Force Wizard – Unmatched Vigilance SA (Sentinel Career)

This second Sentinel Signature Ability (SA) is the one which provides some benefits for allies as well as the Sentinel. The base Unmatched Vigilance (UV) lets the Sentinel decide the first round initiative order for one encounter, once per session, by spending 2 Destiny Points. If the Sentinel buys one or both Duration upgrades, extending UV’s effect, this same order is used for the added one or two rounds.
Three things to be mindful of. First, think a minute or so before choosing the slot order. “All PCs go, then all NPCs” may not be the best choice for every situation. For example, if The Plan is, “lure guards from post so PC(s) can do X,” at least one middle slot should be NPC with final PC slot(s). This way, the guards can react to the lure, giving PCs time to start X that round – or revise The Plan if the guards see through the ruse or do something unexpected.
You might want to give the other players a say as well. If someone has an action that needs to be done at a particular spot in the order – using a Talent only effective on characters who haven’t gone, continuing a buff right as it would end, etc. Plus “All PCs go, then all NPCs,” negates two upgrades (See below).
Second, initiative checks are still made. The rolled order is used for rounds after UV ends. Finally, you don’t get to choose who goes when. As always, a PC slot is taken by whichever player wishes it, subject, in most groups, to party agreement.
The UV upgrades are a simple circle, starting with either of the two top center upgrades, Group Vigilance and Group Preparation. The former grants all PCs a Boost to combat checks against an NPC who has already taken a turn this round. The latter adds a Setback to the pool of all combat checks where an NPC targets a PC who has not yet taken a turn this round.
Always Alert, top left, lets the Sentinel choose whether they roll Vigilance or Cool on the initiative check. This doesn’t apply to other PCs/allies (where the GM still decides) by the text wording, “…for his initiative check until the end of the encounter.”  The top/10XP tier is rounded out with the first Duration upgrade, top right. (The second Duration is on the bottom left.)
The middle 15XP upgrades are Combat Preparation and Combat Readiness. Combat Preparation allows the Sentinel to introduce a fact/detail into the encounter when activating UV. This is the same as one of the Destiny Point spend options, but without the DP cost, which can be spent on something else. Combat Readiness grants a free maneuver to the Sentinel upon UV activation. The final upgrade is Destiny, which drops the DP activation cost to 1 DP as usual.
What specializations? Unlike the SAs for many careers, neither Sentinel SA is aimed at particular specializations. As I mentioned when I covered My City, UV is best for Sentinels, regardless of specialization, who often become involved in combat, or lead others in combat. Otherwise, I think My City is a slightly better choice. Some of the UV upgrades are somewhat situational – although those situations, such as one or more NPCs going first, aren’t uncommon.
The Force Wizard is almost done with the Force & Destiny Signature Abilities, with only 3 left. In September, we’ll begin our look at the Warrior career SAs from Knights of Fate, with Deadly Reputation. I’ll take a break in October to focus on Spoooky Things. In November, we finish the Warrior SAs with Unmatched Ferocity, before ending with the one Jedi career SA, Peerless Interception, in Collapse of the Republic. After that? I’m not sure. There’s been mild interest expressed in a look at the Force talents from the various Force-user trees, so I may do that. If you have any other ideas, post in the comments or on Facebook. May the Force be with you, always!
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Linda Whitson

Contributing Writer & Copy Editor at D20 Radio
Linda Whitson is a long-time RPGer, amateur musician & artist, & an officer in the Rebel Legion Star Wars costuming club. Linda met her husband in an AD&D game and they have 2 teenagers, an anime fangirl daughter and a son who plays on his university's quidditch team. She is the Lead Mod of D20 Radio's forums and Copy Editor for the blog. Linda can be reached at GMLinda@d20radio.com

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