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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

Mage mastered or Fire mastery.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You 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.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Power or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

A supportive fire magic user that can buff their allies and zone away enemies.

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.

Flame Sentinel

Class features

Abilities unlocked

Complete rules for every ability granted by Flame Sentinel.

Key ability

Controlled Blaze

Class feature

Benefit 1

When you deal Fire Damage, you may choose not to ignite flammable objects.

Benefit 2

You gain Fire Mastery.

1 AP0 MP
Range
30ft
Keywords
Fire,Spell,Type

You surround a willing target in searing flames, changing their typing to Fire II. As a Fire II type, they take half damage from Fire and Frost Damage or attacks with the Fire or Frost keywords unless that attack deals true damage. They take 50% more damage from Water Damage or attacks with the Water keyword. While the ward lasts, they also gain immunity to Burning. The ward lasts until the end of the encounter or until their type is overwritten by a more powerful type.

Requirements

-
2 AP
Range
Touch
Keywords
Enchantment

You touch one willing ally’s or your own weapon and enchant it with Fire. Until the end of the encounter, the weapon deals Fire Damage and grants a +1 Power Enchantment.

Requirements

-

Ability

Flame Wall

2 AP3 MP
Range
60ft

You create a wall of Fire that is 30ft long, 5ft wide and 30ft high. This wall must be a straight line. Anyone passing through the wall or starting their turn in it takes Heavy Fire Damage. The wall lasts for 10 minutes or until canceled. Those in the wall when it is casted, may spend 1 RP to sidestep out of the wall. A person can only take this damage once per round.

Requirements

-