The Sentinels of Aetolia
Founded in ancient teachings wrought by the renowned Huwald Seluno, the Sentinels are fiersome defenders of the wilds. Defending the balance of the Eternal Cycle and all which resides within it, the path of the Sentinel is not an easy one; for the wilds are often unforgiving, unfair, and brutal.
As warriors of the cycle, the Sentinels use the ancient knowledge of the dhurive, the double-bladed staff used by Huwald, to quickly cut down their prey. Forming a bond with the creatures of the wood, the Sentinels utilise their feral animal companions and the unique skills they provide to bolster their dexterous weaponry. However, some Sentinels prefer to utilise more subtle arts in the field, firing resin-coated arrows from crossbows through the boughs or luring the enemy into dangerously hidden traps.
Sentinel Skills
An ancient and elegant art perfected by the Sentinels of old, the skill of Dhuriv was only recently rediscovered after the woodland spirits of Dendara fled from the reach of the descendants of those long-deceased warriors. Engaging the use of the dhurive, a two-handed staff of wood fitted with punishing blades on either end, those who practice the art of Dhuriv are a deadly and mesmerizing foe.
Combining an elegant series of acrobatic techniques with the powerful strikes and flourishes made possible with the dhurive, the Sentinel warrior is capable of numerous feats. In addition, those trained with the dhurive know well the capabilities of a wide range of poisons, and are even able to combine the naturally occurring toxins to introduce new and more debilitating effects within their enemies.
Dhuriv
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Assemble
DescriptionSyntax: ASSEMBLE DHURIVE FROM <staff>
ASSEMBLE DHURIVE FROM <staff> USING DESIGN <design>
ASSEMBLE DHURIVE FROM <staff> USING <diagram>With a wooden staff collected from nature and a piece of obsidian in your hand, you will be able to assemble your own personal dhurive.
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Combo
DescriptionSyntax: DHURIV COMBO <target> <initial> <follow-up>
This ability allows you to unleash a swift combination of attacks with a single command.
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Collect
DescriptionSyntax: COLLECT STAFF
Keeping a keen eye on your surroundings you will be able to find a staff good enough to use as a weapon. There are different kinds of staffs to find depending on the environment.
Forest: elm, walnut or oak
Mountain and Hill: pine
Beach: driftwood
Grasslands or Valley: birch
Swamp: ash
River: water-drenched oak
Ancient forest: heartwoodCooldown: 60 minutes
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Resting
DescriptionSyntax: RESTING <ON|OFF>
By placing your mind in a meditative state, you allow your body to recover endurance faster.
You may only enter such a state when within a natural environment, which are limited to:
Forests, Mountains, Hills, Beaches, Grasslands, Valleys, Swamps and Rivers.Any other area is not suitable for a Sentinel to seek such a bountiful state of rest.
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Nimble
DescriptionSyntax: BALANCING <ON|OFF>
In a fight it is essential to stay on your feet. Using this skill, you will be able to occasionally avoid being knocked to the ground. This will tax your mana and willpower in order to upkeep.
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Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>.
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Blocking
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location, providing you are not incapacitated or feared. Should you move, you will cease to block. -
Flexibility
DescriptionSyntax: FLEXIBILITY
From your constant training you have learned how to remain flexible even in the face of adversity. While under the effects of an affliction that lengthens balance recovery, they will only extend your balance by half as much.
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Expertise
DescriptionThis ability is passive.
Your proficiency with the dhurive has heightened to the point that you can strike successfully with a single crippled arm. Having both arms crippled will still leave you helpless, however.
Additionally, should your target have the arrhythmia affliction, then any attack with your dhurive cannot be parried.
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Riposte
DescriptionSyntax: DHURIV RIPOSTE <target>
If your opponent parries your attack you can instantly answer with another, though it will be weaker. This ability cannot deliver venoms.
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Backflip
DescriptionSyntax: BACKFLIP
By tensing your legs, you can backflip away the next time you successfully dodge an attack, providing you dodge within the next few seconds of activation. You will leave in the direction you originally came from, bypassing any obstructions in your way, however if you were magically transported or were moved in a fashion that wasn't through an exit then you will be unable to backflip.
- You can use the following initial attacks
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Slash
DescriptionSyntax: DHURIV SLASH <target> [venom]
Running your blade along the exposed flesh of the opponent you can cut their flesh and deliver a venom. The attack will position you for a follow-up attack with the other blade.
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Blind
DescriptionUsage: DHURIV BLIND <target>
With a very precise cut above your opponent's eyes, you can cause blood to flow into their eyes and leave them blind. Afterwards you can easily position yourself for a follow-up attack.
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Twirl
DescriptionSyntax: DHURIV TWIRL <target>
When moving your dhurive in a specific pattern, learned after hours of practice, you can confuse your opponent by simply threatening to strike. Your movements also make it possible to strike with a follow-up attack.
This ability deals no damage and is not affected by the aura of rebounding.
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Strike
DescriptionSyntax: DHURIV STRIKE <target>
This quick strike from your dhurive will catch the opponent offguard, leaving them momentarily stunned and allowing you to follow-up with another attack.
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Crosscut
DescriptionSyntax: DHURIV CROSSCUT <target>
This long slice across the target's body will induce impairment alongside substantial damage. If the target is already impaired, you will induce addiction in your assault as well as additional bleeding. This will position you for a follow-up attack afterward.
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Weaken
DescriptionSyntax: DHURIV WEAKEN <target> <LEFT|RIGHT> <ARM|LEG>
You may slice at your foe's muscles, inducing lethargy if the legs are struck and dropping their parry if the arms are struck. This will position you for a follow-up attack afterward.
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Reave
DescriptionSyntax: DHURIV REAVE <target>
This attack will allow you to strip the defences of your foe, prioritising magical shields and then the aura of rebounding. Afterwards it will strip at random. This attack will position you for a follow-up strike.
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Trip
DescriptionSyntax: DHURIV TRIP <target>
Tangling your weapon between your opponent's legs is a sure way to make him fall. This will allow you to make a follow-up attack afterwards.
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Slam
DescriptionSyntax: DHURIV SLAM <target>
Spinning your weapon, you can strike them in the head with the flat of your blade causing blunt trauma. This will cause the epilepsy and laxity afflictions in your opponent. You may perform a follow-up attack afterwards.
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Ambush
DescriptionSyntax: DHURIV AMBUSH <target> [venom]
This ability allows you to attack your opponent from an adjacent location, destroy the aura of rebounding if they are protected by one, and then follow-up with a second attack.
- You can follow up your first blow with these attacks
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Stab
DescriptionSyntax: DHURIV STAB <target> [venom]
Only after an initial attack can you manage this quick stab at your opponent and deliver a venom.
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Slice
DescriptionSyntax: DHURIV SLICE <target> [venom]
Positioning yourself properly with an initial attack, you can smoothly direct your other blade towards your opponent's torso to cause massive bleeding and deliver a venom.
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Thrust
DescriptionSyntax: DHURIV THRUST <target> [venom]
This strong thrust at the opponent's torso will knock their pill balance should the victim be suffering from an arrhythmia. Additionally, it can deliver a venom.
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Disarm
DescriptionSyntax: DHURIV DISARM <target>
Using sharp blows to the wrist, you are able to pry your opponent's weapon from his hands. You need to position yourself properly with an initial attack to be able to use this attack.
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Gouge
DescriptionSyntax: DHURIV GOUGE <target>
In a quick and clever motion you can jab your target in the head, causing damage and turning them rather impatient.
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Heartbreaker
DescriptionSyntax: DHURIV HEARTBREAKER <target>
You can pierce your target's chest with your dhurive, inducing arrhythmia.
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Slit
DescriptionSyntax: DHURIV SLIT <target>
This very precise follow-up attack will cripple your opponent's throat, making it difficult to speak or make use of abilities that require the throat.
- You can use the following single attacks
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Flourish
DescriptionUsage: DHURIV FLOURISH <target>
After utilising certain abilities, you may follow the attack with a quick jab of your blade in a flourishing motion. You may make use of this ability while off equilibrium for no extra cost.
Flourish will work with the following abilities:
Woodlore: Icebreath, Daunt, and Swoop.
Tracking: Combust. -
Pierce
DescriptionSyntax: DHURIV PIERCE <target> <LEFT|RIGHT>
With this single attack you are able to target one of your opponent's legs. This will first cripple the limb, and then if it is left untreated, it will then break it causing damage to the bone.
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Sever
DescriptionSyntax: DHURIV SEVER <target> <LEFT|RIGHT>
This skill can be used to target arms and cripple them. This first strike will leave the arm crippled, then if left untreated, the second will completely break the arm and damage the bone.
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Impale
DescriptionSyntax: DHURIV IMPALE <target>
DHURIV DRAG <direction>If your opponent is prone, you can use this ability to drive your dhurive deep into their stomach. Your victim will be unable to act until they writhe free. Once impaled, you may drag them in a direction if you so wish.
You may WITHDRAW DHURIVE to remove your dhurive from your opponent should they be unable to writhe free, allowing you to act once more.
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Spinecut
DescriptionSyntax: DHURIV SPINECUT <target>
This move can be used to quickly end your opponent's suffering by cutting off their spine, finishing them off. To be able to use it, the opponent must be confused, prone, both legs crippled, and affected by arrhythmia.
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Dualraze
DescriptionSyntax: DHURIV DUALRAZE <target>
With this swift move, you can raze two of your opponent's defences at once. The second raze will only work on rebounding aura or magical shields.
It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defence -
Throatcrush
DescriptionSyntax: DHURIV THROATCRUSH <target>
By forcefully whacking the wooden staff against your opponent's throat you can efficiently remove his ability to swallow properly. This will additionally prevent the Fitness ability from being used, should they have it.
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Gorge
DescriptionSyntax: DHURIV GORGE <target>
If you have someone impaled upon your dhuriv, you can gorge them with your weapon to cause significant damage.
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Whirl
DescriptionSyntax: DHURIV WHIRL <target>
This difficult manuever will first strike your opponent with your blade, similar to Slash or Stab. After a short delay, and while you are off balance, you will strike them again - leaving only a small window before your next attack. If you are hindered while whirling your blade, the second attack will not strike.
Should your opponent's rebounding aura come up, or should he shield, then the second strike of Whirl will raze it instead.
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Roleplaying a Sentinel
The Sentinels are an ancient warrior tradition, connected to the Rhythm and sworn to protect Dendara and the Prime Material Plane's natural places from danger. Expert trackers, fierce fighters and peerless archers, they work together with the creatures of the wild to slay their foes.
What is Dendara?
Dendara is the plane of Life, home to an entire ecosystem of creatures that includes the vastly powerful animal spirits known as the Guardians. It is vast and unexplored, with deep jungles, enormous forests, and massive oceans. It is connected by the Great Oak to the Duiran Council, which the Sentinels protect, as a result of the sacrifice of Lleis, Goddess of Renewal. Standing firm against the encroaching threat of Shadow, the Sentinels are the sworn guardians of Dendara.
How your skills generally work
Dhuriv is an agile, skilled combat style utilizing a dual-bladed staff. The style was passed down to modern day Sentinels by the Black Raven clan. It focuses on clean, efficient strikes and builds to a vicious kill.
Tracking is the ranger's art, allowing the clever hunter to overcome any foe. It covers archery, traps, woodsmanship, and unique resins, a method of combat solely practiced by the Sentinels.
Woodlore represents the Sentinel's connection to the wild, allowing them to call on the aid of a number of beasts, including the mythical cockatrice, the grumpy badger, and the clever raccoon. Their bond is so great that the Sentinel can ride some of them, and use their abilities at will.
Visual style of the class
Sentinels fight like a skirmisher, able to dip into and out of battle as they please, backflipping away and ambushing opponents. They are graceful, whirling their dhurives as they fight in tandem with their animal companions, who support the Sentinel without need for command or communication.
They wield bows and crossbows as easily as they do their dhurives, and although they may seem brutal, their style of combat is efficient, quick, and clean. It is not cruel or unnecessarily violent. They might be calloused or scarred from hard years in the wilds, and may have facial hair or an unkempt appearance if they've spent a long time away from civilization.
Roleplaying the class
Sentinels can come from many walks of life, but they're unified by not only a love for the wild, but a drive to protect it from that which threatens it. They understand both the predator and the prey, and the importance of each. They could be a starry-eyed explorer, a gruff hunter, a valiant warrior, or some combination of these and more.
They do not treat their Woodlore allies as pets, but as equal allies, lending aid to a worthy cause. They respect nature, understanding their role within it, even as they attain mastery of it.