Sentinel

The Sentinel dominates a battlefield, providing suppression and covering fire in a large zone of control.

Ability Score Increase:

  Level 1: +2 Perception   Level 4: +3 Perception   Level 7: +3 Perception +2 Strength   Level 10: +4 Perception +3 Strength +3 Foresight  

Class Level Abilities

Level 1

Active Abilities
Covering Fire: As an partial action, you can declare an ally to be protecting. If the ally is subjected to an attack, you may make a ranged attack roll and subtract your successes from the attack. If the attack is an attack of opportunity, the number of successes is doubled. This ability costs ammunition as if the Sentinel had attacked.   Suppressing Shot: A number of times per day equal to your Sentinel level, you can make a ranged attack roll upon a target to give them a penalty on their next action equal to the number of successes from your attack roll. The attack must hit to take effect. This attack is otherwise treated as a normal attack.  
Conditional Abilities
Zone of Threat: The battlefield is under constant threat of attack from the Sentinel. If the Sentinel has not moved during their turn, they can use their normal Attack of Opportunity as an Overwatch instead. This Overwatch can be in addition to the action of being Overwatched.  
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.   Reactionary Fire Proficiency: When a Sentinel makes an Overwatch action, he ignores the normal accuracy penalty associated with it.   Steady Shot: A Sentinel gets +12 to Ranged and an additional +8 in a specific ranged weapon skill.  

Level 2

Active Abilities
Conditional Abilities
Stopping Power: If a creature that the sentinel can see attempts a charge or a charge-like ability, the Sentinel can immediately make an Overwatch attack against this creature. The Sentinel may choose to forgo the damage to instead reduce the creature’s movement speed to zero until its next turn. This decision must be made before the attack roll is completed. This attack expends a Overwatch.  
Passive Abilities
Practice makes Perfect: Gain a +12 in the same specific skill as chosen in Steady Shot.   Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.   Rapid Reaction: The Sentinel’s reactionary skills are higher than most. Gain an additional Attack of Opportunity per turn.  

Level 3

Active Abilities
Conditional Abilities
Threatening Overwatch: A Marksman menacing presence makes foes hesitate to enter the reach of your terrifying weapons. While within your Overwatch zone, all hostile movement costs double (e.g., moving 1 meter requires 2 meters of movement). Additionally, you may trigger your Zone of Threat against any creature that ends its turn within your Overwatch zone.  
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 4

Active Abilities
Conditional Abilities
Zone of Threat II: The battlefield is under constant threat of attack from the Sentinel. If the Sentinel has not moved or moved less than half of their total possible movement, they can use their normal Attack of Opportunity as an Overwatch instead. This Overwatch can be in addition to the action of being Overwatched. This replaces Zone of Threat.  
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.   Rapid Reaction II: The Sentinel’s reactionary skills are higher than most. Gain an additional Attack of Opportunity per turn.  

Level 6

Active Abilities
Conditional Abilities
Master of Overwatch: If the Sentinel does not move during their turn, they may take the action of Overwatching in addition to any other actions. This ability counts as a free action and can be in addition to Overwatching.  
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.   Rapid Reaction III: The Sentinel’s reactionary skills are higher than most. Gain an additional Attack of Opportunity per turn.   Terrifying Overwatch: The constant threat of the Sentinel’s battlefield domination sends shivers down the spines of all enemies. For all enemies in range of a Sentinel’s Overwatch, all movement costs triple.  

Level 8

Active Abilities
Conditional Abilities
Zone of Threat III: The battlefield is under constant threat of attack from the Sentinel. If the Sentinel can use their normal Attack of Opportunity, they can use it as an Overwatch instead. This Overwatch can be in addition to the action of being Overwatched. This replaces Zone of Threat II.  
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.   Rapid Reaction IV: The Sentinel’s reactionary skills are higher than most. Gain an additional Attack of Opportunity per turn.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.
Class Currency Modifier: 1.2