Jedi Sentinel
← All Classes | How to make a Jedi Sentinel
Jedi Sentinel - The Middle Path
"Guardian holds the line. Councilor sees the future. I find the truth."
Not point-buy. You are the yellow blade. Temple investigator, shadow, keeper. Not the best duelist, not the strongest in the Force, but you have skills the other two need and can't get. You pick locks with the Force, read a murder weapon's memory, slice a door while cloaked, and vanish when the squad shows up.
Sources: Jedi Sentinel (KOTOR), Jedi Shadow, Watchman, Temple Investigator, Force Adept (Stealth/Sense/Concealment), Psychometry, Force Stealth
Primary: DEX, INT, AWE
Secondary: AGI, PRE
Saves: Will High (best vs Fear/Dark tempt), Fort Medium, Toughness Medium
Skills: 6 + INT per level — solid Jedi skills, investigator focus. Max Level+3. You solve what Guardians and Councilors can't.
Attack: Medium (3/4 level) — +0 L1, +1 L2-3, +2 L4-5, +3 L6-7, +4 L8-9, +5 L10 melee and ranged
Defenses: Balanced — Dodge High (DEX+AGI), Parry Medium-High (FGT+Form), Toughness Medium (STA+Boost+Robes)
The Deal With Sentinels In Gritty
Level Progression
| Lvl | Features | Talent | Feat |
|---|---|---|---|
| 1 | Force Sensitivity (Imp Init, Skill Mastery, Uncanny Dodge, Force Awareness 1), Force Boost +1 (DEX/INT/AWE), Sentinel Training (+3 skill), Jedi Robes Prot 1, Yellow Lightsaber Dmg 4 Pen Acc1, Sentinel's Balance (Expertise: The Force replaces one skill 1/scene) | - | Feat |
| 2 | Sentinel Sense (Force Sense + Danger Sense + Psychometry 2), Force Concealment 2 (hide Force presence, Subtle), Force Awareness upgrade | Talent 1 | - |
| 3 | +1 Ability, Telekinesis 2 (Move Object 2 = 100kg, Check Req 4), Mind Trick 2 (influence only, subtle, no Control, Check Req 3), Leaping 1 + Speed 1 | - | Feat |
| 4 | Force Cloak 3 (Concealment vs sight + hearing, Check Req 3), Force Stealth 2 (hide vs Force sight), Sentinel Tech - common tools as Force props | Talent 2 | - |
| 5 | Sentinel's Resolve (+5 vs Fear, +2 Will, reroll one failed skill using Force 1/scene), Force Assessment (know caps, DC10+Tier) | - | Feat |
| 6 | Force Boost +2 total, Improved Sentinel Training (+1 more +3 skill), Seek & Hide Basics | Talent 3 | - |
| 7 | Deflection 6 (Requires Saber, Limited: one attack/round at full, second at -5), Force Boost +3 total, Seek & Hide Mastery (no penalty for seeing while concealed), Jedi Knight — Padawan: Recognized as Jedi Knight — gain free Padawan cohort (Level = your level -2, no Leadership required) | - | Feat |
| 8 | Shadow Step (Force teleport 10m via Stealth as Move 1/scene, Check DC13), Redirect if Deflection (aim reflected bolt) | Talent 4 | - |
| 9 | Spectral Defense (Deflect vs Perception/Area at -4), Force Resonance (Spend HP reroll Force +5) | - | Feat |
| 10 | Capstone: Shadow / Investigator / Keeper | Capstone | - |
Feature Details - No Point-Buy
Force Sensitivity (L1): Free: Improved Initiative, Uncanny Dodge. Senses 1: Ranged Detect Force (Mental, Acute, Radius). Skill Mastery (Sentinel): Pick one of Investigation, Stealth, Technology — +3 to that skill. Can change which skill each level when you meditate.
Sentinel Training (L1): Same as above — +3 circumstance to one skill (Investigation/Stealth/Technology). Stacks with Skill Focus feat if you take it. At L6 Improved: pick a second skill +3.
Sentinel's Balance (L1): 1/scene, when you would roll Investigation, Stealth, Technology, Sleight of Hand, or Perception, you can roll Expertise: The Force instead. Subtle — no visible Force use. DC same as skill would be.
Jedi Robes (L1): Protection 1 (light weave) + Immunity 2 (Heat/Cold half) + Feature 1 (conceals hilt +2 Legerdemain). Same as Guardian/Councilor.
Yellow Lightsaber (L1): Strength-Based Damage 4, Penetrating 4, Accurate 1, Easily Removable. Yellow crystal = balanced frequency, +2 to Sense/Locate checks vs other Force users when ignited (you shine a bit in the Force). L1 training saber = non-lethal, L2 real.
Force Boost (L1 to L7): Always on, no activation. Sentinel boost is mental + agile, not brute.
At L1: +1 DEX, +1 INT, +1 AWE, +1 AGI (effective Toughness 2-3 + Robes 1 = 3-4 at L1)
At L4-6: +2 DEX, +2 INT, +1 AWE, +1 AGI, +1 FGT, Leaping 1 Speed 1
At L7: +2 DEX, +2 INT, +2 AWE, +2 AGI, +1 FGT, Leaping 2 Speed 2
Sentinel Sense (L2): Force Sense: Enhanced Advantages 1 (Force Assessment), Senses 6 (Precognition, Ranged Detect Force, Danger Sense). Sustained. Plus Psychometry 2: Read object DC 13 recent (1d6 hours), DC 18 old trauma (1d6 days), DC 23 ancient. You become Vulnerable while reading unless you have Keen Intuition talent. Check Required 3 (Expertise: The Force).
Force Concealment 2 (L2): Concealment vs Force Awareness. Rank 2 = -4 to their Detect Force checks to notice you. Opposed vs their Expertise: The Force. Sustained, Subtle. Standard to activate. At Rank 4 (with talent) you are invisible to passive Force Awareness.
Telekinesis 2 (L3): Perception Ranged Move Object 2 = 100kg, Check Required 4 (DC 10+Rank = DC12), Precise. Standard to lift, Move to sustain, 10m move per round. Fail 1-4 Strain -1 next Force check, Fail 5+ Fatigued. Same as other Jedi.
Mind Trick 2 (L3): Perception Ranged Affliction 2 (Will; Dazed, Compelled "suggestion"), Limited to Two Degrees (never Controlled), Subtle 1, Check Required 3. Vs weak-minded (INT 0 or lower) +2 DC. Vs disciplined (INT 3+ or Will +5) -5 DC. Works 1 minute, then they rationalize. You cannot make them attack friend or self-harm. If you try Control, gain Dark Point.
Force Cloak 3 (L4): Concealment 4 (All Visual, Auditory) Rank 3 = full invisibility + muffled, Check Required 3, Sustained, 6pp. Movement at half speed or -5 Stealth if dash. Still detectable via Force Awareness unless Force Stealth up.
Force Stealth 2 (L4): Concealment 1 (The Force) Rank 2 = hide vs Force Sight and Force Awareness. Opposed vs their Expertise. Sustained. Stacks with Cloak — you need both to hide from Force users. Standard Meditation 10min gives you +2 for 1 hour.
Sentinel's Resolve (L5): +5 vs Fear (not immunity), +2 Will total while conscious, and 1/scene when you fail an Investigation, Perception, Stealth, or Technology check you can reroll using Expertise: The Force +2. Must take second. If second succeeds by 5+, gain +2 on next attack vs target you investigated.
Force Assessment (L5): vs DC10+target Tier to know Tier caps, Deflect rank, Force powers, top skill. Move Action if you have seen them act.
Deflection 6 (L7): Late learner. Deflect Rank = 6 (Tier+2 but you are Tier 6 anyway = Rank 6). Limited: One deflect per round at full bonus, second deflect same round at -5 cumulative. No Reflect until L8 Redirect. You don't get Deflection 8 at L9 like Guardians. Use cover and cloak.
Jedi Knight — Padawan (Level 7): You are recognized as a Jedi Knight and may take a Padawan learner.
Shadow Step (L8): Move Action 1/scene, teleport 10m to place you can see and have been before or can sense via Force. Check Required 3 DC13 Expertise: The Force. Fail = you don't move but not wasted. If you are concealed at both ends, no one sees you move. If you have Force Concealment up, arrival is Subtle 2.
Spectral Defense (L9): Deflect vs Perception/Area attacks at -4. Need saber. Reflex only.
Force Resonance (L9): Spend Hero Point to reroll Force check +5. Once per scene.
Talents - 3 Options Each Tier, Pick One
Talent 1 (L2) - Root Path:
Talent 2 (L4) - Deepening:
Talent 3 (L6) - Method:
Talent 4 (L8) - Master Techniques:
Capstone L10 - Pick One:
Starting Package — Sentinel Initiate L1
Abilities: DEX 2, INT 2, AWE 2, AGI 1, PRE 1, STR 0, STA 1, FGT 1 (+ Boost +1 = DEX3 INT3 AWE3)
Defenses: Dodge 5 (AGI1+DEX3+1), Parry 4 (FGT1+DEX3), Toughness 3 (STA1+Robes1+Boost STA counts? Actually STA1 = Tough1 + Robes1 =2, no STA boost = still 2 — fragile until L2), Fort 3, Will 6
Offense: Yellow Lightsaber +5 (Close Damage 5 = STR0+4+1 Acc? Actually Acc1 doesn't add damage, base 4), Unarmed +4 Damage 0, Mind Trick DC13 Will (L3 only)
Powers: Force Boost 1 (DEX/INT/AWE), Force Sensitivity, Sentinel's Balance 1/scene, Jedi Robes Prot1
Skills: Expertise: The Force 4 (+7), Investigation 4 (+6 from INT2? Actually INT3+4=7), Stealth 4 (+7 DEX3+4), Technology 4 (+7 INT3+4), Perception 3 (+6 AWE3+3), Insight 3 (+6 AWE3+3), Sleight of Hand 2 (+5 DEX3+2), Athletics 2 (+2)
Gear: Jedi Robes Prot1 Imm2 +2 hide hilt, Training Yellow Lightsaber (non-lethal L1), Utility Belt, Datapad, Security Kit (comped from Sentinel Training), Concealable Comlink, 800cr (Sentinels get cash — they need tools)
Complications: Code (Jedi), Secret (you hunt other Jedi/Sith for the Temple — who do you trust?), Responsibility (your sector), Curiosity
Credits: 800 (Sentinel stipend for tools)
Fear of Death For Sentinels — You Are Not A Tank
With Toughness 2-3 at L1, Blaster Pistol Damage 4 = DC19. You need 17+ to avoid Injury. You *must not* get shot. Use Stealth + Cloak + cover + Mind Trick to avoid fight. At L2 Force Concealment 2 + Cloak 3 = they don't see you. At L7 you finally get Deflect 6 but only once per round — still hide.
Vs Elite Trooper Burst 2: If they see you, you die. So don't be seen. Use Unseen Strike + Telekinesis to drop one quietly, Shadow Step to flank, Sever Trail to leave no Force evidence.
Dark Side — Sentinel Falls Quietly
Sentinels fall not by anger but by ends-justify-means. Using Psychometry to torture memories, Mind Trick to make innocents forget crimes, Cloak to assassinate, Trace No One to hide your own murders = Dark Point even if Light side power. At 3 points, Force Boost flickers when you lie. At 5 points, you are NPC Inquisitor hunting your former friends thinking you are right.
Atonement: Reveal one truth you hid at cost to yourself + 24h meditation + Will DC20.