The Sentinel

1st Lt. Joaquin Hernandez


Call Sign: “Hideous”
Age: 28 SY
Homeworld: N/A

Level: 3
Hit Points: 19
Armor Class: 17 (10 + 3 Armor + 0 Shield + 4 DEX + 0 Size + 0 Natural + 0 Deflect)
Flat-Footed: 13, Touch: 14
Base Attack Bonus/Grapple: +2 / +2
Size: Medium
Initiative: +4
Speed: 30 ft.
STR 10, DEX 18, CON 12, INT 16, WIS 10, CHA 12
Fortitude: +2 (1 Base + 1 CON + 0 Misc.)
Reflex: +7 (3 Base + 4 DEX + 0 Misc.)
Willpower: +1 (1 Base + 0 WIS + 0 Misc.)

CS-19b Machine Pistol
Attack: + 6 Ranged (FA)
Damage: 1d4
Critical: 19-20/x2
Burst: 6
Range: 30 ft.
Magazine: 18 (B)
+ 7 attack and 1d4+1 damage with Point Blank Shot

Attack: +2 Melee (Piercing)
Damage: 1d4
Critical: 19-20/x2
Bursting (on a successful hit that deals damage, you may disintegrate this weapon inside the target, dealing an extra 10d6 and requiring a massive damage save; this destroys the weapon)

4x Fragmentation Mine
Attack: N/A (takes 1 min. and successful Demolition check to set)
Damage: 5d6
Critical: N/A
Splash (25×25 ft.)

“Phantom” Stealth Armor Mk.II
AC Bonus: + 3
Max. DEX: + 4
Check Penalty: -2
Speed: 30 ft.
Blending (+6 Concealment/Stealth)

Class Abilities
Active Camouflage: As a full action that provokes attacks of opportunity, become invisible for 1d4+Lvl rounds (GM roll). While invisible, any enemy you attack is considered flat-footed, unless they are capable of detecting you. Attacking renders you visible until your next turn. Once the effect wears off, it cannot be used again for one minute.

Insightful Strike: Add your INT modifier to attack and damage rolls while invisible.

Point Blank Shot
Recoil Mitigation (the penalty to attack for burst-firing a weapon is reduced to -2)

Acrobatics (DEX): +5 (3 ranks, -2 penalty)
Athletics (STR): -2 (-2 penalty)
Business (WIS): +0
Concealment (DEX): +14 (6 ranks, -2 penalty, +6 bonus)
Deceit (CHA): +7 (6 ranks)
Demolition (DEX): +10 (6 ranks)
Discipline (CON): +1
Espionage (WIS): +6 (6 ranks)
Fieldcraft (WIS): +3 (3 ranks)
First Aid (WIS): +0
Handle Creature (CHA): +1
Handle Vehicle (DEX): +7 (3 ranks)
Intimidation (STR): +0
Invention (INT): +3
Investigation (CHA): +7 (6 ranks)
Knowledge-Cartography (INT): +3
Knowledge-Culture (INT): +3
Knowledge-History (INT): +3
Knowledge-Politics (INT): +3
Knowledge-Tactics (INT): +3
Linguistics (INT): +3
Perception (WIS): +6 (6 ranks)
Persuasion (CHA): +1
Research (INT): +3
Science-Behavioral (INT): +3
Science-Biological (INT): +3
Science-Physical (INT): +3
Security (DEX): +10 (6 ranks)
Stealth (DEX): +14 (6 ranks, -2 penalty, +6 bonus)
Technical (INT): +6 (3 ranks)

Infrared Goggles (grants 60 ft. Darkvision)
Infiltration Kit (you may use Security to open locks)
Satchel Charge (stationary target only, requires a full action and successful Demolition check to set; 10d6 damage to target; destroys heavy cover)


More spy than soldier, Sentinels specialize in weakening the enemy through infiltration, sabotage, and assassination. To this end, they receive training with a variety of unconventional weapons and are equipped with an active camouflage generator, which uses a shell of adaptive nano-machines to render them virtually invisible. This also makes them highly useful as scouts, since they are able to approach and reconnoiter enemy positions undetected.

Joaquin Hernandez was born in space, on a freelance mining vessel operating spinward on the Orion Spur. Life was difficult so far away from civilized space, and his brother’s death from radiation poisoning eventually led Joaquin to abandon the life of a miner. His unusual upbringing, however, left him with a strong sense of independence and self-sufficiency, which he has put to good use since entering the military. As a Sentinel, he is the proverbial tip of Savage Squad’s spear and is credited with 315 confirmed enemy kills in his two years on the team, though he vehemently argues that the correct number is 318 and that children should count.

The Sentinel

Space Dnd 2.0 JEricS123