Guardian Class Feedback


Guardian Class Discussion

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How i would do Taunt.

Taunt:
Will Save

Critical Success: they are unaffected.

Success: They are Fascinated by you until the start of your next turn, even if they are targeted by hostile actions.

Failure: As Success, but they must also spend at least 1 action to either perform a hostile action against you or move towards you; assuming they can do so safely (not entering hazardous terrain or provoking a reaction). If they can't safely do either, they can use their action as they wish.

Critical Failure: as Failure but they must spend 2 actions.


PossibleCabbage wrote:

The first thing that stands out to me is that there's tension between "you want to be adjacent to your allies to protect them" and "you are most likely the slowest person in the party since you are incentivized to wear heavy armor".

At 4th level you get intercept foe to stride as a reaction if that lets you catch up, but I'm not sure if that's enough and/or that feat feels mandatory.

It would also be nice to carve out an affirmative reason to use medium armor besides "you have +5 feet of movement speed".

There are other ways to get speed boost but I agree that's a class that probably need to move a lot. Armored Regiment Training should would ignore the Speed penalty in encounter too.

Another problem that I notice is that unless your ally has Gang Up you basically is penalized if you want to flank. Due the reach of the Intercept Strike being adjacent only this prevents the Guardian to take a flank position.


I think with Taunt and Interpose Attack Reaction, despite the Heavy Armor I think Guardian should be the second 12 hit point class, it has less offensive scaling then Barbarian and exchanges it for defensive but why not give it 12 hit points, taunt is a strange ability which implies you always want to be hit, which for a tank is not bad but unless they get some nature Damage Reduction or a feat to give them more Hit Points, it seems like they will more easily fall down.

I suggest instead of dealing more damage with that one abilities Fercious Venegence perhaps give them a +2 Circumstance on attack rolls if they used Interpose Attack Reaction for till the end of their current turn.


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Mellored wrote:

How i would do Taunt.

Taunt:
Will Save

Critical Success: they are unaffected.

Success: They are Fascinated by you until the start of your next turn, even if they are targeted by hostile actions.

Failure: As Success, but they must also spend at least 1 action to either perform a hostile action against you or move towards you; assuming they can do so safely (not entering hazardous terrain or provoking a reaction). If they can't safely do either, they can use their action as they wish.

Critical Failure: as Failure but they must spend 2 actions.

That's basically an at-will command spell, which sounds pretty miserable to play against. I'm not just talking about the GM, either; imagine having to deal with this as players. How would you protect your squishies? If your wizard isn't always carrying a no-reload ranged weapon then failing at this save, which could be coming down every turn, is going to force them to walk toward the big, heavily armored guy unless they crit fail, or feel like expending their turn casting at the enemy guardian instead of doing most anything else.

While I think the taunt needs a bit of finessing, I'd opt for removing or reducing the bonus enemies get against you myself, I don't think turning it into at-will mind magic is the way to go.


Thought: some support for DEX builds might be nice. I get that the default theme of the class is a big guy in metal armor, but I think there's something to be said about the fantasy of a character who's annoyingly fast, constantly swatting away enemy attacks, and just generally getting in the way of whatever enemies are doing. (Champion has the option for DEX builds, as well, so it'd be nice to have some parity on that front.)


Perpdepog wrote:
Mellored wrote:

How i would do Taunt.

Taunt:
Will Save

Critical Success: they are unaffected.

Success: They are Fascinated by you until the start of your next turn, even if they are targeted by hostile actions.

Failure: As Success, but they must also spend at least 1 action to either perform a hostile action against you or move towards you; assuming they can do so safely (not entering hazardous terrain or provoking a reaction). If they can't safely do either, they can use their action as they wish.

Critical Failure: as Failure but they must spend 2 actions.

If your wizard isn't always carrying a no-reload ranged weapon then failing at this save, which could be coming down every turn, is going to force them to walk toward the big, heavily armored guy unless they crit fail, or feel like expending their turn casting at the enemy guardian instead of doing most anything else.

IMO, if Taunt doesn't get the wizard to cast spells at you, it's not much of a Taunt.

But it can be tweaked by adding "they are immune for 10 minutes" or whatever.


Well in reality the way taunt is suppose to work is, "How dare you do X to me, I am so mad at you I wanna hit you!" It is just that the penalties are suppose to encourage the DM to make enemies react to you, making them seem upset or flustered.

If the enemy attacks not you then taunt is still doing it's job. Giving a 1-3 penalty to DCs and Attacks is still a rather big deal. Maybe not as big deal as the Commander just out right giving you an extra attack or multiple extra attacks.

But with the sure defensive side of Guardian I am unsure if many people would actually want to play it. In a game as heavily focused on damage and blitzing enemies, tanking with reduced attack stat is/proficiency is liek playing a bomber alchemist currently, just not fun.

Interpose Attack is also just against Physical damage, give me a feat to upgrade it to all damage...Why does the champion have a better damage reduction ability? Guardian aren't holy warriors but suppose to be the TANK of PF-2E. Having your kit be Reaction but only against Physical feels weak just to give them the Taunt ability.

It feels like Commander is a much better class. If you want Guardian to be good give it a thorns ability where if you take damage the enemy ALSO takes some sort of penalty so they need to choose Tautn negative, or Thorn damage.


ElementalofCuteness wrote:
If the enemy attacks not you then taunt is still doing it's job.

I disagree.

It's doing something, sure. But it encourages the Guardian to stay away from the enemy they Taunted. Which is counter to the job it is supposed to do.

Quote:
Interpose Attack is also just against Physical damage, give me a feat to upgrade it to all damage...Why does the champion have a better damage reduction ability? Guardian aren't holy warriors but suppose to be the TANK of PF-2E. Having your kit be Reaction but only against Physical feels weak just to give them the Taunt ability.

agreed.

Quote:
It feels like Commander is a much better class..

Defensive Swap, Standard Bearer's Sacrifice, and Reactive Interference all seem like they should be on the Guardian.


Quote:
It feels like Commander is a much better class.. Defensive Swap, Standard Bearer's Sacrifice, and Reactive Interference all seem like they should be on the Guardian.

Defensive Swap - This is such a Guardian's gimmick given to the 8 hit point class, switching out seems sensible for them instead of the Commander.

Standard Bearer's Sacrifice - Is it not a Guardian feat because it be too OP potentially on the Guardian with it's higher AC potential but then again Commander gets legendary DC...Definitely seels odd.

Reactive Interference - Seriously all three of these abilities just feel like Guardian feats. Which I think is odd that they gave them to Commander in hindsight.


ElementalofCuteness wrote:
Quote:
It feels like Commander is a much better class.. Defensive Swap, Standard Bearer's Sacrifice, and Reactive Interference all seem like they should be on the Guardian.

Defensive Swap - This is such a Guardian's gimmick given to the 8 hit point class, switching out seems sensible for them instead of the Commander.

Standard Bearer's Sacrifice - Is it not a Guardian feat because it be too OP potentially on the Guardian with it's higher AC potential but then again Commander gets legendary DC...Definitely seels odd.

Reactive Interference - Seriously all three of these abilities just feel like Guardian feats. Which I think is odd that they gave them to Commander in hindsight.

Reactive Interference definitely feels more guardian than commander, but I can see it being on both. Though, for the record, it's one of those slightly-generic melee-combat feats that really feels like it could fit on most martials.


Pathfinder Lost Omens, Rulebook Subscriber

Threat technique seems like it could have been expanded with prereq class feats to flush out styles.
Similar to the way barbarian instincts each have unique feats only available to that instinct.


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Threat Technique feels more like a last minute addition and with the Alchemist sorta style proficiency or at the minimal slower progression it feels like the Damage one, Ferocious Vengeance is not the correct choice.

I do hope in the full release we see feats like Everstand Stance, Everstand Strike, Shield Wall, Shield Warden and Reflective Shield get added to Guardian, it be nice to be able to make a super invested shield martial.

Perhaps give them ways of giving Temporary Hit Poitns to their shield or make their hardness even greater?


ElementalofCuteness wrote:
I do hope in the full release we see feats like Everstand Stance, Everstand Strike, Shield Wall, Shield Warden and Reflective Shield get added to Guardian, it be nice to be able to make a super invested shield martial.

commander gets shield warden

But really, you already have block damage to adjacent ally as a reaction. Having a second wouldn't help.


Mellored wrote:
ElementalofCuteness wrote:
I do hope in the full release we see feats like Everstand Stance, Everstand Strike, Shield Wall, Shield Warden and Reflective Shield get added to Guardian, it be nice to be able to make a super invested shield martial.

commander gets shield warden

But really, you already have block damage to adjacent ally as a reaction. Having a second wouldn't help.

Sometimes you don't want to throw yourself into harms way and take damage yourself.


Invictus Fatum wrote:
Squiggit wrote:
Guntermench wrote:
I'm not sure the delayed proficiency for offense is entirely required. I don't think the defense looks that good.

I mean it basically can't be required. It has normal martial proficiency for huge chunks of the game.

Expert comes at 5 for most martials and 7 for the Guardian.

Master comes at 13 for most martials and 17 for the Guardian.

So that's levels 5, 6, 13, 14, 15, and 16 that it's behind. Not even a third of your career if you go the full 20. If you're playing a half campaign like AV, it's only 2 levels.

... So what in the world about the Guardian is specifically overpowered enough that they need Caster weapon proficiency, but only at those six specific levels? What makes the Guardian too strong at exactly level 5 and 6 but balanced again at level 7?

I can't see a logic here.

It is using the same logic as they used for Magus and Summoner as this is the same progression for their spellcasting proficiencies. I think this is a power budget adjustment for the frontloaded features they get such as the armor specialization at lvl 1, Taunt, Intercept Strike, threat technique, and overall durability.

why fighter doesn't have low defense in the same logic?and why champion doesn't have the same proficiency ?

Master comes at 13 for most martials and 17 for the Guardian,it's too bad


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Please try to not make discussions in this topic. Remember:

Jason Keeley wrote:

Atten-shun, soldiers!

Please use this thread for mechanical or thematic feedback on the guardian.

Please avoid having discussions on feedback given by posters in this thread and save that for other threads or venues. This is a place to collect opinions for easy review, not to debate their merit.

Thank you for participating in the Battlecry! playtest!

So if you want to initiate a discussion about a suggestion, change or criticism. Please start another thread about it.

Just respond if you have a better alternative or want to extend the opinion.


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I think it should have the same proficiency like most martials


given all the features either make the guardian more vulnerable or have them take damage I think 12 hp per level is in order.

I don't like the current taunt mechanics it's heavily peanalising and 7 out of 10 of you want to defend uour allies you would be better getting in an enemies face and using hampering sweep. Possibly it might make sense to switch those out hampering strike as the core mechanic and taunt (the far more niche option) as the second level feat.

Intercepting strike could use some movement especially at later levels.

I think they would benefit from champion proficiency in armor and weapon the trade off of attack proficiency for defence isn't a good for a offensive defender.


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I really love the class as it is. There are small issues (I also find that the penalty from Taunt is too harsh, a -1 would be far enough) but overall I really like it. I never thought Paizo would reduce Weapon Proficiency but it's a good idea to fit all the extra defensiveness the Guardian has over the Champion.

Overall, kudos for it.


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I'm just going to agree with what most are saying that a level 2 ability that locks multiple targets basically next to you should have a saving throw, or require a check of some kind.

I like the general premise of the class, a few tweaks are required, like the Taunt penalty being+1 instead of+2, maybe D12 hp, and a tiny bit more flexibility in terms of who you can protect, but the base chassis seems fine.


Generally, I don't think the bonus to enemy needs to exist same with the more lowered attack progression.


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Gobhaggo wrote:
Generally, I don't think the bonus to enemy needs to exist same with the more lowered attack progression.

If you remove the lower attack progression you just have a better Champion. The lower attack progression is why the Guardian can be tougher than a Champion, otherwise, it would be tougher than a Champion but as good at attacking, that'd be rather imbalanced.


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After reading it, i have some problems with the guardian

First, it get delayed weapon profficiency in exchange of the best armor proficiency, but it can¡t use it with its features. The taunt gives a bonus to enemy that effectively nullifies the better armor, and the intercept strikes occurs after an ally take damage, so your don't use your armor for that. Only the armor specialization is something that works deffensively, and that only works if your enemy does the damage type you resist.

The intercept Strike feels bad by being adjacent only. If your ally and you are not both melee or ranged you will have problems defending it. If you are both melee also being adjacent means not moving and not flanking, which is a downside when comparing it to other things. It only works against physical attacks, which means that unless you have the feat that let you to use it against some energy types this feature doesn't work against all attacks. Also since it occurs after the ally took the damage, it target your ally AC, meaning that is a lower AC than you and sometimes even lower than a normal martial if the ally was someone like a wizard or barbarian. The Defensive Swap of the commander class rewards more being the high AC class than the core feature of the guardian

Taunt seems terrible. First of all, the penalty is -1 on a success or -2 on a failure, but is against your class DC which you can't improve with item bonus and goes only to master. Comparing it to Trip, Disarm or Demoralize which give similar penalties (demoralize is only a -1, but is to all things so can be used offensively) at the cost of only the enemy being able to use an action to prevent it, and they are very similar. But these actions unlike taunt not gives +2 to attacks and DC, which not only make you so that your AC ends being like a normal heavy armor martial, but you become the worst class resisting any kind of save effect. Also, like other types of debuff, the enemies could still attack your allies with that, after all there is no further penalization for that unless your threat technique is furios taunt, which is only giving you a little damage bonus. It also seems really weird that one of the best use of taunt is using it at range where no enemy can hit you to penalize their attacks instead of using it at melee. The only good thing i have with the taunt is that it works against all creatures, so is not a feature that stop working when figthing certain type of enemies like mindless creatures

The Threat Technique are easy to ignore. Ferocious Vengeance gives only a little of extra damage under a condition that depends on what your enemy does, and the damage is very low. It also doesn't work as written because the taunt goes off at the start of your next turn before you make an attack. The mitigate harm is the worst of the two, since it doesn't stacks with either Intercept Strike or the armor specialization . This also need to you get crit, a thing you don't want because some creatures have extra effect on crit (deadly, fatal, impose a condition, etc.) and are supposed to be a class that should be harder to crit (although as i talked before, you are not more durable than a normal figther when you taunt).

Tough to kill could essentially be replaced and nothing would change, because to it to work, you must be dying, a thing you should avoid at all costs. Even with that, you must reach certain value to have a thing that only works once a day plus a general feat that any class could get

The feat are weak. Some that i want to point:

- Larger than life essencially protect you of swallows only because the other benefits are very specific and can not be important because a medium creature can still use the maneuvers against a large creature, so you are not inmune against anything except maneuvers from small creatures (and that assuming that your ancestry is not small). If you want to take it to use against enemies, you are better taking titan wrestler.

- Shoulder check is strange. Why would i want in a defensive class a feat that does a low damage attack but a bonus to other attacks i do? It would be better if the enemy remains off-guard against attacks from allies until your next turn, this way i would have reasons to use with the low damage

- Unkind Shove seems useful the first levels, but the damage doesnt scale so you end probably retraining it

- Armor break is one of the worst feat. The fantasy of the class should be a character that centers in defense, not one that loses it for an above average attacks. The only use is for maybe finishing an enemy, but that means that the battle is near end so it doesn't have a lot of weight in it.

- Hampering Sweeps is the only feat i say is strong, and i would say is even broken. This leads easily to situation where you can restrict the movement of the enemy enough to practically inmovilize it (or literally if you play a tiny ancestry with reach 0), with no save. It seems so well that the best guardian would probably be a champion who takes guardian archetype and that as the level 4 class feat.

- Intercept energy should be a thing of the base intercept Strike. Similarly, the stride of intercet foe should also be a base thing of intercept strike, and with similar feats

- Energy specialization is litterally having a Charm of Resistance, a thing you can buy with gold

- Migthy bulwarks feels like something that also should be part of the features instead a feat for this class.

- Shield for arrows is bad. It needs that an enemy do a ranged physical strike against and ally adjacent to you while you have shield raise and are not off-guard to that attack, which is a thing very specific, to grant the ally a bonus using your reaction. This means that it competes with Intercept Strike, the reaction you had since first level

- Shield salvation is bad because it only prevent the shield from being destroyed, not broken. It is very hard for a non-broken shield to get destroyed in 1 hit only, and you can't use a broken shield so most of the time you will not use this feat

- Blanket defense takes your entire turn if you are not quickened, making it very hard to use, and a boring thing since you are reduced to "+X to ac for adjacent allies"

I don't see how the class is supposed to bring something that the champion is not doing already, and i don't see any fantasy of a character that justify it enough so the guardian is a class and not an archetype


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Why is taunt a core feature of the class? Like what part of "you can be disrespectful to your enemies" is part of the fundamental thematics of "protector"?

Say I want to play a character who is in every way a Guardian, but because of their deep sense of honor doesn't see it as appropriate to disrespect their enemies. Should I just not use taunt?

Like could we reflavor it to be something like "challenge"? I don't really want to have to roleplay "annoying" when I don't want to.


PossibleCabbage wrote:

Why is taunt a core feature of the class? Like what part of "you can be disrespectful to your enemies" is part of the fundamental thematics of "protector"?

Say I want to play a character who is in every way a Guardian, but because of their deep sense of honor doesn't see it as appropriate to disrespect their enemies. Should I just not use taunt?

Like could we reflavor it to be something like "challenge"? I don't really want to have to roleplay "annoying" when I don't want to.

I mean, no one forces your taunt to be disrespectful or annoying.

Even the given examples of what the Taunt is say that it can be a threatening shout.

Quote:

With an attention-getting gesture, a cutting remark, or a

threatening shout, you get an enemy to focus their ire on you.

Nothing about this is saying anything about being disrespectful.

Grand Lodge

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Would it make sense for the Guardian to have access to a feat that lets them count as flanking with an adjacent ally? *just spitballin'*


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First impressions, it seems weak and the effects don't have many synergies.

First off "taunt" is a terrible name, it's an MMO term and will be divisive. Calling it "come and get me" would be better, describe it as lowering your guard to lure enemies in. I don't see a need for it to be an effect on an enemy, that makes it rough to use in the epic boss fights where it would be most thematic. Perhaps just make it an effect you put on yourself that effects any allies that are farther from the enemy in your direction, so you have a reason to be in front.
If you keep it an effect on the enemy then you need to change the wording from an effect that doesn't include you to an effect that excludes you. The debuff should still help allies around you even if your all getting the dragons fire breath, your still in the front taking the brunt of it for your allies.

Threat technique doesn't make any sense to me, either add a small amount of damage to your subpar martial abilities or take less crit damage. Neither of these are great and don't get expanded on, they are forgettable.

The core gameplay loop of the class feels lacking. You make yourself a good target and protect your allies but have rather poor defenses for keeping yourself up to protect others. Guardians are weak against focus fire, the thing they encourage. Even with a shield you don't protect as well as a champion. You can block all types of damage but your shield is weaker without a buff like shield ally. Right now might as well rename the class to Martyr as it seems to want to die for the group.

A few improvements would go a long way to making it feel like the tanky front man take damage guy that it seems to want to be. Either temp HP when you get hit, limiting the damage your shield can take or something to keep you alive in the front. It's fine to want to be hit, but you need to be able to take the hits. Even with shield block and legendary heavy armor enemies can still rather easily take you out nothing you or your team as everything damages you (if your always using your abilities), so this class needs to be better then everyone else at taking damage.
It needs something other then blocking and temp HP as well, those are great for low damage hits but this class needs to be able to better mitigate the effects of boss strikes and abilities.


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The name "Come and Get Me" is already taken.


I really like the name Challenge, myself. It evokes some of the cavalier flavor, and I enjoy shoutouts to previous classes. It's also got the benefit of being much more broad in interpretation, ranging from honorable challenges to single combat, to basically flinging "yo mama" insults at your foes.


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This class seems to be at odds with its own basic class features and lacks something to set it apart.

You may be ahead with your armor proficiency a bit, but not at the first 4 levels where it matters the most.

Furthermore, if you use taunt you throw that advantage away. At level 1-4 you basically are as easy to hit as a raging barbarian. That's... the opposite of being a tank? If Taunt even works, that is. But you have a second starting class feature, Intercept Strike, which boils down to setting your AC to what the person you're protecting has.

Hmm, something is not tracking here. Better armor proficiencies should be the selling point here, but your two starting class features won't let you use them...

Anyway, at level 2 there is a class feat which is unique and powerful enough to function as the answer to the question 'why play a Guardian', Hampering Sweeps. Of course, being a lvl 2 class feat it is prime poaching material, so it's more the answer to 'why pick up the Guardian archetype'.

So:
- Make Taunt give the -2 penalty, no save and forget the bonus to-hit. The fact it costs an action and only lasts to the start of your next turn is restrictive enough. Don't let it work against the class' selling point of actually being tanky.

- Intercept Strike should have as trigger 'when an adjacent ally is targeted' and should make you the target. The ally needing to be adjacent is enough of a restriction to let them use their own defenses at least.

- Give the Guardian expert armor proficiency from level 1. Why not let them be ahead in AC from the start. They give up standard martial progression and the sort of damage mechanics other martials have.

- Make Hampering Strikes a class feature so it can't be poached. Add 'an enemy can only be affected by one instance of this feature' so 2 PC's with hampering strike can't completely lock down an enemy.


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You know there is a problem when a large number of people are suggestion the non-melee Guardian. It's as silly as a ranged Champion as it is just ineffective but Taunt is so powerful in this context that you really DON"T want to be hit for the 1-3 penalty it can deliver to a single enemy.

Quick Guardian Build -

Guardian - Long Bow, Long-Distant Taunt - Be the weird Guardian who uses Taunt to tick off the enemies and make it just a hassle to get to you, in fact be an Elf with 40 foot movement or invest into Monk for extra distance and just taunt, move like 50ft & shot your long bow or 100 ft for 2 movement actions.

As you can see you don't need heavy armor in this build as you'd be the backliner keeping allies safe by simply applying negatives to the enemies which is not what a Guardian should be prioritizing. When the Champion can out tank the Guardian who entire gimmick is Defense without magic the class needs some harsh revision.

Surviability and lack of mitigating non-physical damage or even ways of flanking when adjacent is all dragging the class down to being not very good.


Pathfinder Lost Omens, Rulebook Subscriber

To fix the ranged problem.
Two inserts.
- Enemies are immune to taunt for a short duration unless the guardian is within 5 ft of the enemy.
- subsequent uses of taunt have no AC penalty to the guardian against the same target.

So there will be one round of getting that attention but no more punishment after that. you can taunt at range and get that effect once but if your not within 5ft by either them coming to you or you going to them you cant keep taunting them.


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I too want the Guardian to start being expert in armor, though the problem with that is how taunt works. If your AC is 2 ahead by virtue of being expert, then putting the target a +2 bonus when attacking you is effectively the same as targeting one of your allies with trained AC, since the attacker would be targeting the same DC, in a sense. This, effectively, doesn't really force the enemy to attack you, though thats were the -X penalty comes into play.

I agree with Angwa in that Taunt should impose a penalty without a save. Unlike an inventor, thaumaturge, or the like you have to use this feature every single turn, and if your feature has to be used every single turn and has a decent % of failing then you are creating an investigator / swashbuckler situation and I certainly don't want that. Make the effect a +1/-2 if you are adjacent to the target or adjancent to whoever the target wants to attack, or a +2/-1 if you aren't adjacent to either of them. This would encourage a more up close playstyle which is what the guardian fails at the moment and feel a little more reliable by avoiding the save against the effect.

I think its optimal if you "give up" your +2 to AC from being expert and effectively give it to your allies against the target of your taunt. This effectively makes your AC to be "normal" (though it would scale faster at higher levels) and turn your allies into "experts" on their respective armor.


PossibleCabbage wrote:

Why is taunt a core feature of the class? Like what part of "you can be disrespectful to your enemies" is part of the fundamental thematics of "protector"?

Because they want a Guardian to have a Tank mechanic but they don't want to use that name


exequiel759 wrote:
I too want the Guardian to start being expert in armor, though the problem with that is how taunt works. If your AC is 2 ahead by virtue of being expert, then putting the target a +2 bonus when attacking you is effectively the same as targeting one of your allies with trained AC, since the attacker would be targeting the same DC.

Given that you don't really have significantly improved other defences, you have to ask at this point what is the point of the class? Why does it exist?

From what I can see so far the only cost you are putting on the enemy is the action cost of moving to hit you. I mean that is something. But conceptually suddenly the Guardian becomes a mobile defender who hides from the enemy, and the imagery of the class is very strange.


I mean, I don't disagree with you, I said in other posts that I currently don't see a reason to have this class existing when the only unique things about the class could instead be feats in an archetype, but its not like the concept is innately flawed and class about this couldn't exist.

In its current state, sure, but it can be worked into something that works.


Pathfinder Lost Omens, Rulebook Subscriber

I like the idea of the guardian not putting all its eggs in one basket. They are defending the party in multiple ways.

-Heavy armor and a shield with training progression at 5,11,15
-They are both reducing damage to themselves(armor spec and greater version) and others(Intercept strike)
-They are reducing enemy accuracy with taunt (needs to be changed to make getting into 5ft of enemy and enemy getting into 5ft of guardian incentivized)
-level 7 gives an extra reaction for guardian reactions in chassis so more strikes intercepted.
-Really like intercept Foe giving allies +2 AC but would love to be able to eventually free action in intercept strike when intercepting foe.

The interaction of these chassis abilities and feats just with the Guardian alone can add up to the party taking less damage.
A taunted foe attacking an ally can also be hindered by intercept foe making a swing of 3 to 5 depending on the taunt success for that strike to miss.

The question I think is how much is enough from one character.
An early game turn might include a taunt a stride(positioning for a intercept strike) and a strike. Raise shield might be important to use instead of strike sometimes so is a turn where the Guardian doesn't strike worth doing? is this character stopping enough damage to the party that not striking in a turn is a good idea sometimes?


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Bluemagetim wrote:

To fix the ranged problem.

Two inserts.
- Enemies are immune to taunt for a short duration unless the guardian is within 5 ft of the enemy.
- subsequent uses of taunt have no AC penalty to the guardian against the same target.

So there will be one round of getting that attention but no more punishment after that. you can taunt at range and get that effect once but if your not within 5ft by either them coming to you or you going to them you cant keep taunting them.

So your solution is to just kick em in the balls if they don't have 100% melee uptime? Surely we can do better than that. Personally I actually like the ranged build as an idea and World's Most Annoying Archer is more of a character I'd want to play than the default Guardian. I think we can do something to make melee more appealing without just saying "well you're not allowed to do that" to ranged builds.


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People please avoid to discuss our suggestions in this thread. Let's keep this thread clear to allow the designers analise them without need to constantly being distracted by internal discussions and comments.


Have to say, I love the idea of incentivising enemies to hit you, forcing them to choose between two unfavorable options, take a penalty or hit the tough one. Don't know that it's working as intended yet, but the basic concept I prefer a hundred times to a mind-control taunt that forces a monster to forget everything else going on in the fight and attack the toughest looking one. I also like that it keys off Will because it feels natural to me that more self-aware enemies are more likely to resist. The fact that it works on everything but a crit save and thus has some effect 90% of the time mitigates the odds of your taunt having no effect.

I'm not terribly fond of the name "Taunt" admittedly. This talk of reflavouring it to a Challenge does have some appeal to me, even if it seems like a "challenge" mechanic seems like it could be its own fleshed out concept, not inherently something thag screams Guardian to me (same problem as Taunt, really, but any Guadian does need some way to gain attention...). I have no real love lost for MMO mechanics, but I admit the way 4e employs similar concepts do entice me more than a little, so I wouldn't for a second mind borrowing things that worked well over there for this purpose.


Arachnofiend wrote:
Personally I actually like the ranged build as an idea and World's Most Annoying Archer is more of a character I'd want to play than the default Guardian.

Agreed. Actually I have no interest in the 'default' guardian but I wouldn't mind giving the archer version a try.

Grand Archive

"Very annoying archer" is a really funny way of turning this class on its head. I wonder if it'll be a thing in the full release


Pathfinder Lost Omens, Rulebook Subscriber

Armor break is kind of similar to fighting with armor spikes.
Could armor spikes be introduced to the game with this class?
Also the guardian could have the threat technique class choice become more flushed out building on a tauntish action in ways that make for different playstyles.

The ferocious vengeance would be the armor spike guardian. The path could get the extra damage to taunted targets and can choose to get a path specific feat that makes them good at combining armor spikes with their weapon strikes for any attack against a taunted target as if youve made the enemy more reckless and take advantage of it with armor spikes. Also this path might have a grab and spike feat. idea being this guardian takes advantage of taunted foes to put on the hurt but has the current level of defenses which is not much in terms of damage mitigation for the guardian. This might be the guardian that takes raise haft and reactive strike. Heavy flail and spiked armor sounds pretty cool but make all the armor spike stuff opt in from path specific feats so its not the only vengeful concept playable. they should probably have a more melee oriented taunt than the current version.

The mitigate harm path would be the protector that makes the party take less damage because they are there to stop it. Maybe they don't taunt and instead warn/bolster ally giving a circumstance bonus to ac against a designated foe. This would be a strait +2 no roll no negative to AC for the guardian. Further feats can build on this to increase the number of foes and then later the number of allies. So attacking the guardian might not be incentivized but they dont compromise their own defense and make attacking the warned ally less desirable. This path wants to stay close to allies and would rely more on intercept strikes to protect allies that the +2 isnt enough to protect and building on staying close = good could be part of this path in later feats.

lastly it seems like the idea of an "annoying" ranged harrier style guardian that makes wearing medium armor more appealing for the extra mobility and maybe emphasis thrown weapon and shield combat hit and run tactics? the paths concept though should each have a different version of threat technique and that choice gives them the style of incentivizing not attacking allies unique to the path. Current taunt fits here as several have pointed out. Im not convinced that full range bow users fit this class concept at all though but it could be an opportunity to make thrown weapon and shield together shine.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Dropping this here in this thread for convenience's sake, we haven't playtested yet but here's my first impression as someone who plays an awful lot of tanks in an awful lot of different games (and types of games), expect to see one more post from me in this thread for a post playtest follow up, this is partially based on some number crunching we've been doing, and it's modified as a result from what was said in a different thread the other day:

Quote:
Boss-tier encounters (PL+3) with Moderate Will progression are going to Succeed vs. Taunt on 75% of rolls, which means they'll be hitting even the Guardian's high AC with 50/50 accuracy *on their second attack* - and they'll still be critting the Guardian's allies approximately 40% of the time (which is still a very unhappily high occurance of critical hits.) The accuracy on the second attack gets even better if they have an Agile secondary weapon.

(Thanks to WillDigForFood who posted this on my discord)

Not having a dedicated healer in the context of the above would very much scare me. I think that the tuning on the Guardian's 'hit me presence' and tankiness might be off, it's vital for a tank to have a catch-22 loop where the enemy neither wants to hit the tank because they're the least efficient thing to hit, but also needs to hit the tank because otherwise the tank is too annoying, right now the Guardian looks like it doesn't do either quite well enough-- its hits are ignorable on above level creatures, the penalty from taunt is small, and worse due to being a check, and hits and crits from those creatures will still rock it's world. The core design I think is excellent, but my thoughts is that numbers need to be moved--

Switch Key Stat to Constitution, but give them the same attack proficiency progression as the Barbarian and various other martials. This evens out their to-hit to make it more consistent but they're actually still the worst hitter of the martials since they'd have Inventor to-hit with no overdrive to make up for it, nerfing their strength slightly via the Key-stat change has a knock on benefit for the possibility of Dex Guardians, if someone really wants to do that. They'd still have a marginally better attack bonus than the Warpriest across the board this way. As another user on this forum suggested, just let them use Constitution to fulfill strength requirements on Armor.

The Above Change would offer +1 Extra HP per level from making Key Stat Constitution and will help their survivability which I can't stress enough, needs to be meaty if they're expected to perform their Intercept Strike against boss types at all and don't have a dedicated healer to bail them out.

Make Success, Failure, and Critical Failure on the Save for Taunt all -2 to hit your allies, and each save result different durations for the Taunt, I'm thinking of One round/Two Rounds/Three Rounds durations. that way you only sometimes need to renew it every turn, you're never stuck with a -1 penalty to hitting your allies (which is too little) though you can just fail entirely, which I think is fine.

Make Furious Vengeance baseline to taunt and dump Mitigate Harm entirely-- instead of having Mitigate Harm at all you should just get rid of the penalty to your own AC via taunt. Even if it technically helps encourage them to hit you, people hate it psychologically. Baseline Furious Vengeance helps the Guardian put their best foot forward in terms of exerting pressure, and between the extra hp and the lack of AC penalty on taunt, they should be defensively coherent. There is a knock on benefit that FV reduces the odds that the combat turns into a slog as a result of a Guardian by just a bit more.

I'll note here that I don't think Guardian needs subclasses. I think a Monk/Fighter model is appropriate, where it comes from your class feat selection-- enabling backline tanking through feats for instance. That said, we probably need showier feats, I'd look for 'specific technique' feats to strengthen the class's favor and give additional opportunities for the player to flex their pressure/tankiness, more moves that compress taunt into different things would be good as well, like a melee hit.

Note that these changes also simplify the class's math load a bit by making you juggle fewer numbers and modifiers overall.

Edit: Oh yeah, I'd like a feat that triggers fear in a target based off Intercept, and how well you take the hit.


Sibelius Eos Owm wrote:

Have to say, I love the idea of incentivising enemies to hit you, forcing them to choose between two unfavorable options, take a penalty or hit the tough one. Don't know that it's working as intended yet, but the basic concept I prefer a hundred times to a mind-control taunt that forces a monster to forget everything else going on in the fight and attack the toughest looking one. I also like that it keys off Will because it feels natural to me that more self-aware enemies are more likely to resist. The fact that it works on everything but a crit save and thus has some effect 90% of the time mitigates the odds of your taunt having no effect.

I'm not terribly fond of the name "Taunt" admittedly. This talk of reflavouring it to a Challenge does have some appeal to me, even if it seems like a "challenge" mechanic seems like it could be its own fleshed out concept, not inherently something thag screams Guardian to me (same problem as Taunt, really, but any Guadian does need some way to gain attention...). I have no real love lost for MMO mechanics, but I admit the way 4e employs similar concepts do entice me more than a little, so I wouldn't for a second mind borrowing things that worked well over there for this purpose.

That makes me think the question, why not have feats that modify or buff your Challenge/Taunt? I don't actually recall seeing many now, aside from the one that lets you Taunt three enemies at once, which is odd for a core feature now I think on it. That seems like a great place to gear feats toward, making your Challenge worse and worse to ignore.


There are some.
Increasing range, raising shield alongside it, and more targets are the 3 that pop into my mind without checking the pdf.


Taunt, 1 action.
Until the end of your next turn, the target takes a -1 penalty to attack rolls and DCs against creatures other than you.
If the target took hostile action against you last round, including Intercept Strike, you can Sustain this, increasing the penalty by -1 (max -3).


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Mellored wrote:

Taunt, 1 action.

Until the end of your next turn, the target takes a -1 penalty to attack rolls and DCs against creatures other than you.
If the target took hostile action against you last round, including Intercept Strike, you can Sustain this, increasing the penalty by -1 (max -3).

Would make more sense to me if the penalty increased if they didn't come at you. Otherwise it creates a situation where the enemy never wants to initiate at you and just eat the -1 to everyone else that you have to reapply every round.


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Sibelius Eos Owm wrote:
Mellored wrote:

Taunt, 1 action.

Until the end of your next turn, the target takes a -1 penalty to attack rolls and DCs against creatures other than you.
If the target took hostile action against you last round, including Intercept Strike, you can Sustain this, increasing the penalty by -1 (max -3).
Would make more sense to me if the penalty increased if they didn't come at you. Otherwise it creates a situation where the enemy never wants to initiate at you and just eat the -1 to everyone else that you have to reapply every round.

Then you could just Taunt and run.

Which (IMO) is the core issue with the current Taunt and many of the other suggestion.

My suggestion makes you want to both Taunt and Intercept the enemy. Or at least that's the goal.

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