Custom Warrior Class: Sentinel

By BJZSN, in Descent: Journeys in the Dark

Another class I made, probably the last custom I make for a bit. The Sentinel draws the attention of nearby enemies with his confrontation skill, and specializes in controlling the area around him. Not necessarily in a debuffing manner (though there is a skill that does that) but more along the lines of keeping enemies from getting past you or pushing enemies back or focusing the enemy attacks on you. The cons I would give this class is there aren't a lot of attack oriented skills and there's virtually no skills for movement (except for Breach Defenses which lets you push through enemies).

Edit: Cards are done, here's a link to the custom class, look for Sentinel:
https://www.dropbox.com/sh/odx5l47ypog6y89/AABZJBksn4UcH94OYT9lxhFSa?dl=0

Edited by BJZSN

Here's an idea for a 3xp skill.

3XP Skill: Juggernaut 2 Fatigue

Action> Move up to your Speed. During this movement, you may move through spaces containing enemy figures. Move each monster you moved through during this action up to 3 spaces and deal 2 damage them.

Here's an idea for a 3xp skill.

3XP Skill: Juggernaut 2 Fatigue

Action> Move up to your Speed. During this movement, you may move through spaces containing enemy figures. Move each monster you moved through during this action up to 3 spaces and deal 2 damage them.

I like the fact that it's 2 fatigue cost. I'd like to have a 3xp skill that costs fatigue and another 3XP skill that's a no cost passive. I already have a skill that lets the class move through enemies so I might shy away from a movement skill. Thanks for the input though!

Added a new 3XP skill, Seismic Slam. It's an attack skill that creates a shockwave path.

Changed some skills around. Hold the Line can now be activated once per monster. Stoic Resolve is now a passive ability, giving +4 health and recovering health when not moving.

I think for Morningstar, it would cause less in game conflict if you just said "move target one space"

I think for Morningstar, it would cause less in game conflict if you just said "move target one space"

That's how the Crossbow is worded isn't it? Yeah it's definitely simpler that way.

Yeah, or close enough. I guess making sure it moves "away" nerfs it a little bit.

Making some small tweaks to the Sentinel. Surprisingly, mostly small changes with the wording of some skills barring Confrontation. I've had trouble with Confrontation in a campaign of mine since I found out with proper placement, the heroes can effectively lock a monster out of attacking. I've been wracking my brain trying to fix the problem, and at the same time keep it different enough from the Knights skill Defend which works just fine (wish I could use it for the Sentinel). I'd like to see if the community has some suggestions actually. I'd prefer it to still be able to activate on a monster within 3 spaces of itself but if there's a better solution I'll take it. If not, I'm sure I'll think of something, I'm just tapped out mentally I guess. Thanks for the help!

Edited by BJZSN
You mean that the hero can just move away from the monster so it is never in range?

Make the skills so that a monster just engages that hero and attacks only if it is adjacent or within 3 spaces (if ranged monster). Otherwise it just attacks what is nearby. Where the OL controls this movement of course. So it would be more like, each movement point this monster spend must close distance between this hero.

You mean that the hero can just move away from the monster so it is never in range?
Make the skills so that a monster just engages that hero and attacks only if it is adjacent or within 3 spaces (if ranged monster). Otherwise it just attacks what is nearby. Where the OL controls this movement of course. So it would be more like, each movement point this monster spend must close distance between this hero.

You mean kind of like "Attack the hero if possible"? I like this idea! I had thought about something similar to this, but with the way your wording works it can be a lot better. I'd like to keep the skill cost 2 Fatigue so it will need a bit of a buff but otherwise this is great, thanks!

You mean that the hero can just move away from the monster so it is never in range?
Make the skills so that a monster just engages that hero and attacks only if it is adjacent or within 3 spaces (if ranged monster). Otherwise it just attacks what is nearby. Where the OL controls this movement of course. So it would be more like, each movement point this monster spend must close distance between this hero.

You mean kind of like "Attack the hero if possible"? I like this idea! I had thought about something similar to this, but with the way your wording works it can be a lot better. I'd like to keep the skill cost 2 Fatigue so it will need a bit of a buff but otherwise this is great, thanks!

Yes, the same way that in RtL monster get assigned a target (hero with lowest Might etc.) and then first 'engage that hero' -> 'attack that hero' -> 'attack any other adjacent hero if that target hero is not adjacent'. The same applies for ranged monsters (so the minimum range requirement of 3 spaces). A possible buff might be that you get to roll an additional brown die.

You mean that the hero can just move away from the monster so it is never in range?
Make the skills so that a monster just engages that hero and attacks only if it is adjacent or within 3 spaces (if ranged monster). Otherwise it just attacks what is nearby. Where the OL controls this movement of course. So it would be more like, each movement point this monster spend must close distance between this hero.

You mean kind of like "Attack the hero if possible"? I like this idea! I had thought about something similar to this, but with the way your wording works it can be a lot better. I'd like to keep the skill cost 2 Fatigue so it will need a bit of a buff but otherwise this is great, thanks!

Yes, the same way that in RtL monster get assigned a target (hero with lowest Might etc.) and then first 'engage that hero' -> 'attack that hero' -> 'attack any other adjacent hero if that target hero is not adjacent'. The same applies for ranged monsters (so the minimum range requirement of 3 spaces). A possible buff might be that you get to roll an additional brown die.

It's funny you mention RtL, I'm actually doing Kindred Fire right now. I reeeally don't know why that idea never came to me in the first place.

Made changes to Confrontation:

Starting Skill: Confrontation 2 Fatigue

Exhaust this card at the end of your turn to place one of your hero tokens on a monster within 3 spaces of you.

While this card is exhausted, add 1 brown die to your defense pool and a monster that has one of your hero tokens must make you the target for each attack it performs if it could target you.

Remove any hero tokens placed by this card from monsters at the start of your next turn or if you are defeated.

*A little wordy, I may try to trim it down if possible.

Made changes to Confrontation:

Starting Skill: Confrontation 2 Fatigue

Exhaust this card at the end of your turn to place one of your hero tokens on a monster within 3 spaces of you.

While this card is exhausted, add 1 brown die to your defense pool and a monster that has one of your hero tokens must make you the target for each attack it performs if it could target you.

Remove any hero tokens placed by this card from monsters at the start of your next turn or if you are defeated.

*A little wordy, I may try to trim it down if possible.

I would rephrase it with ... hero tokens must spend any movement points towards you and must declare you the target of attack if you are adjacent if it is a melee monster or within 3 spaces if it is a ranged monster. Because otherwise a monster could move somewhere else if you are not in range on the start of the monsters turn. 'If it could target you' is too unclear in my opinion.

And just replace the last bit with 'When you refresh this card remove any hero tokens placed by this card.' I think this is just a very wordy card, but that is not too bad if you consider this a class for experienced players.

Made changes to Confrontation:

Starting Skill: Confrontation 2 Fatigue

Exhaust this card at the end of your turn to place one of your hero tokens on a monster within 3 spaces of you.

While this card is exhausted, add 1 brown die to your defense pool and a monster that has one of your hero tokens must make you the target for each attack it performs if it could target you.

Remove any hero tokens placed by this card from monsters at the start of your next turn or if you are defeated.

*A little wordy, I may try to trim it down if possible.

I would rephrase it with ... hero tokens must spend any movement points towards you and must declare you the target of attack if you are adjacent if it is a melee monster or within 3 spaces if it is a ranged monster. Because otherwise a monster could move somewhere else if you are not in range on the start of the monsters turn. 'If it could target you' is too unclear in my opinion.

And just replace the last bit with 'When you refresh this card remove any hero tokens placed by this card.' I think this is just a very wordy card, but that is not too bad if you consider this a class for experienced players.

I would like to avoid wording the skill where the monster, if it chooses to move, is forced to move towards the hero. I know that if that were the case, I would just use it on objective holding monsters trying to run to a target.