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Jedi Sentinel

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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

  • Lightsaber Damage is Lethal. Yellow crystal = balanced, not flashy.
  • Your Skills Matter More Than Your Saber: You get 6+INT, plus Expertise: The Force can replace a skill 1/scene, plus reroll 1/scene at L5. You solve problems Guardians and Councilors can't.
  • Deflection Is Late And Limited: You get Deflection 6 at L7, not L2. You survive with Concealment, Stealth, and not being shot at. If you want to stand in front, play Guardian.
  • Force Boost is always on.
  • Yellow Is The Middle Path: You use light side only. No Dark tricks. You hunt Dark users, not become one.
  • Level Progression

    LvlFeaturesTalentFeat
    1Force 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
    2Sentinel Sense (Force Sense + Danger Sense + Psychometry 2), Force Concealment 2 (hide Force presence, Subtle), Force Awareness upgradeTalent 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
    4Force Cloak 3 (Concealment vs sight + hearing, Check Req 3), Force Stealth 2 (hide vs Force sight), Sentinel Tech - common tools as Force propsTalent 2-
    5Sentinel's Resolve (+5 vs Fear, +2 Will, reroll one failed skill using Force 1/scene), Force Assessment (know caps, DC10+Tier)-Feat
    6Force Boost +2 total, Improved Sentinel Training (+1 more +3 skill), Seek & Hide BasicsTalent 3-
    7Deflection 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
    8Shadow Step (Force teleport 10m via Stealth as Move 1/scene, Check DC13), Redirect if Deflection (aim reflected bolt)Talent 4-
    9Spectral Defense (Deflect vs Perception/Area at -4), Force Resonance (Spend HP reroll Force +5)-Feat
    10Capstone: Shadow / Investigator / KeeperCapstone-

    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.

  • Free cohort (no Leadership required): Level = your level -2 (min 2), must be Jedi Initiate / Guardian / Councilor / Sentinel 1-3 built like a PC but simplified. Loyal — acts on your turn (one action per round), no Hero Points, gets own XP but levels when you do. Only one Padawan at a time.
  • If you later take Leadership feat: You keep your Padawan plus you gain a separate Leadership cohort (Level = your level -2) and +5 followers (younglings, investigators, or support staff). Total two cohorts + followers.
  • If Padawan falls, dies, or turns: You must atone (Meditation 24h + Will DC 20 + sacrifice) or complete 1 month downtime + story to find a new one. If they fall to Dark Side you gain 1 Corruption if you failed to guide them.
  • 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:

  • Shadow's Step: +3 Stealth, and Force Concealment becomes Rank 3 (+1 rank). When you move while Force Cloaked, no penalty.
  • Investigator's Eye: +3 Investigation, and you can Take 10 on Perception/Investigation even when threatened (normally can't in combat). Psychometry DC -2.
  • Sentinel's Intuition: +3 Investigation or Stealth (pick one), and you can Take 10 on Stealth and Investigation even when threatened or distracted (normally can't in combat). +2 to resist being tracked.
  • Talent 2 (L4) - Deepening:

  • Keen Intuition: Psychometry DC -5 total, and you no longer become Vulnerable while reading. Can read as Move at -5. Gain +2 Insight vs lies about objects.
  • Force Shadow: Force Cloak move at full speed no penalty, and Force Stealth becomes Rank 3 (passive invisibility to Force Awareness). Sustain both as Free once active.
  • Force Interrogation: Subtle Mind Trick read surface thoughts, Perception Ranged Affliction 2 (Will; Dazed, Compelled answer truthfully), Subtle 2, Check Required 3 DC14. Target doesn't know unless they beat your Deception by 10. You do not become Vulnerable while reading. Limited to influence — never Control. If you push to force confession that harms them, +1 Dark Point.
  • Talent 3 (L6) - Method:

  • Unseen Strike: First attack in round from Force Concealment/Cloak: +2 Attack, +2 Damage. If you drop foe, you stay concealed (opposed roll vs their allies Perception at -5).
  • Trace No One: You cannot be tracked by mundane Survival nor Force Seek/Force Awareness for 24h after you leave area if you spend 1 minute masking. Even Psychometry on your items fails unless they beat DC20+your Expertise.
  • Encryption Breaker: +5 Slicing vs security/computers, and you can Take 20 on Technology to slice even when threatened if you have 1 minute. You can use Expertise: The Force in place of Technology 1/scene (Sentinel's Balance second use).
  • Talent 4 (L8) - Master Techniques:

  • Ghost Vector: Force Cloak bursts to 3 allies within 10m, Concealment Rank 2 each. You sustain all as Move. They get +3 Stealth while cloaked. All dampen Force presence -2 if you have Force Stealth.
  • Sever Trail: Spend 10 min meditation, remove your Force presence from area up to 50m radius for 24h. No Psychometry can find you were there, Force Awareness rolls automatically fail. Once per day.
  • Unseen Path: Pass Without Trace — you and up to 5 allies within 10m leave no mundane tracks and exert Force Concealment 10m, -4 to Enemy Perception and Force Awareness. Sustained 1 hour or until you attack. 1/scene, Standard to activate. While active you can use Stealth for party Speed.
  • Capstone L10 - Pick One:

  • Shadow (Way of the Shadow): Perfect Cloak — while under Force Cloak + Force Stealth both Rank 3+, you are invisible to normal senses and Force. Can attack 1/scene without breaking cloak (still need opposed vs Perception +5). Shadow Step becomes 2/scene, 20m.
  • Investigator (Way of the Seeker): Take 20 on Perception, Investigation, Insight — you never roll unless you want to. Psychometry instant (Free) DC13, Move DC18, Standard DC23+. Once per scene, declare you already knew: ask GM one question about scene "what happened here" and get true answer.
  • Keeper (Way of the Keeper): You preserve what others miss. Rebuild your yellow saber: Penetrating 6 + Accurate 2 + Damage 5 total (you tuned it). Craft one personal lightsaber mod free per adventure up to 500cr (Scope, Power Coupling, Emitter Shroud) — personal only, can't sell. Your Sentinel's Resolve now works 2/scene, and you can grant one ally +2 Will vs Fear/Dark 10m as Move.
  • 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.


    SINS V2 — Jedi Sentinel — TOTAL CONVERSION — Yellow Blade — 6+INT Investigator — Shadow / Investigator / Keeper