Hi, the past few days I had to think about about the Guardian, some of the issues the class has as it is right now, and how I would go about fixing them. I had a lot of (What I think to be) cool ideas and now want to share them across a few posts on this sub. This post is one of those. I will first write down the ideas I had as rules, and then later add some comments explaining my thoughts and reasoning behind those ideas.
Disclaimer: This is not me saying that this is what the Guardian SHOULD BE. I also don't claim that these changes would even necessarily be for the better. My goals with these posts is not to dictate how to make the Guardian properly. My goals with these posts is discussing potential issues with the Class (many of which have already been pointed out, some of which I haven't seen discussed much), talking about potential ways of fixing them and discussing game design in general, but primarily, my goal with this is just to share and discuss some cool ideas I had because I love homebrewing :). And how knows, maybe a Paizo designer stumbles across one of these and takes some inspiration, but that would already be far more than I would hope to accomplish.
Here is a list of all parts:
Reworking The Guardian Part 1: The Taunt Mechanic
Reworking The Guardian Part 2: Class Options
Reworking The Guardian Part 3: Class Mechanics & Subclasses
This will probably the longest post. Here I go into the primary class options my homebrew Guardians would be able to choose from. At the end I discuss some feat ideas I had, some of which should replace feats I turned into class features.
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Keyword Intercept:
Some abilities refer to this. These are the rules for intercepting
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Intercept
You attempt to redirect an effect away from an ally to yourself. Generally, only targeted effects can be intercepted. Attempt a check using your Class DC - 10 + your armors item bonus against the enemies relevant DC or 10 + the enemies relevant modifier.
-Critical Success: As success, but you gain a +2 circumstance bonus to the relevant defense.
-Success: You are in time. The effect targets you instead of your ally. You can still choose to split the damage like with the failure condition.
-Failure: You are barley too late. If the effect causes damage, your ally takes half and you can take the other half. You an your ally only apply half your usual resistances against that damage.
-Critical Failure: You fail to Intercept
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Level 1 Class Feature: Defensive Strategy
While all Guardians are specialists of protecting their allies, the way they go about doing so differs from Guardian to Guardian. Choose 2 of the following abilities. You Subclass will grant you a third one.
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Tackle Ally ⟳
Trigger: An willing ally you are adjacent is about to be subject to a hostile effect.
Effect: Before the effect resolves, you push the ally 5 feet away from you and enter their space yourself. This is forced movement. If their is not enough space for either, this ability fails. If the triggering effect was targeted, you also try to Intercept it. If the triggering effect was an area effect and the ally is now outside the area, they aren't affected.
Command Attention ◆ or ◆◆ (mental)
Duration: Until the end of your next turn.
Area: 15-foot or 30-foot emanation.
Effect: All enemies in the area are taunted 1. The area depends on the actions spend.
Danger Sense
Whenever you are in the presence of a hidden threat (Such as a potential ambush, traps, hidden weapons ect.) the GM secretly rolls a Perception check against a relevant DC (Usually the Stealth DC of the creature/object). On a success you spot the danger, on a critical success you or an ally of yours gains a +1 circumstance bonus on the relevant defensive stat for the purpose of the first check made to resist the spotted threat.
Hampering Sweeps ◆
Like the feat, but enemies can attempt a Reflex save against your class DC.
-Success: They get away
-Failure: They can't get away
-Critical Failure: They can't get away and can't take move actions for the rest of their turn.
Taunting Strike ◆ (flourish)
You Strike an enemy. If you hit they are taunted 1 (Taunted 2 on a critical).
Challenge ◆ (mental)
Range: 60 feet
Duration: 1 round.
Effect: The enemy has to attempt a Will save against your Class DC.
-Critical Success: They are unaffected.
-Success: They are taunted 1.
-Failure: They are up to taunted 2 (Your choice).
-Critical Failure: They are up to taunted 2 for up to 2 rounds (Your choice).
Blanket Defense ◆◆
Like the feat.
Body Block ◆◆
Area: 5-foot emanation.
Duration: Sustained up to 3 rounds.
Effect: Whenever the line-of-effect of a ranged, targeted strike/ability/spell intersect the area, you can attempt to Intercept it. If the effect is a burst, line or cone and you are between an affected ally and the areas origin, you can attempt the same check as the one when you would Intercept, but it has the following effects:
-Critical Success: As success but you get a +1 circumstance bonus to the relevant defense instead.
-Success: Only you are affected and you take a -1 circumstance penalty to the relevant defense.
-Failure: Both you and the ally are affected as normal.
Covering Statue
You always provide Standard Cover instead of Lesser Cover to allies and allies can Take Cover behind you to upgrade this to Greater Cover.
Guard Ally ◆
Targets: An ally adjacent to you.
Duration: Until the end of your next turn.
Effect: As long as you are still adjacent to the target, you can Intercept all targeted effects the ally is subject to. If the ally moves, you can Stride up to your speed as a reaction, but you have to Stride towards the allies current position.
Guardian Lore
You gain "Guardian Lore". You can use "Guardian Lore" to Recall Knowledge about offensive statistics and abilities and about ways of mitigating them. Your proficiency in Guardian Lore increases to expert at 3rd level, to master at 7th level and to legendary at 15th level.
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Feat Ideas
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Taunting Strength --- Feat 2
When you succeed at an Athletics check against an enemy, they have to make a Will save against your class DC. On a failure they are taunted 1 for 1 round (Taunted 2 on a critical failure). If you Athletics check was a critical success, they decrease their degree of success by one step.
Slowing Strike ◆ (flourish) --- Feat 6
Make a Strike against an enemy. If you hit, they need to make a Fortitude save against your Class DC. If your hit was a critical hit, they decrease their degree of success by 1 step.
-Critical Success: They are unaffected.
-Success: They take a -5 foot status penalty to their speed for 1 round.
-Failure: They take a -15 foot status penalty to their speed for 1 round.
-Critical Failure: They are Immobilized for 1 round.
Ground Stomp ◆◆ --- Feat 8
You stomp the ground so hard that it becomes uneven and difficult to walk through. The ground in a 10 foot emanation becomes difficult terrain. All creatures in the area must attempt a Reflex save against your Class DC. On a failure they loose 10 feet of their next Stride action. On a critical failure they also fall prone.
Don't Run! --- Feat 10
When an enemy is taunted by you, moving away from you is difficult terrain.
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Comments
I want to start by saying, that while there was a lot of though behind some of these, other more just proof of concepts, and I realize that these options are probably not balanced yet.
There are a few things I tried to accomplish with these changes
I think that the Guardian is thematically closer to an Archetype than a Class. Its about protection in two very specific and niche ways. I think, that while for archetypes to have a very specific/limited scope/theme, classes need to be more open ended, or if they are specific in theme (Like the Thaumaturge) they need to have a very strong theme. And even those very specific classes (Thaumaturge, Psychic, Gunslinger) usually have a lot of choices and different ways of being played/build. I think this is something the Guardian still lacks. I come back to this in my post about Class Mechanics & Subclasses, but I tried to expand the theme from "Very specific video game-esk semi-tank" to being about "Protection in various different ways".
I wanted to provide players with interesting choices and make it so that different Guardians can actually be very different.
I tried to balance some broken options.
I turned some Feats that I think are very fitting for the class into general class options that you can take at level 1.
I wanted these abilities to fulfill the "tank" fantasy better. Gameplay of tanks generally centers around positioning and space-control. So I added some abilities that allow you to engage with that aspect of strategy.
Now lets discuss specific options:
Intercept
I find it weird how, in the original guardian, this has a very impactful ability and "absolute" ability had no check associated with it, while the ability that is just a debuff has. I feel like it should be the other way around. So I added a check. In return, I made it more applicable. Now you can not only use it to block damage, but you can even use it to "tank" debuffing effects for your allies, widening the scope of what you can protect your allies from.
Tackle Ally
This is basically the "replacement" for the original "Intercept" class feature, so what I wrote for "Intercept" also applies here. Additionally, I think the ability to control your allies' positioning and, for example, push them outside of the range of an attack to protect them from follow-ups or out of a spell's area opens a new dimension of strategy.
Command Attention
I feel like a Tank class needs an option that allows it to take aggro from multiple smaller creatures around it at once. This ability also plays a lot with your positioning. I also think that it makes sense for this to be automatic. This avoids a lot of weirdness in regards to who you want to fail and who you don't want to fail and makes the ability both more consistently useful and simple.
Danger Sense / Guardian Lore
I want to start by saying that I got the idea for these options from the Rules Lawyer Playtest stream, where they discussed the Guardian at the end. One of his players said how he wants the Guardian to also have protection-themed exploration abilities, and I couldn't agree more. I think a "Protection" class should also have options for indirect protection. Both in reality and in fantasy, "protecting" not only includes physically putting yourself between the attacker and your protectee (Usually you needing to do that means that something went wrong), proper protection primarily means seeing potential dangers coming and knowing how to avoid or deal with them. These two options play into that aspect of protection.
Hampering Sweeps/Blanket Defense
I think these feats are just so thematic, cool, and fitting for the class that they should be primary class features. Hampering Sweeps also needs a small nerf, of course, because, no, I don't think a level 1 Guardian should be able to literally bind a god if that god had no teleportation spells prepared xd. In regard to Blanket Defense, spending a whole turn on this, I think, feels bad, and I think that the ability is also balanced if it only causes two actions.
Body Block
This is meant to be the classic Reinhard/Braum shield-esque ability, where you can literally use a shield, or in this case your body, to intercept ranged attacks against your allies. This also makes positioning really important.
Taunting Strike
This is supposed to be a cool option if you want to mix some offense into your Guardian.
Covering Statue
Together with Taunting Strike this allows you to have an extremely action-efficient Guardian, if you wanted to. You could then use those actions for something more action-intensive. This could open up a lot of cool build ideas.
Slowing Strike
This is meant to provide the Guardian with another option to control the battlefield and indirectly protect their allies. This also particularly adds some cool ranged Guardian support I'd imagine.
Ground Stomp
I am honestly not sure right now since it has been some time since I read through every single feat, but I feel like the Guardian currently lacks some sort of soft AoE CC. This should provide this.
Don't Run!
I feel like this is just a typical tank-space control ability that synergizes well with other class options. I think this opens up a lot of tactical possibilities for the class.