Class record
Flame Sentinel
Support / Controller
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Support
- Secondary role
- Controller
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points in Medicine, Magic, Religion, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 Reason.
- Level 6Ability 3
- Level 7SoulYou gain +1 Power or Toughness.
- Level 8Ultimate ability
Identity & lore
Class overview
Tactical guidance
Playing Flame Sentinel
Flame Sentinels support their allies primarily through offense. Flame Weapon grants a small power boost to a weapon of an ally and lets them deal fire damage, which may be important against some enemies. Controlled Blaze will not prevent your allies from setting things on fire, so be careful when giving it out when flameable material is around.
Flame Shield allows you to do damage after an ally takes damage. It costs 1 RP, but its fully unavoidable and full pierce damage. If you hang out in the back and don't have much use for your RP, this can be an excellent way to spend it.
Flame Infusion is a situational ability. Against certain enemies it's extremely powerful and against others, its a detriment.
Flame Wall is a strong zoning tool, able to cut off a large portion of a fight. You can also use it as a damage tool, dropping it right on top of enemies to force them to use an RP. If they choose not to do so, or if they have no more RP to spent, then it is effectively a Sure Hit attack once their turn starts.

