Medium Human, Guardsman, Lawful Neutral
The Sentinels are the complementary force to the Footsoldier. They are the watchmen of the fort, the sightline beyond the walls of their homes. The tasks that a Sentinel are given are rather similar to that of their Footsoldier brethren. In fact, they are often synergized with the melee-focused brothers-in-arms, as one can see them quite often while in the company of the common Footsoldier, or even the weaker guards. When in utility, the Sentinels are dangerous in combination with the Footsoldier. Many battle reports have stated that while the melee soldiers are present, the Sentinels are even more powerful, arming their crossbows faster and releasing with even more speed. Even when they are under fire, the stress never gets to them. Gear: Refined Crossbow, Standardized Dagger, Imperial Chainmail (M), 30 crossbow bolts.
Guardsmanship. (Lawful) In their occupations, the common Sentinel is typically holding some semblance of territory or is assigned to protect certain areas. They are dedicated to their own goal of performing in this task.
Locality. (Community) Guards are tied to their people, and as such are seen as part of it and representative of the common man.
Indulgence. (Community) In their times of holding the lands that they do, the Guardsmen often succumb to the politics of the local environment and are sometimes misguided in information loops.
Sentinels are the most common troop hired in the armies of Men. Wherever the interests of these people lie, oftentimes the presence of the common soldier can be expected. The highest-reported locations of Sentinels are inside or near the settled homes and fortresses of their ownership.
Unique Traits.
Rain of Arrows.
Whenever an Imperial Footsoldier is within at least 40 feet of a Sentinel, they are capable to fire twice in one round as part of their attack action.
Imperial Chain.
The particular design of the chain they have been given counteracts against ranged piercing objects, and provides resistance against non-magickal ranged weapons.
Refined Crossbow. +4 to hit, single trgt. 80/320 range. 6 1d8+2 Piercing damage.
Standardized Dagger. +4 to hit, single trgt. 5 ft range, 4 1d4+2 Piercing damage.