Defense Factor to himself.
CoS: 100

Traits

Swift Steelguard

AP: 50
Type: Trait

Reduce the Delay on Steelguard by 3.

Swift Mediguard

AP: 50
Type: Trait

Reduce the Delay on Mediguard by 3.

Potent Elude

AP: 50
Type: Trait

Increased the Delay from Elude by 2, and increase the ranks of Evasion and M.Evasion granted by 1.

Accurate Vendetta

AP: 50
Type: Trait

Increased the Delay from Vendetta Attack by 2, and increase its CoS by 5.

Accurate Entrench

AP: 50
Type: Trait

Increased the Delay from Entrench Attack by 2, and increase its CoS by 5.

Swift Guard

AP: 50
Type: Trait

Reduce the Delay on Guard by 3.

Potent Challenge

AP: 50
Type: Trait

Increased the Delay from Challenge by 2, and increase its duration by +(1).

Accurate Provoke

AP: 50
Type: Trait

Increased the Delay from Provoke by 2, and increase its CoS by 5.

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