Tarondor’s Guide to the
Pathfinder Second Edition
(Remastered) Guardian
Version 1.0 September, 2025
Honor is due to those who are keeping watch, Sentinels guarding their own Thermopylae; Never distracted from what is right to do, And right to be; in all things virtuous, But never so hardened by virtue as not to be
Compassionate, available to pity; Generous if they’re rich, but generous too, Doing whatever they can, if they are poor; Always true to the truth, no matter what, But never scornful of those who have to lie.
Even more honor is due when, keeping watch, They see that the time will come when Ephialtes Will tell the secret to the Medes and they Will know the way to get in through the goat-path.
“Thermopylae”, by C.P. Cavafy, 1900 1 2,
Ὦ ξεῖν’, ἀγγέλλειν Λακεδαιμονίοις ὅτι τῆιδε κείμεθα, τοῖς κείνων ῥήμασι πειθόμενοι.
- _Simonides of Ceos_
Go tell the Spartans, stranger passing by, that here obedient to their laws we lie.
- _Gates of Fire_ by Steven Pressfield, paraphrasing Simonides
(^2) The battle of Thermopylae was one of the most lop-sided battles in human history, where a few thousand Greeks (not just the Spartans!) stood in a narrow pass and delayed the advance of tens or even hundreds of thousands of Persians. Though the Greeks were ultimately outflanked and defeated, their sacrifice delayed the Persian advance, allowing other Greek forces to mobilize and ultimately contributed to the eventual Greek victory in the Greco-Persian Wars. The battle remains a powerful symbol of courage against overwhelming odds. (^1) For any lovers of this poem, this is the translation by David Ferry, not the more commonly-quote translation by Edmund Keeley & Philip Sherrard. I feel Ferry’s translation brings out more of the Guardian. Tarondor’s Guide to the Pathfinder Second Edition Guardian
There are discussion pages on the Paizo forums HERE and on Reddit HERE.
1. INTRODUCTION
As of this writing, the Guardian class is one of the newest additions to the Pathfinder 2nd Edition game, having been published in _Battlecry!_ in August of 2025. It’s already an extremely popular class, so I thought I’d give it a thorough examination and see if I can help you understand how to make this class into a character you’ll love to play.
The Guardian is a martial class focused on the defense of the whole team. In gamer terms, the Guardian is a _tank_ , a class defined by the responsibility to focus and hold the enemy’s attention and suffer the enemy’s attacks while the rest of the party destroys that enemy. There have been attempts to do this in previous games and editions, but in my opinion, the Guardian has finally done this _right_.
A well-built guardian can oblige the enemy to attack them or to suffer considerable consequences. They can also be built to endure those consequences and also deal out real damage themselves. I’m going to show you how!
The Color Code
In this guide, I use the classic four-color system to rate the various options.
❖ RED ( ) : Warning. This is a poor option and should be avoided. ❖ ORANGE ( ) : This option will have good utility for some strategies. ❖ GREEN ( ) : I recommend this option. It is a strong choice. ❖ BLUE ( ) : A must have. Your best possible option.
I’ve said it many times and I’ll say it again: Orange does not mean bad! It means it’s a niche option that’s not for everyone!
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Guardian Basics (TL:DR)
All the hundreds of pages below are a deep dive into all the options out there. If you’re new to the system or just want the “ Too Long: Didn’t Read ” version, here it is:
❖ Guardians are the best tanking class in the game. Build your character to defend your team. ❖ You must wear medium or heavy armor. But should probably stick with Full Plate. ❖ Equip yourself with a Warhammer and a Steel Shield. There are other configurations, but this one is the simplest and most survivable. ❖ You get two reactions every round at 7th level. But beware taking feats with more reactions. Most of your reactions should be spent on Intercept Attack and Shield Block. ❖ Choose options that will maximize your own survivability. Offensive and Support options are of secondary importance as you have that built into the Guardian already. ❖ Get into melee range as soon as possible. Whether you go to them or they come to you, make sure the enemy has to deal with you every turn. ❖ Large-size ancestries make good Guardians. Size matters when you’re keeping the enemy at bay, but lots of medium-sized and a few small-sized Guardians are also very viable. ❖ Guardians are very good at the Shove action. So keep your Athletics maximized.
That’s it. Drop down to Section 12.2 and read about Guardian tactics. Then go to Section 13 and copy out the “Classic Guardian (Balanced)” and you’ll be all set to play!
Tarondor’s Guide to the Pathfinder Second Edition Guardian
2. GLOSSARY
Guides such as this often use words not familiar to speakers of standard English, words which have arisen in the parlance of role-playing games or even more often in the slang of video gamers. At least to me, many of these words, abbreviations and acronyms are strange and incomprehensible. It is easy to forget that not everyone knows your slang. Thus, where space permits I have striven to spell out words often abbreviated (e.g., Intelligence, not Int; hit points, not hp) and to explain the use of gamer slang. Here are a few words I’ve used which will be familiar to nearly every gamer, but not necessarily to those new to gaming.
1e The first edition of the Pathfinder Roleplaying Game
2e The second edition of the Pathfinder Roleplaying Game
Action Compression A feat or other ability that allows you to take more actions than normally possible, such as a feat that allows you to move and strike for one action. These are to be highly prized.
Action Economy Pathfinder is in many ways a game about resource management. You manage your spells, your items and your other resources. One of the rarest and most precious of resources in the game is the number of actions you can take in a single round, and how quickly you can take them. When four adventurers fight a single supervillain, they’re going to be able to take approximately four times as many actions, thus “winning” the action economy.
BBEG “Big Bad Evil Guy” the ultimate villain of an adventure, often very difficult to overcome.
Blaster A spellcaster who specializes in damage-causing spells, particularly area-of-effect spells like _fireball_.
Boss A creature in an encounter that is significantly higher level than the party and able to represent a serious threat on its own.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Buff A spell or effect that grants a bonus or advantage to the target. Thus, “buffing” is the act of casting spells or using an ability to improve your combat abilities.
Build A particular way of constructing a Pathfinder character.
Crit Fishing Making an attack that is unlikely to hit, just hoping to roll a natural “20” on the die in order to convert a failed attack into a success. This is often the case for a character’s third attack of a round.
Damage Curve The potential to deal injury to one’s foes that increases in power as the character’s level increases. Different builds and different classes will have different Damage Curves.
Debuff A spell or effect that imposes a penalty or disadvantage to the target. Thus “debuffing” is the act of casting spells or using an ability to degrade your enemies’ combat abilities.
Face The “face” is the party member who does most of the talking, diplomacy and deception. They’re the most social members of the adventuring team.
Feat Tree A collection of feats which require an earlier feat or feats as prerequisites.
GM The Game Master.
Legacy The older format for the Pathfinder 2nd Edition game, published from 2019-2023. As opposed to the Remastered version.
MAD Multiple Ability Dependent. Some characters, such as most wizards, are reliant upon a single ability (e.g., Intelligence). They are called SAD (Single Ability Dependent). Others must excel in several abilities in order to function well. These classes, archetypes and builds are known as MAD.
MAP Multiple Attack Penalty. Yes, I say “MAP penalty” many times in the guide despite it being redundant.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Meat Shield Slang for a martial character (like a barbarian, champion or fighter) whose job is to stand between the enemy and their more lightly-armored allies. _See also_ “tank.”
Nerf named after a soft indoor toy, to “nerf” is to reduce the effectiveness of an action, option or class.
NPC Non-Player Character. This is a character not directly under the control of a player (e.g., under the control of the Game Master).
PFS Pathfinder Society. This refers to the real-world Pathfinder Society Roleplaying Guild, not the in-world name for Golarion’s premier society of adventurers.
Remaster The newer format for the Pathfinder 2nd Edition game, published from November, 2023. As opposed to the Legacy version.
Spam Slang. To do something repeatedly.
Stack To be cumulative with. An effect stacks if it still has its effect when paired with another effect. In Pathfinder, similar bonuses (e.g., two status bonuses) do not stack with each other, but dissimilar bonuses (e.g., a status bonus and an item bonus) do.
Switch Hitter a character built specifically to switch between ranged combat and melee combat.
Tank Both a noun and a verb. A character whose goal is to hold the enemy’s attention and attacks while their allies attack the enemy.
TPK Total Party Kill. When the entire party is slain in combat or some other extreme mishap.
3. GUARDIAN CLASS FEATURES
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Key Ability: Guardians use Strength as their key ability. I wonder why it wasn’t Constitution, but Strength is fine. It’ll help us with attacks and combat maneuvers, which is very good for us.
❖ Hit Points ( ) : You gain 12 plus your Constitution modifier each level. That’s the best in the game. If there’s one resource you need more than any other, it’s hit points! You’re going to get hit a lot! ❖ Perception ( ): You begin Trained in Perception and advance to Expert at 7th level. It never gets any better. At least that’s still better than the wizard. ❖ Saving Throws ( ): Your saving throws are just okay. ➢ Your Fortitude ( ) is strong. You start off as an Expert and advance to Master at 9th level. I’m a little surprised it never reaches Legendary like the barbarian. ➢ Your Reflex ( ) saves are low end. They start as Trained and advance to Expert at 7th level, but then never advance further. At 19th level, you can use your armor bonus to help with Reflex saves. ➢ Your Will ( ) saves are…okay. You start off as an Expert, but do not advance to Master until 17th level! ❖ Skills ( ) : You begin with Athletics and additional skills equal to 3 plus your Intelligence modifier… which probably means you’ll have 4 skills, including Athletics. ❖ Attacks ( ) : You’re trained in simple, martial and unarmed weapons. You become Expert in those at 5th level and Master at 13th level. That’s as good as most martial characters and better than some. You also gain damage bonuses at 11th and 17th level with Weapon Specialization and Greater Weapon Specialization. ❖ Defenses ( ) : Your defenses are the best in the game, bar none. You’re trained in all armor. Your proficiency rank with medium armor and heavy armor increases to Expert at 5th level, to Master at 11th level and to Legendary at 15th. But there’s so much more: ➢ While wearing medium or heavy armor, you gain resistance to physical damage equal to 1 + half your level. In addition, you can rest normally while wearing medium and heavy armor. ➢ You gain the Shield Block general feat. ➢ You always gain a reaction whenever you roll initiative for combat, but you can use it only for reactions from guardian feats or class features.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ At 3rd level, you gain the Diehard general feat. Additionally, the first time each day you’d be reduced to dying 3 or higher, you stay at dying 2 instead. ➢ At 7th level, at the start of each of your turns, you gain an additional reaction that you can use only for reactions from guardian feats or class features (including Shield Block). It is hard to overstate how strong this power is! ➢ At 19th level, you can add your armor’s item bonus to Reflex saves against a damaging effect instead of your Dexterity modifier; if your armor has the bulwark trait, increase this bonus by 1. If you get a success when you do this, you get a critical success instead. Given that your item bonus is likely to be +9, this is an enormous bonus. ❖ Special Abilities ( ) : You gain two powerful abilities that will define your class.
➢ Taunt ( ): A one-action activity that forces an enemy to
choose between attacking you or receiving a –1 circumstance penalty to their attack rolls and DCs for that action, and they also become off-guard until the start of their next turn. This works even on mindless creatures.
➢ Intercept Attack ( ) : As a reaction (and remember, after
7th level you gain an extra reaction each turn), you can throw yourself in the way of an attack that would have injured an ally and take the damage yourself.
4. ATTRIBUTES
❖ Strength ( ) : Maximize it. You’ll need this for attack, damage and combat maneuvers. ❖ Dexterity ( ) : You can leave this at +0, but may want it somewhat higher to help with Reflex saves. ❖ Constitution ( ) : Maximize it. Not only does this affect your hit points and fortitude saves, it also literally stops you from dying. You’re going to get hit, a lot. ❖ Intelligence ( ) : Man, did I hate coloring that red. I love intelligent characters. It’s not that Intelligence is bad. Instead it’s simply the least necessary of the ability scores and many, if not most builds will dump Intelligence. You’ll gain languages and skills from it, and many
Tarondor’s Guide to the Pathfinder Second Edition Guardian
skills are Intelligence-based. But you don’t really need to invest in Intelligence. ❖ Wisdom ( ) : You’ll need this for Perception and Will saves. Not as important as Constitution, but still pretty important. ❖ Charisma ( ) : You don’t need Charisma. You can safely leave this at +0. But if you want to use Diplomacy or Intimidation, you’ll need at least some Charisma.
Recommended Starting Attributes for a Guardian
STR : +4; DEX : +0, CON : +3; INT : +0; WIS : +2; CHA : +0
Or STR : +4; DEX : +0, CON : +3; INT : +0; WIS : +1; CHA : +1 Or STR : +4; DEX : +0, CON : +2; INT : +0; WIS : +1; CHA : +2
5. TYPES OF GUARDIANS
Unlike most classes, guardians have no “sub-classes” that define them. They are defined almost entirely by their fighting style and that is defined almost entirely by their choice of weapons and feats. I have identified six broad types of guardians and I refer to them as such in this guide.
All of these types are viable, in that they will work. But any of the non-shield variants will lose the important value of Shield Block, which takes on a lot of importance when you’re going to be the target of so many attacks. Be advised that they are more dangerous styles of play than the weapon-and-shield style
❖ Weapon-and-Shield Guardians ( ) : This is the most defensive and thus the most common type of guardian. Bearing a shield maximizes defense and also allows you to choose to use the shield as a second weapon. ❖ Reach Weapon Guardians ( ) : Striking from a distance permits you to threaten and control a larger portion of the battlefield with weapons like the glaive, guisarme or fauchard. ❖ Two-Handed Guardians ( ) : Warriors with fearsomely large weapons. These guardians trade some of their defense for a stronger
Tarondor’s Guide to the Pathfinder Second Edition Guardian
offense. Note that some ancestries give you a stance that will add the Reach trait to a two-handed weapon. ❖ One-Handed Guardians ( ) : Leaving one hand empty, these warriors specialize in combat maneuvers like grappling, tripping and shoving. To make this work best, you’ll need an ancestry with a natural weapon like fangs or claws. While you could have a weapon in the other hand, the smarter play is to have a shield so that you improve your AC and you can shield block. Use that shield as your weapon when needed. ❖ Two-Weapon Guardians ( ) : This is not intended to represent a character with a sword in each hand. In this case, the second weapon is your shield. The guardian learns how to be both offensive and defensive with their shield.
A Note on Ranged Weapons Almost by definition, the guardian is a class meant for melee. Wherever the fighting is thickest, there is where the guardian should be. So ranged weapons should never be the primary weapon for a guardian. However, there are times when you can’t get the enemy to come into melee range (particularly if they can fly or are situated in a fixed defensive position like a castle wall). In those cases, you’ll want a ranged weapon. In almost every case your best solution will be a composite shortbow. However, there is something to be said for the power of a Heavy Crossbow or Barricade Buster for a fire-and-forget initial volley.
6. ANCESTRIES
Weapon Familiarity Feats
The various Weapon Familiarity feats have become much simpler and more streamlined. Whereas in the Legacy version it would have been necessary to take three feats to fully utilize an ancestry’s weapons, it has become one feat in the Remastered version, available at level 1.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
“Familiarity”
So I don’t have to repeat the same definition for every Weapon Familiarity feat, the term “familiarity” as used is in the Player Core means that _“for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.”_ And that _“at 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.”_
Weapon Familiarity and Legacy Ancestries
Technically, any Legacy ancestry is stuck with the Legacy system of three feats to make ancestry weapons viable. But it’s easy to see how the Remastered skill is done. Simply replace those three feats with a single Weapon Familiarity feat that grants familiarity with the weapons mentioned. I urge all GM’s and players to do this rather than use the older Legacy feats while waiting for your favorite ancestry to be updated.
Ancestry Lore Feats
Each ancestry addressed in the Remaster has an ancestry lore feat (e.g., Elf Lore, Centaur Lore) which grants Trained proficiency in two skills and the Additional Lore feat in that ancestry’s lore skill, whereas the Legacy rules only gave Trained proficiency in the ancestry lore skill. I urge all GM’s to use the Remastered style of ancestry lore, even for ancestries not yet updated to the Remastered rules.
Alternate Ancestry Boosts
The _Player Core_ has an “Alternate Ancestry Boosts” rule which permits players to ignore the standard ancestry boosts and do whatever they wish with their boosts. Specifically, it states _“You always have the option to replace your ancestry’s listed attribute boosts and attribute flaws entirely and instead select two free attribute boosts when creating your character.”_
Your humble guide writer does not like this rule one little bit. It bleeds half the distinctiveness from the many, many ancestries and makes them less unique. But here we are. So, an ancestry’s boosts and flaws no longer
Tarondor’s Guide to the Pathfinder Second Edition Guardian
matter, and therefore nearly every ancestry is perfectly acceptable as a guardian and can all be rated GREEN.
Anyway, my ratings below assume you’re NOT using the Alternate Ancestry Boosts. Because if you are, then the only difference is the ancestry feats.
What Makes a Good Ancestry for a Guardian?
The best ancestries will give you something that is useful to the Guardian in their main role as defenders of their team. This could be a useful Size, a bonus to AC, more hit points, easier access to feats, a feat that makes you more survivable or which otherwise increases your defenses.
For a guardian more than any other class, size is an important aspect of the character. Guardians want to be able to restrict the flow of enemies around them to their more vulnerable allies and will find it easier to do so if they are Large size. Thus, any large ancestry is automatically of interest.
A word on Reactions
Some ancestries grant unique reactions. Remember that early on, you’ll want to save your reactions for Intercept Attack. But once you reach 7th level, you’ll have an additional reaction every round solely for guardian reactions, so those other reactions become more profitable.
The Ancestries at a Glance
WILL IT MAKE A GOOD GUARDIAN?
Terrible Okay Good Excellent Elf Goblin Dwarf
Gnome Catfolk Human Halfling Hobgoblin Orc
Athamaru Leshy Centaur Azarketi Kholo Lizardfolk
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Catfolk Kobold Minotaur Fetchling Nagaji Jotunborn
Kitsune Tengu Merfolk Android
Ratfolk Automaton Samsaran Awakened Animal
Tanuki Fleshwarp Tripkee Skeleton
Vanara Vishkanya Wayang Yaksha
Anadi Conrasu
Ghoran Goloma
Kashrishi Poppet
Sarangay Shisk
Shoony Sprite
Strix Surki
Yaoguai
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Author’s Note:
In previous guides of this series, I have reviewed and rated every heritage and feat for every ancestry, regardless of its perceived appropriateness for the role of the class under consideration (in this case, guardians). In this guide, I am going to review and rate all the Common ancestries, but add to that only the Uncommon and Rare ancestries with something to offer that especially recommends them for the role of a guardian.
ANY ANCESTRY WILL MAKE A GOOD GUARDIAN! Ancestries will neither make or break a good build, so if you like a leshy or halfling or anadi for your guardian, feel good about that choice. It will be fine!
6.1. COMMON ANCESTRIES
Dwarf ( )
Wise and durable, dwarves make excellent guardians. They receive 10 hit points and have bonuses to both Constitution and Wisdom and many useful feats. However, a dwarf’s 20-foot speed can be a problem when the guardian needs to position themselves well.
Dwarf Heritages
❖ Ancient Blooded Dwarf ( ) “Call on Ancient Blood” is a reaction with a bonus to saves versus magic. ❖ Anvil Dwarf ( ) Trained in Crafting and you gain the Specialty Crafting feat (with two specialties). ❖ Death Warden Dwarf ( ) If you roll a success on a saving throw against an effect that has the void trait or was created by an undead creature, you get a critical success instead. ❖ Elemental Heart Dwarf ( ) Gain the ability to impose elemental damage on all those around you once per day. ❖ Forge Dwarf ( ) Grants fire resistance. ❖ Forge-Blessed ( ) Innate divine spells are fantastic, but once a week is fairly infrequent. Marginally useful in most games. ❖ Oathkeeper Dwarf ( ) You’re better at detecting lies and convincing people you speak the truth and are terrible at lying. This is flavorful, but it will only be occasionally useful.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Rock Dwarf ( ) Bonuses against Trip and Shove are fairly situational, but will be useful for a guardian who is always in the thick of combat ❖ Strong-Blooded ( ) Better saves against diseases and poisons. Your strong fortitude saves probably don’t need the help.
Dwarf Ancestry Feats
❖ 1st Level
➢ Adaptive Vision ( ) (Uncommon) Gain a +1 to saves vs. visual effects and turns successes into critical successes. ➢ Avenge in Glory ( ) (Uncommon) Gain hit points as a reaction when your ally receives a dying condition. ➢ Clan Lore ( ) A decent way to gain more skills. ➢ Clan Pistol ( ) (Uncommon) You’re trained with a clan pistol. These are decent weapons with the fatal d10 trait, but they are slower to reload than shortbows. More flavorful than truly efficient. ➢ Clan’s Edge ( ) If you’re down to using a dagger, something has gone terribly wrong. ➢ Dongun Education ( ) (Uncommon) You gain two of Engineering Lore, Explosive Lore, or Firearm Lore and they scale with your level. ➢ Dwarven Doughtiness ( ) At the end of your turn, reduce your frightened condition by 2 instead of 1. Frightened is a super-common condition in PF2e, and well worth getting rid of. However, be aware that some effects such as the bard’s dirge of doom can prevent this feat from taking full effect. ➢ Dwarven Lore ( ) Gain the Trained proficiency in the Crafting, Religion and Dwarven Lore skills. ➢ Dwarven Weapon Familiarity ( ) You gain Familiarity with all Dwarf weapons (including the Dwarven Scattergun, Clan Pistol, Dwarven Dorn-Derger, Wrecker, Dwarven War Axe and the Long Hammer) plus the battle axe, pick, and warhammer. ➢ Explosive Savant ( ) You have familiarity with all simple and martial firearms. If you want your guardian to use a firearm, but don’t want to spend the class feats for a gunslinger dedication, this is the way.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Eye for Treasure ( ) You’re trained in Crafting and gain a +1 to Recall Knowledge about Crafting. You gain the Crafter’s Appraisal feat. ➢ Fire Savvy ( ) (Uncommon) Your flat check to remove persistent fire damage is DC 10 instead of DC 15. Persistent fire damage is reasonably common. ➢ Forge-Day's Rest ( ) (Uncommon) Gaining Fast Recovery is nice (although you could just take that feat), but your non-dwarf allies are often not going to want to rest for 12 hours. ➢ Mountain Strategy ( ) This is the updated and revised feat formerly known as “Vengeful Hatred”. It grants you a +1, +2 or +3 circumstance bonus to damage against certain enemies and you get the same bonus against any creature that scores a critical hit on you. ➢ Rivethun Disciple ( ) (Uncommon) This strange feat makes you better at some skills when you’re suffering a penalty to others. Flavorful, but weird. ➢ Rock Runner ( ) A lot of difficult terrain is stone or earth-related. Being able to move unhindered through that is useful for a guardian who may want to charge the enemy or reposition to protect an ally. Moreover, being able to fight on a bridge or near a chasm without being Off Guard may not come up often, but you’ll love this feat when it does! ➢ Stonemason's Eye ( ) This subsumes and improves the feat formerly known as “Stonecunning”. You now become Trained in Crafting or gain the Specialty Crafting skill feat. You gain bonuses to find unusual stonework and traps in stone and gain a chance to notice secret doors when you’re not even looking for them. ➢ Surface Culture ( ) Trained in Society and you gain the Additional Lore feat for your culture. ➢ Unburdened Iron ( ) Negate the speed penalty from armor and counteract 5 ft. of the speed penalty from anything else. This is a must for a dwarven guardian!
❖ 5th Level
➢ Blast Resistance ( ) A small resistance to sonic damage and you’re better at saves vs. the Deafened condition. Like so
Tarondor’s Guide to the Pathfinder Second Edition Guardian
many feats, it’s so situational as to be worth little more than flavor. ➢ Boulder Roll ( ) This is powerful! You move into an enemy’s square and it is forced to step back, even off a bridge or into a hazard! It takes damage unless it critically saves! Note that this isn’t technically an attack so that it doesn’t trigger the Multiple Attack Penalty when you then also strike the foe. ➢ Clan Protector ( ) Daggers are not really worth your time in most cases. Just don’t do it. ➢ Defy the Darkness ( ) You gain Greater Darkvision, but can’t use spells or effects with the Darkness Trait. ➢ Dwarven Reinforcement ( ) You can harden objects and structures. Flavorful, but it won’t come up as useful all that often. ➢ Protective Sheath ( ) Look, what I’m saying is, forget the #$*& clan dagger! ➢ Sheltering Slab ( ) As long as you remain on the ground and are adjacent to a vertical stone wall that rises to your height or taller, you aren't Off Guard against attacks as a result of being flanked. This works even if you are at the outside corner of the wall. This is a nice way to avoid being sneak attacked. ➢ Spark Fist ( ) Once per minute you set your fists on fire and both you and your opponent take fire damage. No thanks! ➢ Tomb-Watcher's Glare ( ) Requires the Death Warden heritage. You can impose the Enfeebled condition on undead. Pretty amazing in an undead-heavy campaign.
❖ 9th Level
➢ Battleforger ( ) It’s kind of awesome that you can sharpen and treat weapons and armor so well that they gain a temporary +1 potency rune, but at this level your party is likely to have +1 potency runes on all your stuff already. ➢ Demolitionist ( ) Your bombs ignore item hardness. ➢ Echoes in Stone ( ) You spend an action to gain imprecise tremorsense with a range of 20 feet for one round. Great way to locate hidden or invisible foes! ➢ Energy Blessed ( ) You create an aura of fire around you with a variable radius. This is amazing for a guardian who likes to grapple.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Heroes' Call ( ) A once-per-day casting of heroism and extra hit points! ➢ Kneel for No God ( ) So situational as to rarely be useful. ➢ Mountain's Stoutness ( ) Extra hit points and an easier time recovering from the dying condition. Combine with Toughness to make it even easier to recover. ➢ Returning Throw ( ) For two actions, you can hurl a thrown weapon and have it return to your hand. If this is something you do often, you’re better off with a Returning rune. ➢ Rivethun Spiritual Attunement ( ) Once per day, you gain spiritsense as an imprecise sense with a range of 60 feet. ➢ Smoke Sight ( ) You can see better through smoke and are harder to find in smoke. I can’t think of the last time I saw a character hampered by smoke. Highly situational. ➢ Stone Bones ( ) When you are struck by a critical hit, attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit. Are you kidding me? A 20% chance to negate a critical hit every round? Sign me up! ➢ Stonewalker ( ) Gain the one with stone spell as a divine innate spell. If you have the Stonemason's Eye feat, you’re even better at it.
❖ 13th Level
➢ Crafter's Instinct ( ) Turn a misfire with a firearm into a simple failure and a failure into a success with minimal damage. ➢ Explosive Expert ( ) You gain Expert proficiency with bombs and firearms. ➢ March the Mines ( ) You gain a burrow speed and can bring a buddy with you! ➢ Scrutinizing Gaze ( ) You’re good at sniffing out possession and haunts. ➢ Telluric Power ( ) You gain a small amount of extra damage against foes standing on the same earthen surface as you. But you gain it on every strike.
❖ 17th Level
➢ Forge-Blessed Shot ( ) Once per day, gain a +2 circumstance bonus on a strike with a ranged weapon and ignore concealment and cover.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Stonegate ( ) You gain magic passage as a 7th-level divine innate spell that you can cast once per day, only to pass through stone or earth. ➢ Stonewall ( ) As a reaction, you become Petrified for a round, ignoring the damage that triggered the reaction. As a guardian, you’re going to be calling all sorts of damage onto yourself and you may need this from time to time!
Elf ( )
Elves make just okay guardians… at best. They receive 6 hit points. They’re traditionally smart but frail, pretty much the opposite of what a guardian needs.
Elf Heritages
❖ Ancient Elf ( ) Grants a free class dedication. This is amazing, as it saves you a class feat. A sorcerer dedication can seriously broaden your spellcasting abilities. A fighter dedication could allow you to pick up some good melee feats. The possibilities are vast. ❖ Arctic Elf ( ) Grants cold resistance. ❖ Cavern Elf ( ) These thinly-disguised drow have Darkvision. ❖ Desert Elf ( ) Grants fire resistance. ❖ Seer Elf ( ) Grants detect magic as an innate cantrip and a In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. ❖ Whisper Elf ( ) You are better at the Seek action to find hidden or undetected creatures within 30 feet of you. ❖ Woodland Elf ( ) You can climb trees well and can always use the Take Cover action in jungles or woodland.
Elf Ancestry Feats
❖ 1st Level
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Ancestral Linguistics ( ) You can speak any one language you have access to and can change that language daily. Keen! But it doesn’t support your core mission. ➢ Ancestral Longevity ( ) Temporarily become Trained in any skill. That’s kind of awesome! This includes any Lore skill, of course. ➢ Demonbane Warrior ( ) You gain a small bonus to damage when fighting demons. ➢ Elemental Wrath ( ) You gain caustic blast as an innate cantrip. ➢ Elven Aloofness ( ) If a non-elf rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (and thus can't try to Coerce you again for 1 week). When a non-elf attempts to Demoralize you, you become temporarily immune for 1 day, instead of 10 minutes. ➢ Elven Lore ( ) gain the Trained proficiency in Arcana and Nature and also gain the Additional Lore feat for Elven Lore. ➢ Elven Verve ( ) +1 save against effects that immobilize, and reduce all effects by 2 whenever they would reduce by 1. ➢ Elven Weapon Familiarity ( ) You gain Familiarity with all Elf weapons (including the Elven Branched Spear, Elven Curve Blade, Mithral Tree or a Three Peaked Tree plus the longbow, composite longbow, longsword, rapier, shortbow and composite shortbow. Few if any of the elven weapons should be of interest to a guardian. ➢ Forlorn ( ) +1 saves v. emotion effects and successes become critical successes. ➢ Free Heart ( ) Trade one ancestry feat for training in two skills and one skill feat. ➢ Know Your Own ( ) If you critically fail a check to Recall Knowledge about elves, elven society, or elven history, you get a failure instead. ➢ Nimble Elf ( ) A guardian can use extra speed, especially if they’re in heavy armor or carrying a tower shield. ➢ Otherworldly Magic ( ) Gain an arcane cantrip like Electric Arc, Gouging Claw, Tangle Vine or Telekinetic Projectile. ➢ Political Acumen ( ) You gain a +2 circumstance bonus to Perception checks made to Sense Motive against other elves and to your Perception DC against Lies spoken by agents of
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Tanglebriar. This is really only relevant if you’re playing in or near the nation of Kyonin, but GM’s could easily rule that this applies to an elven nation in their own game setting. ➢ Share Thoughts ( ) Gain the very cool mindlink spell as an innate arcane spell once per day. Only being able to mindlink with elves and half-elves makes it considerably less useful. It is, however, the prerequisite for Sense Thoughts. ➢ Traditional Ways ( ) You gain a +2 circumstance bonus to Nature, Society, and Lore skill checks related to Kyonin or the elves that live there, as well as a +1 circumstance bonus to saves against enchantment effects that would force you to act against your will. ➢ Unwavering Mien ( ) Better at resisting sleep effects. ➢ Wildborn Magic ( ) Gain a Primal cantrip such as electric arc or scatter scree. ➢ Woodcraft ( ) When you Sense Direction, Subsist, or Cover Tracks in woods or jungle, successes become critical successes.
❖ 5th Level
➢ Ageless Patience ( ) Gain a +2 bonus to Perception and skill checks when you take twice as long to perform them. Great for searching for traps! ➢ Ancestral Suspicion ( ) +2 saves against effects that would make you controlled, and to Perception checks when trying to determine if a creature is controlled. When you roll a success on a saving throw against such an effect, you get a critical success instead. ➢ Defiance Unto Death ( ) (Uncommon) Use a Will save to become Paralyzed instead of Confused, Controlled or Fleeing. ➢ Elven Instincts ( ) A +2 circumstance bonus to Perception-based Initiative checks and you win ties. Note that this does not stack with Incredible Initiative. ➢ Forest Stealth ( ) Can Hide in underbrush and foliage in a single action. ➢ Martial Experience ( ) A guardian doesn’t get much from this.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Shame the Sin ( ) When you critically hit a demon, you also trigger its vulnerability (or in the absence of vulnerability, do extra damage). ➢ Swamp Stealth ( ) In a swamp, you can Take Cover and then use that cover to Hide. ➢ Wildborn Adept ( ) Gain three Primal cantrips.
❖ 9th Level
➢ Brightness Seeker ( ) Cast augury once per day and gain a bonus to the action you asked about in the augury. C’mon, that’s cool! ➢ Demon Hunter ( ) Extra spirit damage to demons with melee strikes. ➢ Elf Step ( ) Being able to take two Steps with one action is a good way to maneuver out of melee or from being flanked. ➢ Expert Longevity ( ) Now you can use your Ancestral Longevity to gain Expert proficiency in any skill. Also, you can retrain one skill every day at no cost or effort. Amazing! ➢ Otherworldly Acumen ( ) Gain a 2nd-level innate spell. You can change this spell with a day of downtime. This gives you access to spells like enlarge, shrink, water breathing, animal form, oaken resilience and many others. ➢ Political Virtuoso ( ) Your circumstance bonus from Political Acumen becomes +4 instead of +2. ➢ Sense Thoughts ( ) (Uncommon) Cast mind reading (a 3rd level spell) as an innate occult spell once per day. ➢ Tree Climber ( ) Gain a Climb speed of 10 feet. This is a great ability, but it’s a little late in the game.
❖ 13th Level
➢ Anchoring Arrow ( ) Your arrows can prevent demons from teleporting away. If you’re in a demon-heavy campaign, this is awesome. Otherwise, it’s very niche. ➢ Avenge Ally ( ) Really good for a guardian. If you can't protect your allies, you can be damn sure to avenge them. ➢ Cold Iron Stomach ( ) You shed the Sickened condition easily and resist certain effects of demons.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Treehealer ( ) You can heal trees of demonic corruption. You can heal plant creatures of damage and counteract any one curse or disease afflicting that plant creature. ➢ Universal Longevity ( ) Change your temporary skills from Ancestral Longevity and Expert Longevity an extra time per day. ➢ Wandering Heart ( ) This makes all the environment based heritages better.
❖ 17th Level
➢ Demon Slayer ( ) Oncer per day, you can inflict an additional 10d6 damage to a demon with a Strike. If it kills the demon, all the nearby demons also suffer the damage. ➢ Magic Rider ( ) You make teleportation magic better, even if you don’t cast it.
Gnome ( )
Gnomes make indifferent guardians. They receive 8 hit points and they do get a bonus to Constitution, but they also receive a penalty to Strength. That’s not insurmountable, but few of their feats do much to improve a guardian’s defensive abilities or other core features of the class.
Gnome Heritages
❖ Chameleon Gnome ( ) One action to gain +2 to Stealth. ❖ Fey-Touched Gnome ( ) Gain a free Primal cantrip that can change each day. ❖ Kijimuna Gnome ( ) (Uncommon) Either you gain the Combat Climber feat, and if you roll a success on the Athletics check to Climb, you get a critical success instead or you gain a swim Speed of 15 feet. ❖ Sensate Gnome ( ) Gain Scent as an imprecise sense. Gain a +2 bonus to Seek creatures within Scent range. ❖ Umbral Gnome ( ) Gain Darkvision. ❖ Vivacious Gnome ( ) Gains resistance to void damage.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Wellspring Gnome ( ) You can choose a free arcane, divine, or occult cantrip. There are so many good ones to choose from!
Gnome Ancestry Feats
❖ 1st Level
➢ Animal Accomplice ( ) Gain a familiar. Your familiar will be mostly useful outside of combat. ➢ Animal Elocutionist ( ) You can speak with and conduct diplomacy with animals. ➢ Empathetic Plea ( ) You gain a reaction to make sad puppy-dog eyes at the enemy, who may withhold their attack. This is the opposite of what the guardian is supposed to be doing. ➢ Fey Fellowship ( ) The utility of this feat depends on how often you will meet fey, particularly in a social setting. But this could be very useful in the right campaign (hello, Kingmaker!) ➢ First World Magic ( ) You gain one cantrip from the primal spell list as a primal innate spell. Electric Arc, Gale Blast, Stabilize and Vitality Lash are all good choices. ➢ Fisheye ( ) (Kijmuna Gnome) Gain the Breath Control feat for an hour once a day. Wow. Terrible. ➢ Gnome Obsession ( ) You become deeply knowledgeable about one Lore skill and can change that skill after a day of downtime. So good! ➢ Gnome Polyglot ( ) You speak many languages. Rarely useful in most Pathfinder games, to be honest. ➢ Gnome Weapon Familiarity ( ) You are familiar with and have access to all gnome weapons, plus the glaive and kukri. Gnome weapons include the Gnome Amalgam Musket, Gnome Flickmace, Gnome Hooked Hammer and the Switchscythe. The amalgam musket and the flickmace could actually be interesting. ➢ Grim Insight ( ) (Umbral Gnome) Turning a fear success into a critical success is good, and having the source of the fear be flat footed to you is useful for any spells that target AC.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Illusion Sense ( ) Gnomes and illusions are a flavorful mix, and the ability to sense them unconsciously is cool. This is a prerequisite for the Intuitive Illusions and Natural Illusionist ancestry feats at 5th level. ➢ Inventive Offensive ( ) This probably takes too much time, even for a guardian, but it is interesting! ➢ Life-Giving Magic ( ) Free temporary hit points once per minute. Guardians need all the hit points they can get. Note that you will also need an innate spell to cast. ➢ Natural Performer ( ) You don’t really need this. ➢ Razzle-Dazzle ( ) When you blind or dazzle your opponent, extend the duration by 1 round. People seriously underestimate the power of the dazzled condition, perhaps because it was so minor in other editions. I absolutely love this feat, but not for a guardian. ➢ Theoretical Acumen ( ) Once a day, you can use your skill or lore check about a creature to replace any one of several skill rolls, saves or even your own AC against that creature when you make a successful Recall Knowledge check. ➢ Unexpected Shift ( ) 25% chance of excellent damage resistance as a reaction. This is a prerequisite for Fortuitous Shift. ➢ Vibrant Display ( ) (Chamelon Gnome) If you like to feint, this one’s great.
❖ 5th Level
➢ Briny Beverage ( ) (Kijmuna Gnome) once per day, you can take a gulp of seawater using an Interact action to gain imprecise wavesense with a range of 20 feet. Awesome in an aquatic campaign. ➢ Eclectic Obsession ( ) Once per day, you become Trained in any Lore skill. ➢ Energized Font ( ) Once per day, you can regain a focus point. This is great in a tough fight when you don’t have time to refocus. Be sure that you have at least one occult innate spell from a gnome heritage or ancestry feat. ➢ Intuitive Illusions ( ) As a guardian, you probably won’t be using illusions. If you are, this is rated BLUE ( ).
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Natural Illusionist ( ) Once per day, you can cast illusory disguise , item facade , or ventriloquism. The spells are not innate spells and do heighten automatically. ➢ Project Persona ( ) Use illusion magic to make your armor appear to be any sort of clothing you can imagine.
❖ 9th Level
➢ Cautious Curiosity ( ) You gain misdirection and silence , usable once per day each. ➢ First World Adept ( ) You gain faerie fire and invisibility as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day. ➢ Fortuitous Shift ( ) 50% chance of significant damage resistance as a reaction. One of my favorite feats. ➢ Life Leap ( ) You can move through enemies. ➢ Scarlet Strands ( ) (Kijmuna Gnome) You can make a strong rope and once per day, you can cast 4th-rank web as an innate primal spell. ➢ Vivacious Conduit ( ) If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level.
❖ 13th Level
➢ Arboreal Conversationalist ( ) (Kijmuna Gnome) You can cast speak with plants as a 4th-rank innate primal spell twice per day. ➢ Instinctive Obfuscation ( ) You gain a reaction that gives you the effects of mirror image but with two images instead of three. That’s pretty great for anyone in melee. ➢ Kijimuna Whistle ( ) (Kijmuna Gnome) Once per day, you cast summon plant or fungus as a 5th-rank primal innate spell without the manipulate trait
❖ 17th Level
➢ Homeward Bound ( ) You gain plane shift as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the First World and the Material Plane. Depending on your campaign, this could be very
Tarondor’s Guide to the Pathfinder Second Edition Guardian
useful, raising as high as GREEN ( ) or even BLUE ( ) in rare cases.
Goblin ( )
Goblins make decent guardians. With Unbreakable Goblin and Bouncy Goblin, you could actually survive in melee… for a while. Being a good guardian may take more discipline than the average goblin has, but who says you’re average?
Goblin Heritages
❖ Charhide Goblin ( ) Gains fire resistance. You’re a goblin. You’ll definitely get set on fire at some point. ❖ Dokkaebi Goblin ( ) (Uncommon) Not only can you cast figment as an innate occult cantrip at will, there are several excellent ancestry feats open only to a Dokkaebi goblin. Leads to many great ancestry feats that grant useful spells. ❖ Irongut Goblin ( ) You gain a +2 bonus vs. afflictions and the Sickened condition. Plus, you get to eat garbage! ❖ Razortooth Goblin ( ) Gain an unarmed finesse attack with your teeth. Interesting for a guardian, especially if they become disarmed. ❖ Snow Goblin ( ) Gains cold resistance. ❖ Tailed Goblin ( ) You climb well, and gain the Combat Climber feat. The ancestry feat available only to Tailed Goblins (Hard Tail, Tail Spin). ❖ Treedweller Goblin ( ) +2 bonus to certain Stealth and Survival checks in woodlands or jungle. ❖ Unbreakable Goblin ( ) Extra hit points right up front. The falling damage thing is just gravy. One thing goblins really need, especially goblin guardians, is more hit points. A prerequisite for several good ancestry feats, including Bouncy Goblin and Unbreakable-er Goblin).
Goblin Ancestry Feats
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ 1st Level
➢ Bouncy Goblin ( ) Trained in Acrobatics and +2 to move through another creature’s space. ➢ Burn It! ( ) Your fiery spells do more damage and do persistent fire damage. ➢ City Scavenger I honestly don’t care enough about the Subsist and Earn Income actions to rate this. As heroic as doing your taxes. ➢ Dokkaebi Fire ( ) You can cast ignition as an innate occult cantrip at will, but this has the illusion and mental traits instead of fire. However , it will still work with Burn It!. 😀 ➢ Extra Squishy ( ) Trained in Acrobatics. If you roll a success to Squeeze, you get a critical success instead. While you're Squeezing, you gain a +4 circumstance bonus to your Fortitude or Reflex DCs against attempts to Shove you or otherwise move you from your space. ➢ Fang Sharpener ( ) Your bite does more damage, loses the finesse trait and causes persistent bleed damage. ➢ Goblin Lore ( ) Become Trained in Nature, Stealth and Goblin Lore. ➢ Goblin Scuttle ( ) This feat makes it easy for you to move around the battlefield and get into prime position for your spells. Before 7th level, you’ll want to save your reactions for Shield Block and Intercept Attack, but afterwards…maybe? ➢ Goblin Song ( ) Leave this to the spellcasters. ➢ Goblin Weapon Familiarity ( ) You gain access to all uncommon weapons with the goblin trait. You have familiarity with weapons with the goblin trait. These include dogslicer, horsechopper, Big Boom Gun, Explosive Dogslicer, Flingflenser, and Spoon Gun. Horsechopper isn’t a bad weapon for a reach guardian , but it’s probably not worth the feat. ➢ Hard Tail ( ) Your tail becomes a non-finesse weapon. It’s a decent back-up weapon. ➢ Junk Tinker ( ) You can craft shoddy items from junk. ➢ Phantom Visage ( ) (Dokkaebi Goblin) You gain an alternate illusory form that lasts indefinitely and costs only a single action to put on or take off. Pretty awesome for misdirection purposes. Prerequisite for Phantom Resemblance.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Rough Rider ( ) If you get an animal companion, it would be pretty cool to be a goblin guardian mounted on a wolf! Check out the Beastmaster archetype. ➢ Tangle of Limbs ( ) (Dokkaebi Goblin) You become trained in Athletics, and you gain the Titan Wrestler feat. Really nice for a guardian who wants to grapple, shove or trip. ➢ Twitchy ( ) You gain a rare +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. The bonus to initiative is even higher in certain circumstances. Note that the initiative bonus does not stack with Incredible Initiative. ➢ Very Sneaky ( ) Not for most guardians.
❖ 5th Level
➢ Ankle Bite ( ) Use your bite attack as a reaction when grabbed. ➢ Chosen of Lamashtu ( ) Gain a second heritage. You could have both Razortooth Goblin and Unbreakable Goblin. ➢ Glorious Gamtu ( ) (Dokkaebi Goblin) Once per day, you create a magical hat anyone can wear, and which grants the effects of a 2nd-rank invisibility spell. Leave this to the spellcasters. ➢ Kneecap ( ) Reduce your opponent’s Speed with a strike. Note that the strike does no damage. ➢ Loud Singer ( ) The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it. Great feat, but leave it to the spellcasters. ➢ Phantom Resemblance ( ) When you use Phantom Visage, you gain the effects of a 3rd-rank illusory disguise for 1 hour. ➢ Tail Spin ( ) (Tailed Goblin) Not bad, but you will have access to guardian feats that will cover this. ➢ Torch Goblin ( ) (Charhide Goblin) Stupid and hilarious! ➢ Tree Climber ( ) (Tailed or Treedweller Goblin) Gain a Climb speed and the Combat Climber feat. ➢ Vandal ( ) Trained in Thievery. Ignore 5 Hardness of a Trap or Unattended Object.
❖ 9th Level
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Cave Climber ( ) Gain a Climb speed. ➢ Cling ( ) When you strike an opponent, you cling to them and can choose to move with them if they move. ➢ Freeze It! ( ) You can make up to two targets Clumsy with one attack. ➢ Goblin Club ( ) (Dokkaebi Goblin) Once per day, you can create a +1 striking ghost touch club that anyone can use for 1 minute. At 13th level, it becomes a +2 greater striking ghost touch club. ➢ Hungry Goblin ( ) Requires Fang Sharpener. Regain hit points whenever you cause persistent bleed damage with your teeth. Guardians always need more hit points. ➢ Roll with It ( ) (Unbreakable Goblin) 75% chance of damage reduction, but you are moved, prone and stunned. Hilarious! ➢ Scalding Spit ( ) This doesn’t really do much damage. ➢ Skittering Scuttle ( ) Really move around the battlefield! ➢ Whispers in the Night ( ) (Dokkaebi Goblin) You can cast darkness and ventriloquism as 2nd-rank innate occult spells, each once per day.
❖ 13th Level
➢ Flames of Vision ( ) (Dokkaebi Goblin) You can cast clairvoyance as a 4th rank innate occult spell twice per day. This is an incredibly useful scouting spell. ➢ Unbreakable-er Goblin ( ) (Unbreakable Goblin) Permanent hit point increase and take no falling damage. Love it! ➢ Very, Very Sneaky ( ) You can pretty much hide in plain sight!
❖ 17th Level
➢ Perfected Gamtu ( ) (Dokkaebi Goblin) +1 item bonus to Stealth checks when wearing the Glorious Gamtu, and it grants your choice of 2nd-rank invisibility or 6th-rank invisibility. ➢ Reckless Abandon ( ) Ha ha! What a fun feat! You can take little or no damage from something that’s heroic, stupid or
Tarondor’s Guide to the Pathfinder Second Edition Guardian
both for a single round because you’re just that lucky and hard to get rid of.
Halfling ( )
Halflings make merely okay guardians. They receive only 6 hit points and have a penalty to Strength.They have no particularly interesting heritages (making them good candidates for a versatile heritage, below). Where halflings shine is their line of Halfling Luck feats.
Halfling Heritages
❖ Gutsy Halfing ( ) Any success against a mental effect is instead a critical success. See the Irrepressible 9th level ancestry feat. ❖ Hillock Halfling ( ) Gain more hit points from Treat Wounds. ❖ Jinxed Halfling ( ) (Uncommon) You gain the Jinx action once per day and can’t take the the Halfling Luck feat. ❖ Nomadic Halfling ( ) More languages. ❖ Observant Halfling ( ) +1 to Perception DC, but not Perception checks. Boring! ❖ Twilight Halfling ( ) You gain low-light vision. ❖ Wildwood Halfling ( ) You ignore any difficult terrain caused by plants and fungi.
Halfling Ancestry Feats
❖ 1st Level
➢ Adroit Manipulation ( ) (Uncommon) Trained in Thievery. Pick Lock successes become critical successes. ➢ Distracting Shadows ( ) You can use medium-sized creatures as cover to sneak and hide. ➢ Folksy Patter ( ) Your halfling is good at encoding short messages in their speech. ➢ Halfling Lore ( ) Trained in Acrobatics, Stealth and Halfling Lore. ➢ Halfling Luck ( ) Reroll a failed saving throw once per day. This is the start of the halfling’s best feat line.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Halfling Weapon Familiarity ( ) You gain access to all uncommon weapons with the halfling trait. You have familiarity with weapons with the halfling trait plus the sling and shortsword. These include the Filcher's Fork, Halfling Sling Staff and Spraysling. None of these weapons are particularly attractive to a guardian. ➢ Innocuous ( ) You are trained in Deception and on a failed deception, the target is unaware that you tried to deceive them. Excellent for illusions. ➢ Intuitive Cooperation ( ) (Uncommon) +2 bonus when you give or receive aid. ➢ Prairie Rider ( ) Trained in Nature. +1 bonus to Command an Animal if the target is a traditional halfling mount, such as a pony or riding dog. ➢ Sure Feet ( ) Success on a Balance and Climb checks becomes critical success. You are not flat footed when balancing or climbing. ➢ Titan Slinger ( ) A sling is a surprisingly good weapon. In the hands of a halfling with this feat, it’s even better. ➢ Unassuming Dedication ( ) (Uncommon) +1 bonus on downtime activities. ➢ Unfettered Halfling ( ) Success on escaping a grab becomes a critical success. When someone fails to grab you, it becomes a critical failure. A creature using Grab on you must first succeed on an Athletics check. Grapples are fairly common in Pathfinder Second Edition and many people assume a little halfling will be easy to grab. ➢ Watchful Halfling ( ) You more readily notice those who are enchanted or possessed and can help them snap out of it.
❖ 5th Level
➢ Cultural Adaptability ( ) You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat. Look around and grab another ancestry’s feats! Consider Nimble Elf from the Elf Ancestry, Unexpected Shift from the Gnome Ancestry, or Cooperative Nature from the Human Ancestry. ➢ Easily Dismissed ( ) (Uncommon) Hide or Sneak in a crowd.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Halfling Ingenuity ( ) Use Trained skill actions even when you’re untrained. Several bonuses. ➢ Shared Luck ( ) You can use your Halfling Luck reroll of a failed save on behalf of an ally. ➢ Step Lively ( ) When a larger enemy moves next to you, you gain a reaction that lets you step to another space adjacent to that enemy.
❖ 9th Level
➢ Cunning Climber ( ) You gain a climb Speed of 10 feet. ➢ Dance Underfoot ( ) You can Tumble Through or Step Lively into a larger opponent’s space and remain there. ➢ Fade Away ( ) You gain invisibility and misdirection as 2nd-level innate occult spells, each usable once per day. ➢ Guiding Luck ( ) You can use Halfling Luck twice per day, once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger. ➢ Helpful Halfling ( ) Now you’re really, really good at Aid and can never make things worse. ➢ Irrepressible ( ) A success on an emotion saving throw becomes a critical success. If you are a Gutsy Halfling, critical failures also become regular failures. ➢ Unhampered Passage ( ) You can cast freedom of movement on yourself as a primal innate spell once per day.
❖ 13th Level
➢ Ceaseless Shadows ( ) You can hide in plain sight, and if you have lesser cover, you can make it into greater cover! Note that the Legendary Sneak skill feat is simply better and is available as early as 15th level. If you wind up taking both, you may want to train out of this feat at that time. ➢ Cobble Dancer ( ) Step in difficult terrain only in an outdoor, urban environment. Enemies in that same difficult terrain are flat-footed to you. I’m not sure how often this is going to come up if you’re not playing in an urban campaign. If you are in an urban campaign, it becomes GREEN ( ). ➢ Incredible Luck ( ) You can use Halfling Luck every hour.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Toppling Dance ( ) When you’re in another creature’s space, all your weapons gain the trip trait against that creature.
❖ 17th Level
➢ Shadow Self ( ) You use Stealth to become invisible and observers think you’re somewhere else.
Human ( )
Humans make excellent guardians. They gain 8 hit points and can put bonuses into any attribute they want. Ancestry feats like Natural Ambition and options like Versatile Human heritage make it easy to access class and general feats. Unconventional Weaponry gives you familiarity with many weapons, or you could use the free general feat from Versatile Human to take Weapon Proficiency and become familiar with virtually any weapon. Humans are also very good with an Aid build, relying on Cooperative Nature to practically assure success.
Human Heritages
❖ Skilled Heritage ( ) Gain more skills ❖ Versatile Heritage ( ) Gain a free General feat. ❖ Wintertouched Heritage ( ) You gain Cold resistance.
Human Ancestry Feats
❖ 1st Level
➢ Adapted Cantrip ( ) You get an arcane, divine or primal cantrip as an occult cantrip. Electric arc seems the obvious choice. ➢ Arcane Tattoos ( ) (Uncommon) A cantrip can be quite useful. Electric arc can be a great addition to your abilities. ➢ Cooperative Nature ( ) +4 bonus to Aid. This is the foundation of any Aid build. ➢ Courteous Comeback ( ) (Uncommon) You can reroll Diplomacy once per month per settlement. Probably not useful to a guardian
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Devil's Advocate ( ) (Uncommon) +2 to Perception checks and saving throws vs. devils. Can make a quick impression rather than lengthy Diplomacy when meeting devils in a social situation. Better in combination with Glad Hand. In a campaign with many devils (such as one set in Cheliax), this could be very useful. ➢ Dragon Spit ( ) (Tien-Dan human) You gain acid splash , electric arc , produce flame , or ray of frost as an innate arcane cantrip. Acid splash and produce flame are good for dealing with regeneration. Electric Arc is the most powerful cantrip there is and ray of frost has a very long range. ➢ General Training ( ) Gain a 1st level general feat instead of an Ancestry feat. Diehard, Fleet, Toughness and Weapon Proficiency are all good choices. ➢ Gloomseer ( ) You gain Low-Light vision. Prerequisite for Darkseer. ➢ Haughty Obstinacy ( ) Success against mental control becomes a critical success. A foe who fails to Intimidate you gets a critical failure instead. ➢ Keep Up Appearances ( ) (Uncommon) The Taldan stiff upper lip! Roll a Deception check to make others think you were unaffected by an emotion effect. ➢ Know Oneself ( ) (Uncommon) A critical failure against an emotion effect becomes a failure instead. ➢ Natural Ambition ( ) Trade your ancestry feat for a 1st level class feat. Class feats are often the best feats. ➢ Natural Skill ( ) Trained in any two skills of your choice. ➢ Quah Bond ( ) (Uncommon) Become trained in and gain the Assurance feat for your quah’s totem skill. Assurance in Athletics or Medicine can both be useful to you. ➢ Saoc Astrology ( ) (Uncommon) You can add a variable bonus (or an unlikely penalty) to a skill roll you are about to attempt. ➢ Tupilaq Carver ( ) (Uncommon) You probably can’t cast divine or primal spells. Even if you can, the creatures available through summon construct just aren’t the best. ➢ Unconventional Weaponry ( ) It’s likely that General Training and Weapon Proficiency will get you more.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Viking Shieldbearer ( ) (Uncommon) You already get this from the Guardian class. ➢ Wavetouched Paragon ( ) (Bonuwat Human -andBonuwat Wavetouched background) You gain a 15-foot swim Speed. ➢ Witch Warden ( ) or ( ) (Uncommon) +1 bonus on saves vs. curses and spells cast by witches or hags. A success on one of these saves becomes a critical success. The utility of this feat depends entirely on the number of curses, witches and hags in your campaign. Talk to your GM about it before taking this feat.
❖ 5th Level
➢ Adaptive Adept ( ) You gain a cantrip or a 1st level spell from another tradition as an occult cantrip or spell. ➢ Clever Improviser ( ) You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. This is incredibly useful. Even if you’re not the best at some skill, you can reliably Aid another with that skill. It also means that you can roll Recall Knowledge on any Lore skill.^3 ➢ Darkseer ( ) Darkvision is a great ability. ➢ Ornate Tattoo ( ) Add a 1st level arcane spell. ➢ Sense Allies ( ) You’re good at spotting and targeting hidden allies. ➢ Wavetouched Paragon ( ) (Bonuwat Human) You gain a 15-foot swim Speed.
❖ 9th Level
➢ Cooperative Soul ( ) If you are at least Expert in the skill you are Aiding, critical failures and failures become successes. ➢ Dragon Prince ( ) Gain You can cast the dragon breath sorcerer bloodline spell as an innate arcane spell once per day. Despite being an innate spell, it does heighten automatically.
(^3) As a GM, I’d house rule that Clever Improviser can be added only to Unspecific Lore, not Specific Lore. Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Group Aid ( ) You can aid multiple allies with a non-attack skill. ➢ Hardy Traveler ( ) Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel. The increased bulk is no big deal and the increased speed doesn’t matter so long as any of your companions are traveling slower. ➢ Heir of the Saoc ( ) Your Saoc Astrology improves. Your skills are (probably) much improved. ➢ Incredible Improvisation ( ) Once per day, you can Add +4 when using Clever Improviser to roll against a skill you’re untrained in. ➢ Multitalented ( ) This is a good way to dip into the dedication of an archetype when you don’t want to take the full archetype. Note that this doesn’t apply to all archetypes only to multiclass archetypes. ➢ Shory Aeromancer ( ) (Garundi, Mauxi or Tien-Yeh human) Yeah, this one is pretty good. Cast fly on yourself once per day as an innate spell. ➢ Virtue-Forged Tattoos ( ) Add a 3rd level arcane spell as an innate spell.
❖ 13th Level
➢ Advanced General Training ( ) You gain a General feat of 7th level or lower. ➢ Bounce Back ( ) Once per day, don't increase the value of your wounded condition due to losing the dying condition. In my experience, this can be a very big deal. ➢ Irriseni Ice-Witch ( ) The defenses to cold magic are fairly situational and the once-per-day spell limits its value. But in an arctic adventure, this could be very good. ➢ Shadow Pact ( ) Creation spell at will. Very useful. ➢ Shory Aerialist ( ) Fly faster and better. Not bad, but arrives quite late. ➢ Stubborn Persistence ( ) When you would become fatigued, attempt a DC 17 flat check. On a success, you aren't fatigued. I love this feat! It makes me think of Aragorn, Legolas and Gimli crossing Rohan in pursuit of Merry and Pippin. Still, I doubt it comes up all that often in most Pathfinder campaigns.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ 17th Level
➢ Heroic Presence ( ) You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction.
Leshy ( )
A leshy can be an interesting guardian. They receive 8 hit points and have a bonus to Constitution.
Leshy Heritages
❖ Cactus Leshy ( ) You gain a 1d6 unarmed finesse (but not agile) attack. ❖ Chrysanthemum Leshy ( ) +1 circumstance bonus to saving throws against poison and you can make antidotes from your own petals. ❖ Fruit Leshy ( ) Free healing that doesn’t require skills, alchemy or divine magic. Awesome! It also scales fairly well. ❖ Fungus Leshy ( ) You gain darkvision. You lose the plant trait and gain the fungus trait. ❖ Gourd Leshy ( ) You can (and I can’t believe I’m writing this sentence) store an object in your head and draw it as a free action. ❖ Leaf Leshy ( ) You take no damage from falling. Interesting. ❖ Lotus Leshy ( ) You can walk on water. Doesn’t come up very often, but it’s visually very cool. ❖ Peachchild Lesh ( ) You can ask questions of and receive answers from household animals and livestock, such as dogs or pheasants, as well as use Diplomacy to Make an Impression on and Request things of them. ❖ Pine Leshy ( ) You gain the Combat Climber feat as a bonus feat, and you gain a +2 circumstance bonus to your Reflex DC against attempts to Disarm you. Leads to some solid ancestry feats. ❖ Root Leshy ( ) More hit points and harder to reposition, shove or trip.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Seaweed Leshy ( ) This heritage would be BLUE ( ) in an aquatic campaign but is probably a hindrance in a normal campaign. ❖ Vine Leshy ( ) You can climb without the use of hands, and a success on climbing becomes a critical success.
Leshy Ancestry Feats
❖ 1st Level
➢ Ageless Spirit ( ) The ability to be trained in any skill is great, but most often, when you need it, you need it now , not tomorrow after preparing. But it is at least a free skill now. ➢ Caustic Nectar ( ) (Uncommon) You can squirt a small amount of acid whose damage does not scale up. ➢ Childlike Plant ( ) (Chrysanthemum or Peachchild Leshy) You become trained in Deception and gain a +4 circumstance bonus to Impersonate checks to pretend that you’re a human. ➢ Grasping Reach ( ) Give yourself reach with a big weapon, but lose 1 step of the damage dice (d12’s become d10’s, etc.) Very nice for a two-handed guardian or reach guardian. ➢ Harmlessly Cute ( ) Gain the Shameless Request feat and a +1 to Deception checks for Initiative. ➢ Leshy Lore ( ) gain the Trained proficiency in Nature and Stealth and also gain the Additional Lore feat for Leshy Lore. ➢ Leshy Superstition ( ) Gain a +1 bonus to saving throws against magic as a reaction. Prerequisite for Lucky Keepsake. ➢ Pyrophilic Recovery ( ) (Uncommon) Gain hit points every time you suffer fire damage. Fire is a very common source of damage in Pathfinder. ➢ Seedpod ( ) This gives you an innate ranged attack that might infrequently sprout vines that slow down the enemy It’s not a strong attack and a simple shortbow would be better, but you can’t lose it or be disarmed, so it’s not bad, either. Leads to Thorned Seedpod.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Shadow of the Wilds ( ) Always covering your tracks when not in an urban environment. ➢ Undaunted ( ) You gain a +1 circumstance bonus to saves against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead. ➢ Wilderness Born ( ) Bonuses to hiding and sneaking in the wilderness.
❖ 5th Level
➢ Anchoring Roots ( ) You gain the Steady Balance skill feat and you’re hard to Reposition, Shove or Trip. ➢ Climate Adaptation ( ) (Uncommon) You take less damage from cold or hot environments, but not extreme environments. ➢ Defensive Needles ( ) (Cactus or Pine Leshy)(Uncommon) You do minor damage to foes who grapple you or attack with unarmed attacks. ➢ Leshy Glide ( ) (Leaf Leshy or Cat Fall) Gain a limited sort of downward flight. ➢ Noble Bloom ( ) (Uncommon) A reaction that keeps a fallen ally on their feet at one hit point. Both you and they increase your Wound condition by 1. ➢ Quick Root ( ) (Uncommon) As a reaction, move only half the distance when shoved and if tripped or made prone, stand immediately. ➢ Ritual Reversion ( ) You can transform into an ordinary version of the plant or fungus you resemble, similar to the 2nd level One with Plants spell. ➢ Speak with Kindred ( ) Speak with and conduct diplomacy with the sort of fungus or plant you appear to be. Not sure how often that will be useful, but it is cool. Imagine talking your way past violet fungus or coming to terms with a shambling mound. ➢ Unassuming Heroes ( ) (Peachchild Leshy) (Uncommon) Oncer per day for one minute, you can give an animal a +1 striking unarmed attack. If it was already a +1 striking attack, it instead gains the effects of the ghost touch rune.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ 9th Level
➢ Bark and Tendril ( ) Cast the Entangling Flora and Oaken Resilience primal spells each once a day as primal innate spells. Remember that innate spells do not heighten. ➢ Grow Tool ( ) Create a simple tool, such as a crowbar, rope, or shovel. ➢ Green Dash ( ) Once per 10 minutes (so roughly once per encounter), if you’re near a large plant, you can Stride with a +15-foot status bonus to your Speed. ➢ Kodama Call ( ) (Uncommon) You can cast helpful wood spirits as a 2nd-rank innate primal spell twice per day. ➢ Lucky Keepsake ( ) Gain a +1 bonus to saving throws against magic that functions all the time, not just as a reaction. ➢ Pollinate ( ) (Uncommon) As a reaction when struck by bludgeoning damage, create a cloud that conceals you. ➢ Sash of the Wind ( ) (Uncommon) You can cast fly on yourself as a 4th-rank innate primal spell once per day ➢ Solar Rejuvenation ( ) You heal rapidly out of combat when exposed to sunlight (or damp and rotting vegetation for Fungus leshies). There is no limit to the number of times per day you can do this. ➢ Spore Cloud ( ) Dazzled is a powerful condition to impose and Blinded is nearly “game over.” ➢ Thorned Seedpod ( ) Your seedpods inflict persistent piercing damage when you score a critical hit. ➢ Towering Growth ( ) (Pine Leshy) (Uncommon) You gain 2nd-level enlarge as a primal innate spell. You can cast this spell twice per day and you must target yourself.
❖ 13th Level
➢ Call of the Green Man ( ) Once per day, you can cast plant form as a 5th-rank primal innate spell. When you reach 17th level, you can heighten the spell to 6th rank when you cast it. ➢ Cloak of Poison ( ) You poison foes who attack in close combat. ➢ Flower Chimera ( ) (Uncommon) You can cast spiritual guardian as a 5th-rank innate primal spell once per day, even if
Tarondor’s Guide to the Pathfinder Second Edition Guardian
you don’t have a deity; this guardian manifests as a kami or other nature spirit. When you reach 17th level, you can heighten this spell to 7th rank. ➢ Unfettered Growth ( ) (Uncommon) You can choose between 2nd-rank enlarge twice per day as an innate spell or 4th-rank enlarge once per day.
❖ 17th Level
➢ Flourish and Ruin ( ) You can cast field of life and tangling creepers as 6th-rank primal innate spells once per day each. ➢ Irresistible Bloom ( ) (Uncommon) Force enemies to approach you. ➢ Potent Nectar ( ) (Uncommon) Your weak nectar is slightly less weak. ➢ Regrowth ( ) Regenerate is an awesome spell. ➢ Return to the Seed ( ) Once per month you can return from the dead as a fragile seed. If planted and cared for, you return alive from the seed after 24 hours.
Orc ( )
Orcs make great guardians. They receive 10 hit points and can put bonuses in any two attributes. Their Orc Ferocity line of feats is tailor-made for guardians.
Orc Heritages
❖ Badlands Orc ( ) Can Hustle twice as long during Exploration and treats environmental heat as if one category less bad. ❖ Battle-Ready Orc ( ) You become trained in Intimidation, and you gain the Intimidating Glare skill feat. Perfect for an Intimidation build. ❖ Deep Orc ( ) You gain the Terrain Expertise skill feat for underground terrain and the Combat Climber skill feat. ❖ Grave Orc ( ) You gain resistance to void damage and a bonus bonus to saving throws against effects with the death or void traits.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Hold-Scarred Orc ( ) Normally a great option, but you already get the Diehard feat as a guardian, so you’re only getting 2 hp. Move along! Nothing to see here. ❖ Rainfall Orc ( ) You climb and swim better and are more resistant to disease. ❖ Winter Orc ( ) You become trained in Survival and you’re less affected by cold.
Orc Ancestry Feats
❖ 1st Level
➢ Beast Trainer ( ) You become trained in the Nature skill and gain the Train Animal skill feat. ➢ Hold Mark ( ) You are trained in one of four skills and gain a +1 status bonus to saves against a corresponding tradition of magic. ➢ Iron Fists ( ) Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait. ➢ Orc Ferocity ( ) As a once per day reaction, when you would be reduced to dying, you remain at 1 Hit Point, and your wounded condition increases by 1. ➢ Orc Lore ( ) gain the Trained proficiency in Athletics and Survival and also gain the Additional Lore feat for Orc Lore. ➢ Orc Superstition ( ) As a reaction, you gain a +1 circumstance bonus to your saving throw against magic spells or effects. ➢ Orc Warmask ( ) You become trained in one of four skills and can get a +1 bonus to that skill. Any of the four skills will be useful. You could even take occultism just for the +1 item bonus. ➢ Orc Weapon Familiarity ( ) You gain Familiarity with all Orc weapons (including the Barricade Buster, Butchering Axe, Orc Knuckle Dagger and Orc Necksplitter) plus the falchion and greataxe. Some of these weapons are quite good for a guardian. ➢ Tusks ( ) You gain a 1d6 piercing bite weapon with the finesse trait. Always good to have a back-up weapon.
❖ 5th Level
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Athletic Might ( ) Climbing and Swimming aren’t all that important most of the time. ➢ Bloody Blows ( ) Bleed damage is an excellent addition to your lethal natural attacks. ➢ Defy Death ( ) This is pure orcishness and is good for any class or build. You’re just plain hard to kill. ➢ Demonblood Frenzy ( ) Quickened is amazing and demons are fairly common after the early levels. ➢ Mask of Power ( ) Each day you can choose to cast fear , phantom pain , or sure strike as a 1st-rank innate spell. You’ll quickly grow out of phantom pain , but fear and sure strike will be useful throughout your career. ➢ Mask of Rejection ( ) It’s a reroll, which is great, but only once per day and only against one tradition of magic, so it’s less useful than, say, Halfling Luck. ➢ Scar-Thick Skin ( ) Persistent bleed damage is fairly common. ➢ Spell Survivor ( ) (Uncommon) The requirements to trigger this mean it’s not going to happen very often, but when it does, the resistance to damage is very nice. ➢ Victorious Vigor ( ) Gaining a teensy number of hit points for a single round is very nearly pointless.
❖ 9th Level
➢ Death's Drums ( ) When you are taking persistent damage or your wounded value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws. ➢ Dragon Grip ( ) (Uncommon) A bonus to diplomacy with dragons is very rarely going to come into play, but access to a riding drake animal companion is amazing. Note that you don’t gain the animal companion feature, just the access. So this feat is GREEN ( ) for someone with animal companion (perhaps through the Beastmaster archetype). ➢ Mask of Pain ( ) Impose mental damage with your Intimidation. ➢ Pervasive Superstition ( ) A blanket bonus to saves vs. magic. Good stuff. Prerequisite for Spell Devourer. ➢ Undying Ferocity ( ) When you use Orc Ferocity, you gain temporary Hit Points equal to your level.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ 13th Level
➢ Ferocious Beasts ( ) Animal companions or bonded animals you have gain the Orc Ferocity feat, and they gain a reaction they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions or bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction. ➢ Incredible Ferocity ( ) You can use Orc Ferocity more often. ➢ Lifeblood's Call ( ) When you’re Wounded or Doomed, you inflict even more damage. ➢ Mask of Fear ( ) As a free action, you sacrifice your mask to remove the frightened condition. ➢ Spell Devourer ( ) A burst of hit points just as you are hit with a dangerous spell. Very nice.
❖ 17th Level
➢ Rampaging Ferocity ( ) Just keep on fighting when you’re badly injured. You Refuse to go down!
6.2. UNCOMMON ANCESTRIES
As stated above, I’m only rating Uncommon ancestries with some unique advantage for a guardian. All other Uncommon ancestries will be fine as guardians each is great for making your character your own.
Centaur ( )
Centaurs make interesting and powerful guardians. They receive 8 hit points, are Large sized and have a bonus to Strength. Darkvision and a 30 speed are also really excellent. However, you may wish to hesitate to play a character who could be defeated by the need to climb up a rope.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Being large sized, Centaurs can command more of the battlefield and threaten more enemies. Their superior mobility means they can usually be wherever they need to be.
The Centaur’s level 1 ancestry feat Practiced Brawn gives the guardian a circumstance bonus to Shove and when they roll a success on a Shove, they get a critical success instead! Combine this with the guardian’s 1st-level feat Punishing Shove and we’re going to be routinely doing some very solid damage when we Shove an opponent.
Centaur Heritages
❖ Budding Speaker Centaur ( ) You gain a divine or primal cantrip as an innate spell. ❖ Fleetwind Centaur ( ) Your speed increases by 5 feet. ❖ Ironhoof Centaur ( ) You gain a 1d6 agile natural attack. That’s a solid main attack or back-up weapon and leads to Steelhoof. ❖ Mottle-Coated Centaur ( ) You gain a bonus to Hide, Sneak and Feint. ❖ Ponygait Centaur ( ) You’re medium size and you gain a +1 circumstance bonus to Reflex saves. ❖ Stoutheart Centaur ( ) You gain 2 more hit points and a bonus to Balance checks.
Centaur Ancestry Feats
❖ 1st Level ➢ Centaur Lore ( ) You’re trained in Medicine and Nature
and gain the Additional Lore feat in Centaur lore.
➢ Centaur Weapon Familiarity ( ) You have familiarity with the lance, longbow, longspear, shortbow, and spear and gain their critical specialization effect. ➢ Practiced Brawn ( ) You gain a +1 circumstance bonus to Athletics checks to Force Open and Shove, and to Fortitude saving throws to resist becoming fatigued. When you roll a success on an Athletics check to Shove, you get a critical success instead. Guardians do a lot of shoving.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Skilled Herbalist ( ) You gain the Alchemical Crafting feat and gain several recipes. You can use Nature instead of Crafting to craft healing items. ➢ Steelhoof ( ) (Ironhoof Centaur) Your hooves deal 1d8 bludgeoning damage. This can leave you a free hand for all sorts of grappling and shoving.
❖ 5th Level ➢ Accommodating Mount ( ) PC’s who ride on your back get their full three actions. ➢ Distant Archer ( ) Your bow attacks ignore the first range increment and thus can shoot farther. Useful in an outdoors campaign like Kingmaker. ➢ Proud Mentor ( ) This feat leans into the myth of Chiron the centaur as a mentor for heroes. However, this ability is not going to kick in very often, even if you frequently use the Aid action. ➢ Speaker in Training ( ) You can cast fleet step once per day. It’s okay, but you’re already very fast -andcan carry allies.
❖ 9th Level ➢ Fierce Competitor ( ) This is a handy +2 bonus to a variable skill once per day for you and an ally. You might even get an hour-long bonus to Intimidation out of it. Keen! ➢ Herbal Forager ( ) You can craft one alchemical healing item per day. That’s a nice boost, but this is a 9th level ancestry feat. ➢ Mentor of Legends ( ) Once per day, you can cast heroism on an ally -andgive them temporary hit points. ➢ Ride On ( ) Once per hour, you can stave off fatigue for a few rounds. ➢ Speaker's Defense ( ) You gain two useful spells once per day, but they won’t heighten. ➢ Stubborn Defiance ( ) You gain a bonus against mental effects and once per hour you can re-roll a failed save against a mental effect.
❖ 13th Level
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Camoflage Coat ( ) You can hide or sneak in certain terrain without being concealed. ➢ Incredible Sprint ( ) You gain a two-action activity that lets you Stride three times. ➢ Miraculous Medic ( ) Once per day, you can cast breath of life as an innate primal spell. ➢ Trample ( ) You gain a Trample attack. It will be lots of fun trampling smaller foes, especially ones with high AC. This pairs best with Steelhoof.
❖ 17th Level ➢ Merge with the Source ( ) If you’re a Greenspeaker, you can cast elemental form or plant form as an innate spell once per day. ➢ Starshot Arrow ( ) Your arrows gain the Ghost Touch property and deal either force or spirit damage. They also restrict the target’s movement. Great feat, but not for a Guardian.
Lizardfolk ( )
Lizardfolks make excellent guardians, particularly of the unarmed variety. They receive 8 hit points and have a bonus to Strength. They have claws that are agile, finesse weapons. Between Razor Claws, Sharp Fangs and Tail Whip, you have more natural attacks than you’ll ever need, whether as primaries or back-up weapons.
Lizardfolk Heritages
❖ Bakuwa Lizardfolk ( ) Free medium armor you can’t change. I’m not a fan of this sort of feat because you’re locked into your choice. You can get the same for 8 gp. ❖ Cliffscale Lizardfolk ( ) Gain the Combat Climber feat. Can climb without using hands. Success on an Athletics check to climb becomes a critical success. ❖ Cloudleaper Lizard ( ) Take no damage from a fall.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Frilled Lizardfolk ( ) The ability to put enemies at frightened 2 instead of frightened 1 on an ordinary success is a powerful advantage! ❖ Makari Lizardfolk ( ) Gain access to certain divine cantrips and later feats. ❖ Sandstrider Lizardfolk ( ) You gain fire resistance. ❖ Unseen Lizardfolk ( ) Similar to Chameleon Gnome. One action to gain +2 to Stealth. ❖ Wetlander Lizardfolk ( ) Gain a swim speed. ❖ Woodstalker Lizardfolk ( ) Terrain Stalker is just not really a strong enough feat to justify taking this heritage.
Lizardfolk Ancestry Feats
❖ 1st Level
➢ Bone Magic ( ) You gain a primal innate cantrip. ➢ Consult the Stars ( ) Similar to the Leshy’s Ageless Spirit, but limited only to skills that use Charisma, Intelligence, or Wisdom. Still, there are a lot of great skills you might want (including all lore skills) in that group. ➢ Crocodile's Twin ( ) A guardian has very little use for a familiar. ➢ Iruxi Armaments ( ) You can choose Claws (S), Fangs (P) and/or Tail (B) unarmed weapons. At 5th level, you gain the critical hit specialization effects of this weapon. ➢ Lightning Tongue ( ) You can interact with objects using your tongue. Leads to Tongue Disarm. ➢ Lizardfolk Lore ( ) Gain Trained proficiency in the Nature and Survival and the Additional Lore feat with the Iruxi Lore skill. ➢ Marsh Runner ( ) Requires a Swim speed. You’re good at moving in marshes. ➢ Parthenogenic Hatchling ( ) Bonuses against disease. ➢ Reptile Rider ( ) You’re a lizard riding a freaking dinosaur! How awesome is that? This is the single most lizardfolk-like feat in existence! As above, you might be better off with the Beastmaster archetype, if you’re willing to spend a few feats.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Reptile Speaker ( ) You can speak to and conduct diplomacy with reptiles. ➢ Spirit Coffin ( ) Your strikes can affect spirits! Now you can guard your allies from the physical -andthe metaphysical!
❖ 5th Level
➢ Envenom Fangs ( ) Costs one action. Add +1d6 poison damage to a fang strike. ➢ Flexible Tail ( ) You have a tail you can do almost nothing useful with. ➢ Gecko's Grip ( ) You gain a 15’ Climb speed. ➢ Guided by the Stars ( ) Not as strong as Halfling Luck because you must choose before you roll, but occasionally you’ll get a +1. Not bad. ➢ Iruxi Glide ( ) You can glide ➢ Iruxi Unarmed Cunning ( ) Whenever you score a critical hit with a claw or an unarmed attack you gained from a lizardfolk ancestry feat, you apply the unarmed attack’s critical specialization effect. ➢ Shed Tail ( ) Must have a tail. Escape a grab, then stride without triggering attacks of opportunity. ➢ Swift Swimmer ( ) Swim Speed improves to 25 feet. ➢ Tongue Disarm ( ) Disarm someone up to 10’ away without using your hands.
❖ 9th Level
➢ Ancestral Form ( ) Turning into a crocodile is interesting, but you’re a bigger threat as you are. Plus, this is an innate spell, so it will not heighten and your form will never get stronger. ➢ Bone Caller ( ) Animal Messenger will only occasionally be useful but marvelous mount ( formerly phantom steed) will frequently be great to have. ➢ Dangle ( ) I can see in my head how awesome this will look. I just can’t see you using it often enough to justify taking the feat. ➢ Hone Claws ( ) For an extra action, you can add 1d6 persistent bleed to your claws. ➢ Read the Stars ( ) An awesome feat, but you likely won’t have the skills to make it work.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ River Adaptation ( ) You can cast feet to fins on yourself as a free action. ➢ Terrain Advantage ( ) Non-lizardfolk creatures in difficult terrain are Off-Guard to you. Off-Guard is a great debuff, amounting to a -2 Armor Class. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also Off-Guard to you.
❖ 13th Level
➢ Bone Investiture ( ) You cast dinosaur form once per day. It’s cool, but don’t forget your primary mission: defense. ➢ Ferry Through Waves ( ) Very flavorful but also very situational. ➢ Iruxi Spirit Strike ( ) The 1st level ancestry feat Spirit Coffin is better. ➢ Primal Rampage ( ) You gain unfettered movement and mountain resilience and can cast both in one round! ➢ Spiritual Headhunter ( ) You can talk to the spirit of someone you killed yesterday. Weird.
❖ 17th Level
➢ Fossil Rider ( ) Mask of Terror is a very strong spell. ➢ Mooneater ( ) It’s cool and all, but it’s not that powerful at this level and you don’t really need the lights dimmed. ➢ Scion Transformation ( ) You permanently gain the effects of enlarge , and your maximum Hit Points increase by your level. Hokey smoke!
Minotaur ( )
Minotaurs make awesome guardians. They are large. They receive 10 hit points. They get bonuses to both Strength _and_ Constitution, pretty much perfect for guardians. Also, they have Darkvision and start play with a 1d8 piercing horn attack.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Despite their penalty to Charisma, Minotaurs are very well equipped to make use of the Demoralize action, so cranking up their Charisma is a worthwhile investment.
Normally, a guardian shouldn’t bother with much Stealth, but the minotaur has so many ways of taking martial advantage of Stealth that some of those options which might otherwise be ORANGE ( ) become GREEN ( ).
Minotaur Heritages
❖ Ghost Bull Minotaur ( ) Can cast know the way as an occult innate cantrip and gain a +1 bonus to saves against spells that cause the Confused condition. ❖ Glacier Cavern Minotaur ( ) You gain cold resistance. ❖ Littlehorn Minotaur ( ) You’re medium size and your horn attack does 1d6 instead of 1d8, but gains the agile trait. The agile d6 thing is actually fine as a back-up weapon, but losing Large size is a serious loss for a guardian. This heritage will work, but there are better. ❖ Roaming Minotaur ( ) Gain Survival, Terrain Expertise and the ability to ignore some difficult terrain. ❖ Slabsoul Minotaur ( ) You gain an area-of-effect bludgeoning attack centered on you. It scales very slowly. However, this ancestry leads to Stone Passage at 9th level. ❖ Stalker Minotaur ( ) Trained in Stealth, gain the Terrain Stalker (rubble) feat and can move up to 10 feet without having to make a Stealth check.
Minotaur Ancestry Feats
❖ 1st Level
➢ Artisanal Crafter ( ) Trained in Crafting plus the Specialty Crafting feat. A nice choice if you carry a shield. ➢ Cattle Speech ( ) You can talk to and conduct Diplomacy with grazing animals. This is very location-dependent, but potentially useful.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Eye for Masonry ( ) This isn’t going to come up very often. You’re better off with a feat activated by you rather than by the GM. ➢ Friendly Nudge ( ) You can shove an ally without a free hand and if they’re willing, the degree of success is one higher. This ensures that you can move into the front line of the fight. ➢ Keen Nose ( ) Scent is a fine addition to your senses. ➢ Minotaur Lore ( ) Trained in Society and Stealth, plus you gain the Additional Lore feat for Minotaur Lore. ➢ Minotaur Weapon Familiarity ( ) You gain Familiarity with battle axe, falchion and glaive. You are already trained in all of these, but you do acquire the critical specialization effect of these weapons. ➢ Pantheon Magic ( ) You gain a Divine cantrip as an innate spell.
❖ 5th Level ➢ Alarming Disappearance ( ) Creatures you hide from become Frightened 1. Man, that’s just cool. ➢ Beast of Burden ( ) Increase your maximum and encumbered bulk by 4, and you can sleep in medium armor. Very useful. ➢ Labyrinthine Echoes ( ) You can cast ventriloquism as an innate spell. ➢ Natural Orienteering ( ) You’re really good at tracking and finding your way. ➢ Puzzle Solver ( ) Recalling Knowledge is probably not a thing you’re going to do a lot. ➢ Stretching Reach ( ) You gain a 10-foot reach for two-handed weapons. Unlike the Lunge fighter feat, this works with reactions, too. ❖ 9th Level ➢ Friendly Fling ( ) This is the X-Men’s Fastball Special. You fling a friend up to 20’. They take minor damage and if they land within melee range of an enemy, they get a free strike as a reaction. ➢ Goring Charge ( ) This is similar to the Fighter feat Sudden Charge, but you also gain bleed damage.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Siphon Torment ( ) You can cast claim curse as an innate divine spell. On the one hand, this is very flavorful. On the other hand, it’ll almost never get used and isn’t worth a feat. ➢ Stone Passage ( ) (requires Slabsoul minotaur) You can walk through walls. This is a powerful ability. Can you imagine being stuck in a labyrinth with a minotaur that can walk through walls? Better bring your brown pants!
❖ 13th Level ➢ Phantom Charm ( ) (requires ghost bull minotaur) You cancel a misfortune effect and gain a +2 on the triggering check. This won’t come up often. ➢ Shift the Little Ones ( ) (requires Friendly Nudge) When you end your move in the same space as an ally, they can Step as a free action. ➢ Threatening Pursuit ( ) You can make a Demoralize check against all enemies in 30 feet if they can’t see you. The range is longer in a maze.
❖ 17th Level ➢ Begin Stampede ( ) For three actions, you gain two moves and a strike. If you hit, all your allies get to Stride as a reaction and gain a bonus to Strike on their next turn. Great team action economy! ➢ Into the Labyrinth ( ) Once per day, you cast a labyrinth-themed quandary spell. Very thematic for a minotaur and very on-brand for a guardian who wants to keep the bad guys away from his allies.
Samsaran ( )
Samsarans have bonuses to Constitution and Wisdom, making them great choices for guardians. The real gems here are the Samsaran ancestry feats, some of which are really strong.
Samsaran Heritages
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Healer Samsaran ( ) You become trained in Medicine. When you use Medicine to Treat Wounds on yourself, you can use your special techniques to add your level to the Hit Points you regain from the treatment. ❖ Mountaineer Samsaran ( ) You gain cold resistance equal to half your level. ❖ Oracular Samsaran ( ) Choose arcane, divine, or occult. You gain one cantrip from that magical tradition's spell list. ❖ Sanctuary Samsaran ( ) Once per day, when you roll a check to Recall Knowledge, you roll twice and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead. ❖ Wilderness Samsaran ( ) You become trained in Survival. You can ignore difficult terrain from trees, foliage, and undergrowth.
Samsaran Ancestry Feats
❖ 1st Level
➢ All This Will Happen Again ( ) A reaction that lets you reroll a Will save against an emotion effect. ➢ Elucidating Vision ( ) You gain darkvision. ➢ Innate Understanding ( ) You can attempt skill actions that normally require a character to be trained even if you’re untrained, and you gain a +2 circumstance bonus to the check when doing so. ➢ Remnants of the Past ( ) You gain the Adopted Ancestry feat and can choose any common or uncommon humanoid ancestry with the feat. You also gain the Additional Lore general feat for your chosen ancestry’s Lore, such as Dwarven Lore or Ratfolk Lore. ➢ Samsaran Lore ( ) You gain the trained proficiency rank in Religion and Society. You also gain the Additional Lore general feat for Samsaran Lore. ➢ Samsaran Weapon Memory ( ) For a monk who wants to use weapons, this feat is a goldmine of possible weapons.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ 5th Level
➢ All This Has Happened Before ( ) As a reaction, you gain a +4 circumstance bonus to Initiative. You become quickened for 1 round and can use your extra action only to Recall Knowledge or Step. ➢ And Will Do So Once More ( ) You can use All This Will Happen Again to reroll a failed or critically failed saving throw. ➢ Blood Like Water ( ) Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10. ➢ Thousand-Year Grudge ( ) As a reaction, one creature you successfully Demoralized becomes sickened instead of frightened, with the same condition value. The DC to recover from the sickened condition is your Intimidation DC. Sickened is a much stronger condition than frightened.
❖ 9th Level
➢ I Will Return ( ) You gain +2 status bonus to saving throws against death effects. You gain the Diehard feat. The first time each day that you lose the dying condition, you do not increase your wounded condition. ➢ Life's Blood ( ) For two actions, you lose 3d6 Hit Points, plus an additional 1d6 Hit Points for every 2 levels you have beyond 10th. This damage can’t be resisted, prevented, or negated in any way. The target creature regains a number of Hit Points equal to the damage you took. Creatures you heal in this manner are then temporarily immune to your Life’s Blood for 24 hours. ➢ Memory of Skill ( ) Once per day, for one action, you temporarily increase your proficiency rank with one skill by one step for 1 minute (from untrained to trained, trained to expert, and expert to master). This temporary increase adjusts your proficiency bonus and allows you to use skill actions based on this increased proficiency as normal. Memory of Skill can’t increase a skill’s proficiency rank beyond master. ➢ Secrets of the Past ( ) You can cast hypercognition as an occult innate spell once per day.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ 13th Level
➢ Memory of Mastery ( ) You can use Memory of Skill
once per hour instead of once per day.
➢ Water to Water ( ) You can cast translocate as an
occult innate spell twice per day.
❖ 17th Level
➢ The Cycle Continues ( ) You prevent yourself from
dying and regain Hit Points equal to 6d8 plus half your level. If the cause of your death was a condition or effect that would still cause you to die after regaining Hit Points, such as a high value on the doomed condition, you suppress that effect for 1 minute.
➢ This Too Shall Pass ( ) You can use All This Will
Happen Again once per hour, rather than once per day.
6.3. RARE ANCESTRIES
Jotunborn ( )
Jotunborn make terrific guardians. They are large size, receive 10 hit points and have a bonus to Strength.
Jotunborn Heritages
❖ Keeper Jotunborn ( ) You are trained in Survival, and you gain the Survey Wildlife skill feat. You gain a +1 circumstance bonus to Track animals. Leads to Iivlar's Deflection. ❖ Plane-Hopper Jotunborn ( ) Instead of Large, your size is Medium. You gain one cantrip from the occult spell list. Giving up Large size is probably not what a guardian wants to do in most cases.This heritage does come with some very nice movement-based feats, however. ❖ Sage Jotunborn ( ) You are trained in Society. You also gain the Additional Lore general feat for a lore skill of your choice. ❖ Warrior Jotunborn ( ) The damage die for your fist increases to 1d6. You don’t take a penalty when making a lethal attack with your fist. Leads to Pounding Leap.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Weaver Jotunborn ( ) You are trained in Crafting. You gain a +1 circumstance bonus to Perception checks to Seek when searching for hidden details like secret doors or traps.
Jotunborn Ancestry Feats
❖ 1st Level
➢ Caretaker's Intuition ( ) Leave weather predictions to the druids. ➢ Caretaker's Restoration ( ) Once per day, as a free action, repair a broken item. If you’re wielding a shield, this is a very strong ability. ➢ Jotun's Eyes ( ) You gain Darkvision. ➢ Jotunborn Grappler ( ) Trained in Athletics and gain the Titan Wrestler skill feat. You need both of these things, but you may want to think twice about spending an Ancestry feat to get them. ➢ Jotunborn Lore ( ) You become trained in Occultism and Survival. You also gain the Additional Lore general feat for Jotunborn Lore. Your occult nature is not the aspect of being a Jotunborn that makes a great guardian. ➢ Jotunborn Weapon Familiarity ( ) A guardian gains nothing from this feat. I don’t know if it’s an oversight, but unlike every other Weapon Familiarity feat, this one doesn’t grant the critical specialization effects. Too bad, because it would have been great! ➢ Plane-Stepping Dash ( ) You move without triggering reactions and get faster for the rest of the turn. Leads to Plane Hop.
❖ 5th Level ➢ Call the First Tools ( ) You always have the right tool handy. ➢ Jotun's Battle Stance ( ) You gain a 10-foot reach for two-handed weapons. Unlike the Lunge fighter feat, this works with reactions, too. Leads to Jotun's Heart.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Jotun's Grasp ( ) For one action, you Step and attempt an Athletics check to Grapple a creature. Any feat that compresses the actions you’ll use frequently is a win. ➢ Planar Resilience ( ) You can better endure temperature extremes and you gain either cold or fire resistance. ➢ Pounding Leap ( ) You can leap and strike without a Stride or running start. This is useful to attack flying creatures.
❖ 9th Level ➢ Build the First Walls ( ) Once per day, you can create a wall similar to wall of stone. A good way to divide and conquer your enemies. ➢ Iivlar's Deflection ( ) As a reaction, you have a 20% chance to turn a critical hit against you into a normal hit. ➢ Jotun's Boost ( ) Very similar to the minotaur’s Friendly Fling, only better. You throw an ally up to 30’. They take no damage and if they land within melee range of an enemy, they get a free strike as a reaction. ➢ Plane Step ( ) For two actions, you gain concealment until the end of your next turn.
❖ 13th Level ➢ Iivlar's Boundary Break ( ) You can cast flicker as a 4th-rank occult innate spell once per day. ➢ Jotun's Restoration ( ) You can use Caretaker's Restoration once per hour. ➢ Plane Hop ( ) For two actions, you instantly teleport to any point you could reach with your Speed. ➢ Smoothing Stomp ( ) You get rid of difficult terrain and non-magical greater difficult terrain within 30’.
❖ 17th Level ➢ Jotun's Heart ( ) Your size becomes Huge. You have a 10-foot reach. Your maximum Hit Points increase by your level. You might have to brush up on the rules for squeezing to get into many places, however. ➢ Jotun's Transposition ( ) (Uncommon) You can travel to and from the Ethereal Plane, but can’t take anyone with you.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Planar Traveler ( ) Once per hour, for one round, you can teleport to any place within range of your Stride.
7. BACKGROUNDS
Any background is good for a guardian that gives bonuses to Strength or Constitution and which grants a feat or action that promotes your core mission of defense. These include:
Acrobat Alloysmith Anti-Tech Activist Artisan Back-Alley Doctor Beast Seeker Cannoneer Curandero Deckhand Deep-Sea Diver Farmhand Field Medic Firebrand Follower Gladiator Glory Hound Guard Herbalist Hired Killer Junker Kaiju Stalker Laborer
Martial Disciple Mechanic Night Watch Ocean Diver Plague Doctor Press-Ganged Reclaimed Relentless Dedication Returned Runner Sailor Saved by Clockwork Scion of Slayers Seer of the Dead Squire Streetfood Vendor Tax Collector Tech-Reliant Thrill-Seeker Tomb Born Veteran
Wandering Preacher Warrior Diobel Pearl Diver Razmiran Faithful Sarkorian Reclaimer Wonder Taster Belkzen Slayer Lastwall Survivor Molthuni Mercenary Thuvian Unifier Undersea Enthusiast Geb Crusader Oenopion Ooze-Tender Bonuwat Wavetouched Shoanti Name-Bearer Ulfen Raider Lumber Consortium Laborer
Plus a RARE background to consider/covet : Shielded Fortune
If you can convince your GM to let you take Shielded Fortune, you should definitely do so! It is tailor-made for guardians.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
8. SKILLS AND SKILL FEATS
Unless you invest in Intelligence or a feat that brings you more skills, you’re likely to only be trained in Athletics and three other skills. For most guardians, I recommend those three skills be Crafting, Intimidation and Medicine.
Like most classes, unless you invest in an archetype that brings you more skill progressions, you’re only going to be able to get three of those skills to Legendary. I recommend that you always maximize Athletics, no exceptions.
If you’re not using a shield, then you could potentially skip Crafting and instead invest in another skill. Maybe Acrobatics or Diplomacy.
❖ Acrobatics ( ) It’s unlikely you’ll have a high Dexterity, but it is still worth being trained in Acrobatics. ➢ Kip Up ( ) is a great feat, but you have to be a Master in Acrobatics. So this one likely isn’t going to happen. ❖ Arcana ( ) You’re not likely to ever need this. ❖ Athletics ( ) You’re going to use this a lot, especially for combat maneuvers like Reposition, Shove and Trip. Keep Athletics maximized ➢ Assurance ( ) A really important skill feat for a guardian. Combat maneuvers, especially Shove, are a very big part of being a guardian. Using Assurance, you can Shove without worrying about the MAP penalty. Against lower-level foes, Assurance will mean that your Shoves and Trips succeed far more often. Here is a nice video on the pros and cons of Assurance. ➢ Rapid Mantel ( ) If you catch yourself during a fall, you can get back into the fray quickly. ➢ Titan Wrestler ( ) If you’re going to be shoving or tripping, you’ll want this fairly frequently. ➢ Underwater Marauder ( ) Really useful if you’re in water even occasionally.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Crafting ( ) Very useful if you’re going to carry a shield. You don’t really need any skill feats, but they can be fun to have. ➢ Specialty Crafting ( ) Gain a bonus to fixing something…like shields…you frequently work on. ➢ Magical Crafting ( ) It does what it says. ➢ Impeccable Crafting ( ) When you roll a success on crafting your specialty, you get a critical success instead. ❖ Deception ( ) Can be useful if you plan on feinting in combat. ❖ Diplomacy ( ) Always useful to be able to talk to important people outside of combat. You should at least be trained. ❖ Intimidation ( ) Demoralizing the enemy is very thematic for guardians, and martial characters in general. If they’re frightened, they’re less capable of harming your allies. ➢ Intimidating Glare ( ) Intimidation loses its language requirement. ➢ Intimidating Prowess ( ) A circumstance bonus to Intimidation if you’re strong. ➢ Battle Cry ( ) You get a free Demoralize check at the start of battle. ➢ Terrified Retreat ( ) When you critically succeed at the Demoralize action, if the target's level is lower than yours, the target is fleeing for 1 round. ➢ Scare to Death ( ) Your Intimidation checks can kill. ❖ Medicine ( ) It is very useful to be able to Treat Wounds. ➢ Battle Medicine ( ) Heal yourself or others in combat. ➢ Godless Healing ( ) Your Battle Medicine and Treat Wounds are stronger. ➢ Continual Recovery ( ) When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. ➢ Ward Medic ( ) You can treat several patients at one time. ❖ Nature ( ) You’re not likely to ever need this. ❖ Occultism ( ) You’re not likely to ever need this. ❖ Performance ( ) You’re not likely to ever need this. ❖ Religion ( ) Occasionally useful, but not necessary. ❖ Society ( ) Useful for knowledge of humanoid societies. ❖ Stealth ( ) Can be very useful from time to time, but not necessary for a guardian
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Survival ( ) Honestly, this is very rarely useful and the last skill I’d worry about. ❖ Thievery ( ) You’re not likely to ever need this.
9. FEATS
No, I don’t just love the color GREEN ( ). I mean, I do, but that’s not what’s happening here. I just genuinely find that the guardian’s class feats are almost uniformly thematic and useful!
9.1. GUARDIAN FEATS
❖ 1st Level Guardian Feats
➢ Bodyguard ( ) A solid feat if you’ve got one ally you want to protect more than the others. Perhaps you need to protect your party healer. Or perhaps there’s a more vulnerable ally in melee (like a rogue, swashbuckler or magus) and you want to make it harder for the bad guys to target them. ➢ Defensive Advance ( ) For two actions, you Raise your Shield, Stride and Strike. Great action compression there. ➢ Larger than Life ( ) You count as one size larger for purposes of which enemies you can use combat maneuvers on, and for which enemies can use them on you. ➢ Long-distance Taunt ( ) You increase the range of your Taunt to 120 feet. ➢ Punishing Shove ( ) Great feat for a guardian who plans to control the battlefield and move enemies around. ➢ Reactive Shield ( ) You can raise your shield as a reaction. This is not a great use of a feat. Your reactions should be primarily used for Shield Block and Intercept Attack. ➢ Shield Warfare ( ) Increase the weapon damage die of any shield bash, shield boss, or shield spikes you wield by one step. Great for a guardian wanting to use a shield as a weapon. ➢ Shoulder Check ( ) A single-action Fist Strike (or gauntlet or spiked gauntlet), even if you don’t have a hand free that can put the enemy off-guard against your next melee strike.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ 2nd Level Guardian Feats
➢ Aggressive Block ( ) As a free action when you Shield Block, you can choose to shove the target 5’ or make them off-guard until the start of your next turn. The triggering creature chooses whether to be moved or become off-guard. ➢ Covering Stance ( ) You provide lesser cover to one adjacent ally. It’s only a +1 to AC, but once you’re in the stance it doesn’t cost any further actions. ➢ Hampering Stance ( ) While you are in this stance, squares in a 5-foot emanation are difficult terrain for your enemies. Leads to Lock Down, Not so Fast! On its own, I like Covering Stance better, but the follow-on feats from Hampering Stance can be pretty sweet. ➢ Phalanx Formation ( ) You don't provide lesser cover to enemies against your allies' attacks. ➢ Raise Haft ( ) You can treat the haft of your two-handed weapon as a shield. This is probably only truly useful if you’re wielding a weapon that already has the parry trait (such as the Bo Staff and War Lance). ➢ Shield your Eyes ( ) Protect yourself from visual attacks. These are somewhat rare. ➢ Shielding Taunt ( ) A great action-compression feat for a shield-wielder. You get to Raise a Shield, and then Taunt a creature as a single action. ➢ Taunting Strike ( ) A great action-compression feat for everyone else. Make a Strike. Regardless of whether the Strike hits, you Taunt the target.
❖ 4th Level Guardian Feats
➢ Area Armor ( ) Allies adjacent to you gain a +1 circumstance bonus to Reflex saves against area effects. If you're a master in the armor (normally at 11th level), the bonus is +2 instead. Bonuses to saves are important, but there are stronger feats at this level. ➢ Armored Courage ( ) Once per hour, for one action, you can gain temporary hit points and lower your frightened
Tarondor’s Guide to the Pathfinder Second Edition Guardian
condition by 1. You’re going to need those hit points more often than most. ➢ Energy Interceptor ( ) You can use Intercept Attack to intercept acid, cold, electricity, fire, or sonic damage as well as physical damage. ➢ Flying Tackle ( ) For two actions, you can combine a Stride, Leap and Trip. I’ll admit that I’m confused as to why you’d want to leap, unless you spend a lot of time fighting on narrow catwalks or something. ➢ Not so Fast! ( ) A reaction you can use to Strike someone moving through your threatened area. It can slow or even stop them from moving. A great way to keep them around you and -notbreaking into your backfield to trouble your squishy allies. ➢ Proud Nail ( ) When an enemy ignores your taunt, you get extra dice of damage when you strike them. Really solid feat. ➢ Shielded Attrition ( ) You can Raise a Shield and move. Anyone who could react to your movement but doesn’t, can’t then react to your allies’ movement that turn.
❖ 6th Level Guardian Feats
➢ Disarming Intercept ( ) Get a free Disarm attempt every time you use Intercept Attack (if your positioning is correct). ➢ Guarded Advance ( ) For two actions, Raise a Shield and Step twice. This is meant to let you disengage in one spot and safely engage in another without drawing attacks. That’s all well and good, but there are better feats at this level. ➢ Lock Down ( ) You strike an enemy and keep them from moving away from you. This is really strong. Once you’ve got an enemy where you want them, they’re not walking away! ➢ Reactive Strike ( ) The artist formerly known as Attack of Opportunity. You’ve got better things to do with your reactions! ➢ Reflexive Shield ( ) When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves. You can even use Shield Block against damage caused by such attacks.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Retaliating Rescue ( ) For two actions, Stride, Push your ally 5’ (presumably out of harm’s way) and the make a Strike. ➢ Ring their Bell ( ) If an enemy ignores your Taunt, you can make a fist strike and potentially leave them stunned. ➢ Stomp Ground ( ) For two actions, you force a Reflex saving throw for everyone adjacent to you and can make them off-guard or even prone. It’s probably not worth two actions most of the time.
❖ 8th Level Guardian Feats
➢ Group Taunt ( ) You can taunt up to three enemies at once. ➢ Juggernaut Charge ( ) Move and strike. If you hit, you get to drag the target along with you for another stride. ➢ Mighty Bulwark ( ) Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves. ➢ Repositioning Block ( ) Like the 2nd-level feat Aggressive Block, only you can Reposition instead of Shove. Plus you gain an item bonus to the Athletics check depending on the level of your shield. ➢ Shield from Arrows ( ) You give a +4 AC bonus to an adjacent ally who’s about to take some arrow damage. +4 is very significant. ➢ Shield Wallop ( ) Your shield attacks can add a stupefied 1 condition. If it’s a Tower shield, add stupefied 2. However, stupefied is a condition you want to put on spell casters. Ask yourself how often your guardian is tanking spell casters as opposed to warriors and big monsters?
❖ 10th Level Guardian Feats
➢ Armor Break ( ) Breaking your armor is a very bad idea. Just don’t do it. ➢ Belly Flop ( ) Some of the greatest visuals of any feat. You drop on to a prone target, hitting them with a fist strike, and
Tarondor’s Guide to the Pathfinder Second Edition Guardian
they become immobilized -andyou add your whole armor item bonus to the Escape DC. ➢ Get Behind Me! ( ) When you use Intercept Attack to protect an ally, you can move that ally up to 10 feet if they’re willing. ➢ Momentum Strike ( ) You hit one enemy into another and send them both flying back. Eh, it’s alright. ➢ Shield Salvation 4 ( ) If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. ➢ Sure-Footed ( ) You don't take a penalty to AC from the clumsy condition if you're wearing medium or heavy armor. This is a fairly infrequent penalty, in my experience. ➢ Tough Cookie ( +) For two actions, you gain a number of temporary Hit Points equal to half your maximum Hit Points that last for 1 minute. Just shut up and take this, already!
❖ 12th Level Guardian Feats
➢ Armored Counterattack ( ) When you Intercept an Attack, you make your own Strike against the triggering enemy. If your Strike hits, you Taunt the target. So that’s THREE actions from a single reaction. Awesome. ➢ Devastating Shield Wallop ( ) When you use Shield Wallop, you not only apply stupefied, you may apply the off-guard condition even if your target succeeds on the save. If they fail, they are instead prone and if they critically fail, they’re prone and stunned 1. So up to three conditions for a single action. ➢ Paragon's Guard ( ) In this stance, you always have your Shield Raised. ➢ Right Where you Want Them ( ) Increase the maximum distance you can Reposition or Shove an opponent to 10 feet on a success or 15 feet on a critical success. ➢ Scattering Charge ( ) You Stride and then Shove up to three enemies.
(^4) As of this writing, Archives of Nethys erroneously lists Shield Salvation as a 12th level feat. It’s 12th level for the Bastion archetype, but only 10th for the Guardian. Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Weakening Assault ( ) For two actions, Strike an enemy affected by your Taunt twice. If either Strike hits, the target is enfeebled 1 until the beginning of your next turn. If both Strikes hit, the target is enfeebled 3 instead. That is a great debuff, no saves!
❖ 14th Level Guardian Feats
➢ Blanket Defense ( ) For THREE actions, you can raise your shield and give the AC benefit to all allies adjacent to you. And they can Take Cover. There are better things for you to be doing with your entire turn. Plus, in a world with area-of-effect attacks, your whole team should not be bunched up together. ➢ Bloody Denial ( ) You make a strike and try to deny your enemy any reactions this turn. ➢ Keep up the Good Fight ( ) When you would be reduced to 0 hp, you're instead reduced to 1 Hit Point. You increase your wounded value by 1 and gain a number of temporary Hit Points equal to your level that last for 1 round. This could keep you on your feet long enough to get to the party healer or pop a good healing potion. ➢ Opening Stance ( ) You enter a stance when you roll initiative. This is only saving you one action, although you can benefit from the stance even before you act. Still, there are better feats.
❖ 16th Level Guardian Feats
➢ Clang! ( ) I love this feat for it’s name. There should be more onomatopoeia in feat names. How about a POW! or a ZING!? Anyway… Clang. When an enemy critically misses you, you can either Strike them or Stride up to them and make them off-guard. You’ll probably want to save your reactions for Shield Block and Intercept Attack. ➢ Clobber ( ) For two actions, you get extra weapon dice
. If you hit and do damage, you also Shove. The target is then knocked prone. ➢ Improved Reflexive Shield ( ) - When you use Reflexive Shield, your adjacent allies also gain the benefit.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Never! ( ) If you’re forced to harm your allies, you get new save each round with a +4 bonus. Strong, but very situational.
❖ 18th Level Guardian Feats
➢ Demolish Defenses ( ) Somewhat similar to Clobber. For two actions, you get extra weapon dice. If it’s your Taunted enemy, you get even more extra dice. If you hit and do damage, you might also make the target off-guard, clumsy 2 or even clumsy 3. ➢ Perfect Protection ( ) When you’re critically hit, roll a DC 14 flat check to convert it to a normal hit. If you have a fortification rune, the flat check is a 12. If it’s Greater Fortification, the flat check is a 10. ➢ Quick Vengeance ( ) When you use Intercept Attack or Shield Block, you are quickened on your next turn. You can use the extra action only to Stride closer to the enemy whose attack triggered that reaction or to Strike that enemy. ➢ Shield from Spells ( ) You can Shield Block spells and other ranged attacks.
❖ 20th Level Guardian Feats
➢ Boundless Reprisals ( ) You get another reaction at the start of each enemy’s turn. ➢ Great Shield Mastery ( ) If you have a tower shield raised, you’re automatically Taking Cover behind it. ➢ Unyielding Force ( ) The resistance you receive from guardian's armor increases to 6 + half your level (so, 16).
Stances
The guardian class comes with three stances: Covering Stance and Hampering Stance at 2nd level and Paragon's Guard at 12th level.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
On its own, Covering Stance is probably more useful than Hampering Stance, but Hampering Stance isn’t alone. It leads to Not so Fast! and Lock Down. Not so Fast! is alright, but Lock Down is really awesome.
But then at 12th level, along comes Paragon’s Guard, which is just so good. It’s a free action every round. So which stance to take? Or do you need a stance at all?
I think if you want a stance, the best path might be to take Hampering Stance at 2nd and Lock Down at 6th. At 12th level I would train out of both of them and take Paragon’s Guard plus something else. But that’s just one opinion.
Note also that some ancestries also provide useful stances ( _e.g._ , Stretching Reach and Jotun's Battle Stance)
9.2. GENERAL FEATS
Rather than proceed through every possible General feat, here are several to be aware of. Remember, a Guardian receives Diehard for free at 3rd level.
❖ GENERAL FEATS
➢ Adopted Ancestry ( ) You might grab Halfling’s Luck,
Unburdened Iron, Nimble Elf, Unexpected Shift, Tangle of Limbs, General Training or Natural Ambition with this feat.
➢ Canny Acumen ( ) Take this at 3rd level to improve your
Reflex save to Expert. At 17th level, it will go to Master.
➢ Fleet ( ) Movement is important in Pathfinder 2e, and
very much so for a guardian. It will also mean fewer actions spent getting into position at the start of battles.
➢ Toughness ( ) You’re going to need all the hit points
you can get!
➢ Ancestral Paragon ( ) Sometimes your ancestral feats
are just flat-out better or more interesting than general feats. ➢ Robust Health ( ) If you have someone in your party who is trained in Medicine (and you should), then this is an excellent feat for everyone.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Untrained Improvisation ( ) You can make a decent try
all untrained skills, eventually without a penalty. This includes all Lore skills.
A Guardian’s Scheme for General Feats
All of the above can be useful, but there is a general pattern I’d follow in most cases:
Non-Human ❖ 3rd level: Canny Acumen (Reflex) ❖ 7th level: Toughness ❖ 11th level: Fleet ❖ 15th level: Incredible Initiative ❖ 19th level: Feather Step
Human ❖ Heritage: Versatile Human (Fleet) ❖ 3rd level: Canny Acumen (Reflex) ❖ 7th level: Toughness ❖ 11th level: Incredible Initiative ❖ 15th level: Feather Step ❖ 19th level: Player’s Choice
10. ARCHETYPES
There are hundreds of archetypes available in Pathfinder 2nd Edition. I’m going to highlight why each multiclass archetype is useful (or not) and examine certain specific other archetypes with good synergy for a guardian.
The truth is that the Guardian does not need any archetypes. Unlike some classes, the guardian’s feats are generally very strong and permit for a variety of builds all by themselves. Unless you are using the Free Archetype rule, I’d urge you to ignore archetypes as a guardian.
I strongly urge all GMs to permit the Free Archetype rule to allow their players to make more interesting characters. My own house rule is that you
Tarondor’s Guide to the Pathfinder Second Edition Guardian
can use the Free Archetype rule only for “other archetypes”, not for multiclass archetypes. I think that helps produce variety, not more power.
My rating for each archetype assumes that your campaign uses the Free Archetype rule. If not, consider all GREEN ( ) options to be merely ORANGE ( ).
10.1. Multiclass Archetypes
Alchemist ( )
Alchemist is a decent choice for a guardian, not because of the bombs, but because of all the elixirs and mutagens you will be able to use to help your party with healing and buffs in advance of combat and for out-of-combat tasks. Applereed Mutagens are terrific for the guardian, although rare. Bestial Mutagens are great if you want to have a natural weapon. Energy Mutagens give you resistance. Juggernaut Mutagens, Bravo's Brew and Elixirs of Life are all very useful to a guardian.
Animist ( )
Animist is a great alternative to Cleric for gaining divine spells. The dedication gains you an “apparition” which you can change after a full day of downtime. This amounts to two lore skills that will automatically increase to Master proficiency as you level up. In addition to all divine spells, you will have access to a list of other spells as provided by your chosen apparition.
You will have access to awesome divine spells like _stabilize, heal, freedom of movement_ and _breath of life_ as well other spells depending on your Apparition. The Witness to Ancient Battles apparition also gives such spells as _Sure Strike_ , _Enlarge_ , _Ghostly Weapon_ and _Weapon Storm_. In addition, you can choose useful feats like Grasping Spirits Spell.
Barbarian ( )
Barbarian is a poor choice of archetype for a guardian because rage will interfere with Taunt, which is a Concentrate action. This archetype can gain
Tarondor’s Guide to the Pathfinder Second Edition Guardian
you strong defensive abilities like Shake it Off, Share Rage and Renewed Vigor, but it’s probably not worth losing Taunt over.
Bard ( )
The bard archetype will add some useful occult spells and good support feats like Lingering Composition, Martial Performance, Rallying Anthem and Anthemic Performance, helping you to create a guardian that both defends and supports their allies.
Champion ( )
This is a possible archetype for a guardian who wants to access feats like divine grace and Devout Blessing and well as focus spells like _lay on hands_.
Cleric ( )
The cleric archetype will give you access to important spells like _stabilize, heal, freedom of movement_ and _breath of life_ , making you a strong healer in addition to being a support caster. _But See_ animist, above.
Commander ( )
The commander archetype will give your guardian powerful tools to enhance and coordinate your allies. Mobility Tactics like Defensive Retreat and Protective Screen and Offensive Tactics like Double Team and Strike Hard! will lend real tactical flexibility to your team. When you reach 8th level, you can use Tactical Excellence to access more powerful tactics like Demoralizing Charge and Slip and Sizzle.
Druid ( )
The druid archetype will give you access to important spells like _heal_ and _vital beacon_ , or to an animal companion or great focus spells like Tempest Surge and Combustion.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Exemplar ( ) (Rare)
Sigh. Folks, the Exemplar dedication is just broken 5. Like really broken. GM’s, if you allow the Exemplar or the Exemplar archetype, just disallow the Gleaming Blade ikon. That said, if your GM allows it, grab Gleaming Blade.
Fighter ( )
Don’t get me wrong, fighter feats are awesome for a guardian. However, nearly all the feats you would want to take are available at a lower level through the Bastion, Dual-Weapon Warrior, Duelist or Mauler archetypes.
Gunslinger ( )
Gunslingers are ranged attackers and guardians are melee defenders. The two styles simply don’t work well together.
Inventor ( )
The inventor has some interesting curiosities. An armor innovation with the Muscular Exoskeleton modification and Master in Crafting can give you a +2 to Athletics checks. Speed Boosters can give you a gain a +5-foot status bonus to your Speed.
Investigator ( )
The Investigator becomes a solid archetype for a guardian because of the Investigator’s Stratagem feat, which permits you to determine ahead of time whether a strike will succeed. If it won’t work, shift aim to another target or use a combat maneuver instead. You can also use Skill Mastery to improve several skills.
Kineticist ( )
The kineticist’s elemental blasts could be a useful addition to a guardian. A fun tactic would be to be a Metal kineticist with the Metal Carapace feat. Then at 10th level, use the Armor Break guardian feat followed in the next round by just creating a whole new set of armor. Then repeat.
(^5) I saw the Exemplar archetype in action at GenCon 2025 (on a barbarian). It was so broken no one else at the table had any fun, including the GM. Just don’t allow it. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Another possibility is the Wood kineticist with the Timber Sentinel feat to protect allies when you can’t be right next to them.
Magus ( )
The main thing you’ll want from the magus archetype is Spellstriker. But you’ll also be able to gain several arcane cantrips and spells. It's worth noting that many magus feats require Arcane Cascade, and that’s not available through this archetype. You might make use of Expansive Spellstrike, but few others.
Bounded spellcasting is just garbage. Don’t waste your time.
Monk ( )
Many monk feats and all monk attacks require the wielder to be unarmored. So, how about no?!
Oracle ( )
Animist, Cleric, Sorcerer and Witch archetypes are all easier ways to gain access to divine spells and most oracle feats are not worth taking for a guardian.
Psychic ( )
Take The Tangible Dream conscious mind for amped _shield_ and the _imaginary weapon_ unique psi cantrip. The Psi Strikes feat would help a guardian.
Ranger ( )
If you’re going to build a two-weapon guardian, you could take Twin Takedown and Second Sting. _But see_ the Dual-Weapon Warrior archetype.
Rogue ( )
Rogue is a strong archetype for a guardian. The extra skills will expand the guardian’s ability to remain useful in both combat and social situations, while feats like Mobility will permit the guardian to move easily around the battlefield.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
In addition, feats like Nimble Dodge and Nimble Roll, You’re Next, Gang Up and Skill Mastery are all great for a guardian, to say nothing of Master proficiency in Reflex saves gained from Evasiveness. One of the best Rogue feats for a guardian may be Shove Down, which lets you combine a Trip with a Shove.
Sorcerer ( )
One of the best choices for adding some spellcasting in an uncomplicated manner. Arcane Evolution, Divine Evolution, Primal Evolution and Advanced Bloodline are all worth considering.
Summoner ( )
The summoner archetype doesn’t really give you what you need to make this work in combat. If there is something to be said for this archetype it's that you get two chances to roll various skills. That’s just not good enough to justify taking an archetype.
If you insist on having a battle companion, look into the Beastmaster archetype instead.
Swashbuckler ( )
Swashbucklers are usually much more mobile than guardians, but this can work. Feats like Nimble Dodge, You’re Next, Swashbuckler’s Speed and Evasiveness are quite useful for a guardian.
Thaumaturge ( )
A thaumaturge with a Shield implement could be a useful archetype for a guardian. Other useful feats include Root to Life and Instructive Strike.
Witch ( )
Witches can choose any tradition to cast their spells from, but all witches use Intelligence as their casting attribute and most guardians don’t invest a lot in Intelligence. Since guardians often do invest in Wisdom and Charisma, a better choice might be bard, cleric or sorcerer. But if you do want to take the Witch archetype, you’ll want to consider the Cackle hex and feats such as Witch's Armaments and the Basic Lessons Lesson of Calamity and Lesson of Vengeance.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Wizard ( )
As with Witch, wizards use Intelligence as their spellcasting attribute, so once again a sorcerer might be the better way for a guardian to access arcane spells.
Useful wizard feats include Bespell Weapon. Useful focus spells include Protective Ward, Diviner’s Sight and Warped Terrain.
10.2. Other Archetypes
Bastion ( )
The Bastion archetype lets you double-down on being a shield-wielding badass. You’ll find plenty more to do with your shield here. Bastion dedication feat gives you the effects of Reactive Shield. Most of the time, I don’t think you should use Reactive Shield, but since you get it here, you’ll occasionally find it useful. Nimble Shield Hand lets you treat your hand as free for Interact actions so you can hold other things like a horse’s reins, a banner to rally around or just a lantern. Other useful feats include Disarming Block, Destructive Block and Quick Shield Block.
Beastmaster ( )
Beastmaster is a good archetype for most characters. It gives you a fighting companion and expands your action economy, which as I have said, is a big step towards winning Pathfinder.
Once you gain Mature Animal Companion, which you can do as early as 4th level (which is nuts in itself), the animal can stride or strike on its own without your commands, which helps a lot with your action economy. Choosing an animal that can be used as a mount is a strong choice. _See also_ , Cavalier.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Blackjacket ( ) (Uncommon)
A really solid addition to a guardian. This archetype gets you access to some very thematic feats such as Belay That! and Battlefield Agility, Intimidating Strike, Lead by Example, Nothing Personal, and Opportune Opening.
Blessed One ( )
This archetype is all about protecting your allies, healing them and removing conditions, which is a right up your alley as a guardian. The dedication gives you the _lay on hands_ focus spell much earlier than if you were to take the Champion dedication. Feats like Mercy, Invigorating Mercy, Greater Mercy, Elucidating Mercy and Affliction Mercy all permit _lay on hands_ to remove harmful conditions. Blessed Denial lets you use a reaction to reduce the severity of certain powerful conditions that might affect your allies. Rejuvenating Touch gives Fast Healing 10 for ten rounds to an ally who benefitted from your _lay on hands._
Eagle Knight ( ) (Uncommon)
Eagle Knight has a lot to recommend it to a guardian. Commitment to Equality can reduce your allies’ conditions (like frightened, clumsy and enfeebled) depending on the power of your Diplomacy. Commitment to Liberty lets a grappled ally make an immediate Escape attempt). Bolster Ally lets a nearby ally use your saving throw instead of theirs. Aura of Confidence gives you resistance to Mental damage and you and your allies gain a bonus to saving throws against Mental effects.
Lastwall Sentry ( )
This is a great archetype for guardians in an undead-heavy campaign. Feats like Bless Shield, Necromantic Resistance, Sacred Armaments, Flashing Shield and Necromantic Bulwark all complement the guardian’s defensive abilities.
Marshal ( )
The excellent Marshal archetype now has competition in the Commander Archetype. On the one hand, most of the Commander’s really strong tactics are available from 2nd level; on the other hand, they usually take two actions and many Marshal feats take only one. Marshal grants a lot of
Tarondor’s Guide to the Pathfinder Second Edition Guardian
support benefits, but only over a short range. Use Inspiring Marshal Stance and To Battle! to help your allies be their best while you defend them.
Mauler ( )
This is a great archetype if your guardian is going to use a two-handed weapon, including a reach weapon. Mauler Dedication grants you access to your weapon’s critical specialization effect. Slam Down lets you make a Strike and a Trip attempt before applying MAP. Vicious Swing lets you add additional dice of damage to your swing. Clear the Way lets you Shove up to five creatures adjacent to you. Crashing Slam changes Slam Down so that if your Strike hits, your Trip attack is automatically a critical success and you use the weapon dice for the falling damage. Hammer Quake lets you trip everyone around you. Avalanche Strike lets you Strike everyone around you.
Medic ( )
Medic brings a lot of in-combat healing to the party. You’ll need Battle Medicine to take this archetype. The main feats you’ll want from it are the Dedication, Doctor’s Visitation and Treat Condition, which is a mere skill feat.
Spirit Warrior ( )
Like Mauler, Spirit Warrior brings some offense to your guardian, and like Mauler, you have to give up your shield. The gist of the archetype is a warrior who fights with a weapon in one hand and uses unarmed strikes with the other. The Spirit Warrior Dedication 6 , gives the Overwhelming Combination attack, allowing two attacks for one action.
Kaiju Defense Oath is a 4th level feat that lets the Spirit Warrior gain plenty of extra damage against any foe at least two sizes larger. Cutting Heaven, Crushing Earth applies the bonuses from handwraps of mighty blows to both your weapon and fist -andif you hit with the first attack, the target is
(^6) There is an argument in the PF2e community over whether you can use a two-handed weapon and your fist with Spirit Warrior. There is no consensus and no official errata. One camp says no, because a Fist uses a hand slot. The other camp says yes because otherwise the wording of the Spirit Warrior Dedication ( _“You’re wielding a one-handed melee weapon or a melee weapon with the agile or finesse trait”_ ) makes no sense. In resolving this for yourself, I refer you to the general PF2e rule that says Specific Overrides General ( _“If two rules conflict, the more specific one takes precedence.”_ ) It seems very clear to me that a Spirit Warrior can use a two-handed weapon with Overwhelming Combination. But ask your GM. Tarondor’s Guide to the Pathfinder Second Edition Guardian
off-guard to your second. Flowing Palm Deflection lets you gain a +2 circumstance bonus to AC when you parry with your fist. Spirit of the Blade lets your attacks do additional spirit damage. Gods' Palm lets your fist either do spirit damage -ornormal damage and you gain temporary hit points. Intercepting Hand gives your fist the disarm trait and you can disarm as a reaction when attacked. Finally, Sword of Sealing is a strike that can immobilize your target.
Stalwart Defender ( )
This dwarven archetype is all about standing firm in the face of the
enemy. The Stalwart Defender Dedication gives you Tenacious Stance,
which gives you bonuses against being Repositioned, Shoved or Tripped and grants you temporary hit points. However, if you’re in Tenacious Stance, you can’t be in Covering Stance or Hampering Stance, so consider carefully. Useful feats from Stalwart Defender include Stalwart Song, Crushing Step,
Upset Balance, Stalwart Chant, Unshaken in Iron and Gathering Moss.
Viking ( )
Viking is a pretty damned effective archetype for a guardian, combining better weapon use and better shield use. Viking Weapon Familiarity will give you critical specialization effect with shield boss and shield spikes as well as with some fairly solid one-handed weapons such as battle axe and longsword. The guardian class doesn’t give you critical weapon specialization on its own. Second Shield lets you swap out a broken shield for a fresh one.
Into the Fray lets you move and make two attacks while Viking Vindicator lets you make two moves and an attack, both good action-compression feats. If you already have Viking Weapon Familiarity, then Viking Vindicator adds bastard sword to the list of weapons you get critical specialization effect with. And Quick Shield Block is always strong.
Wrestler ( )
If you’re building a guardian who is heavily focused on combat maneuvers, the Wrestler archetype is for you. You’ll have to give up your shield, but it can be worth it. Grapple and Trip work very well together, and if your enemy is prone and grabbed, they’re going to be unable to stand up until they Escape, which will go a long way towards protecting your allies from that
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enemy’s attacks. Want to hurl giants across the room? Check out Whirling Throw.
Feats to look for include Combat Grab, Suplex, Running Tackle, Strangle, Submission Hold and Whirling Throw.
11. EQUIPMENT
11.1. ADVENTURING GEAR
❖ Air Bladder ( ) If you have to dive down or swim under, this will extend your air time. It’s light bulk and costs only 1 sp. ❖ Candle ( ) Never underestimate the many uses of the candle. It’s a light source. It’s a source of wax to plug up your ears. Use it to make impressions of keys or royal seals. Let it run into crevices to find hidden doors. The uses go on and on. ❖ Chalk ( ) At 10 for one copper piece? Best value in the book. Mark dangerous areas, draw marks to show where you’ve been, write funny limericks about the duke…whatever. Chalk is useful and cheap. ❖ Earplugs ( ) Going into the mountains? You’ll probably face harpies at some point. Going to sea? The same thing with those pesky sirens. Earplugs are cheap. Get ‘em! ❖ Mirror ( ) It’s a wee bit expensive at 1 gp, but looking around a corner is a great way to learn what the enemy is up to. Show it to a medusa! Show it to a vampire! Use it to tell if your foe is really dead or only mostly dead! Tell your GM you’re using it to reflect rays (good luck). Mirrors are underutilized! ❖ Rope ( ) Because you’re probably a terrible climber and your allies will need to haul you up or down a wall at some point. Don’t expect them to supply the rope. ❖ Writing Set ( ) You never know when you’re going to want to make notes or copy an important phrase.
11.2. ALCHEMICAL ITEMS
❖ Level 1+
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Alchemist Fire ( ) Sometimes you need to trigger fire weakness or end a troll’s regeneration. ➢ Cheetah’s Elixir ( ) Gain 5 of speed. Faster movement can spell the difference between victory and defeat. ➢ Energy Mutagens ( ) give you energy resistance. ➢ Healing Potion ( ) Every self-respecting adventurer needs some of these in his or her pack. ➢ Juggernaut Mutagens ( ) A bonus to Fortitude and temporary hit points. ➢ Numbing Tonic ( ) New Temporary Hit Points every round for a minute? Hot damn! ➢ Soothing Tonic ( ) Used out of combat, this consistently provides more healing than a healing potion. ❖ Level 2+ ➢ Bottled Catharsis ( ) Attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you. ➢ Bravo’s Brew ( ) For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear. ➢ Cat’s Eye Elixir ( ) Lets you ignore concealment and it’s easier to strike Hidden creatures. This is a really good low-level solution for invisible creatures. ❖ Level 3+ ➢ Blood Booster Elixir ( ) Gives resistance to persistent bleed, a very common damage type. ➢ Revealing Mist ( ) A one-action item that reveals invisible creatures. ❖ Level 4+ ➢ Fury Cocktail ( ) This has many different versions. The “Double” grants you damage resistance. “Skeptical” gives a bonus against magic. ➢ Invisibility Potion ( ) Just like a healing potion, every self-respecting adventurer needs to have one of these in their pack. ➢ Oak Potion ( ) Damage reduction in a bottle. Sometimes you need the extra protection. ❖ Level 5+
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Collar of the Shifting Spider ( ) Automatically injects a mutagen into you (as a free action) when you roll initiative. Action economy win! ➢ Drakeheart Mutagen ( ) Adds an item bonus to your AC and Perception. Lasts for 10 minutes. The third level “Moderate” version is your best bang for the buck.
11.3. ARMOR
The armor you should choose to wear depends entirely on your Dexterity, and can change as your Dexterity changes. Guardians are trained in all armor, but many of their abilities only work if you’re in Medium or Heavy armor.
Probably the best reason for a guardian to wear medium armor is to reduce the Speed Penalty. The best reasons to wear heavy armor are 1) a total of +6 to AC and 2) to not have to invest in Dexterity at all.
Common Armor for Guardians^7
Name Traits Armor Category
AC Dex Cap
Check Penalty
Speed Penalty
Strength Required
Bulk Armor Group Hide Armor Medium +3 +2 -2 -5 ft. +2 2 Leather Scale Mail Medium +3 +2 -2 -5 ft. +2 2 Composite Chain Mail Flexible, Noisy
Medium +4 +1 -2 -5 ft. +3 2 Chain
Breastplate Medium +4 +1 -2 -5 ft. +3 2 Plate Splint Mail Heavy +5 +1 -3 -10 ft. +3 3 Composite Half Plate Heavy +5 +1 -3 -10 ft. +3 3 Plate Full Plate Bulwark Heavy +6 +0 -3 -10 ft. +4 4 Plate
(^7) Don’t bother with Bastion Plate or Fortress Plate if you’re carrying a shield. The Entrench trait grants a circumstance bonus to AC, which does not stack with the bonus granted by a shield. Honestly, I would not bother with either type of armor even if I didn’t have a shield. Instead, get to 11th level and carry a Floating Shield! Tarondor’s Guide to the Pathfinder Second Edition Guardian
Full Plate Armor
Let’s take a closer look at Full Plate armor. It is heavy armor, grants you a +6 item bonus to AC and you can’t use any Dexterity bonus to AC. Unless you have a Strength of +4, you’ll take a -3 penalty to all Strengthand Dexterity-based skill checks, except for those that have the attack trait.
Furthermore, Full Plate has a -10 ft. speed penalty. If your Strength is +4 or better, you still suffer a -5 ft. speed penalty. So Full Plate makes you slower. You can mitigate this with the Fleet general skill and the Nimble Elf or Unburdened Iron ancestry feats.
Full plate is in the Plate armor group. Guardian does not grant you Armor Specialization, yet if you somehow acquired it, you would gain nothing from the plate group because it grants a form of damage resistance which will not stack with the resistance you already gain from your Guardian’s Armor ability.
Finally, your plate armor has the Bulwark trait. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier. Sweet! Plus, there is the 8th level guardian feat Mighty Bulwark, which improves that modifier to +4 and applies it to all Reflex saves, not just damaging ones.
The Armored Skirt
Full plate armor costs 30 gp. That’s more than you’re likely to have available at 1st or even 2nd level. So here’s a thought for you. The armored skirt can be added to a breastplate, chain shirt, chain mail, or scale mail. It increases the armor’s item bonus to AC by 1, worsens the armor’s check penalty by 1, reduces the armor’s Dex cap by 1, increases the Strength score required to ignore the check penalty and reduce the Speed penalty by 2 , and adds the^8 noisy trait. This also makes the armor one step heavier (from light to medium, or medium to heavy).
(^8) This is a Legacy piece of equipment, so in Remaster terms it increases the Strength required by 1. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Name Traits Armor Category
AC Dex Cap
Check Penalty
Speed Penalty
Strength Required
Bulk Armor Group Breastplate alone Medium +4 +1 -2 -5 ft. +3 2 Plate Breastplate + Armored Skirt
Noisy Heavy +5 +0 -3 -5 ft. +4 2 Plate
Full Plate Bulwark Heavy +6 +0 -3 -10 ft. +4 4 Plate
A breastplate and an armored skirt together cost 10 gp, doable at 1st level. It’s a workable solution for a character with a +0 Dexterity modifier until they can afford full plate armor.
Armor Property Runes
❖ Level 5 ➢ Stanching (Lesser) ( ) Reduces the DC of the flat check to end persistent bleed damage from 15 to 12. ❖ Level 6 ➢ Dread (Lesser) ( ) Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn. ➢ Ready (Lesser) ( ) You can don your medium or heavy armor in 2 actions. ➢ Quenching (Lesser) ( ) As Stancing, but for persistent acid or fire damage. ❖ Level 8 ➢ Energy-Resistant (Lesser) ( ) The issue is knowing which energy you’re going to facing a lot. But if you’re in a campaign featuring one element over the other (say Legacy of Fire or Ruins of Azlant or something similar,) this would be a superior choice. ❖ Level 9 ➢ Malleable ( ) If you have armor specialization (through an archetype) -andyou’re wearing plate armor, the Malleable rune will let you keep the +6 AC and the Bulwark trait, but gain a specialization you can actually use, that of the Chain group. You won’t get critically hit all that often if you’re wearing full plate
Tarondor’s Guide to the Pathfinder Second Edition Guardian
and raising a shield, but if you’re a two-handed weapon user, maybe this becomes a better choice. ➢ Stanching (Greater) ( ) The DC of the flat check is reduced from 15 to 10. ❖ Level 10 ➢ Quenching (Greater) ( ) The DC of the flat check is reduced from 15 to 10. ❖ Level 11 ➢ Implacable ( ) Whenever you need to Escape, you’re quickened. The extra action can only be used to Stride or Escape. ➢ Ready (Greater) ( ) You can don any armor in one action. ❖ Level 12 ➢ Dread (Moderate) ( ) The DC increases to 29 and affected creatures can’t reduce their Frightened value below 2. ➢ Fortification ( ) Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength modifier required to reduce its penalties by 1. See also the 18th-level guardian feat Perfect Protection. ❖ Level 13 ➢ Energy Adaptive ( ) Once per hour, as a reaction, you can gain resistance 5 to your choice of acid, cold, electricity or fire. ➢ Spellwatch ( ) This one just rocks! You can attempt a new saving throw against one hostile spell affecting you at the start of each of your turns. ➢ Stanching (Major) ( ) The DC of the flat check is reduced from 15 to 8. ➢ Winged ( ) Once per hour, you can fly for 5 minutes. ❖ Level 14 ➢ Quenching (Major) ( ) The DC of the flat check is reduced from 15 to 8. ➢ Soaring ( ) You gain a +10-foot item bonus to your fly Speed, if you have one. Also as a reaction, you can cast gentle landing on the triggering creature an unlimited number of times per day. ❖ Level 15
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Antimagic ( ) (Uncommon) You gain a +1 status bonus to saving throws against magical effects. Once per day as a reaction, the armor can attempt to counteract a spell cast at you or which includes you in its area. ❖ Level 17 ➢ Stanching (True) ( ) The DC of the flat check is reduced from 15 to 5 ❖ Level 18 ➢ Dread (Greater) ( ) The DC is 38, and the value of affected enemies' frightened condition doesn't decrease, no matter the value. ➢ Fortification (Greater) ( ) The flat check DC is 14. See also the 18th-level guardian feat Perfect Protection. ➢ Quenching (True) ( ) The DC of the flat check is reduced from 15 to 5. ❖ Level 19 ➢ Winged (Greater) ( ) Once activated, the wings remain tangible indefinitely. You can Dismiss the activation if you choose, and you don’t have to wait an hour to activate the rune again.
Specific Armor
❖ Level 5 ➢ Parachute Mail ( ) (Chain Mail) If you fall more than 100 ft, you take no damage. If you fall less than 100 ft., you take half damage. ❖ Level 6 ➢ Trollhound Vest ( ) (Uncommon) (Hide Armor). Allows you healing as a reaction an unlimited number of times so long as you’re below half your hit points. Nice! Shades of Dungeon Crawler Carl. ❖ Level 7 ➢ Wolfjaw Armor ( ) (Hide Armor). Once per day, you get to breathe a cone of cold damage. ❖ Level 8
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Command Cuirass ( ) (Half Plate). Once per hour for 10 minutes, you gain a +1 status bonus to Diplomacy and Intimidation checks. ➢ Containment Contraption ( ) (Uncommon) (Full Plate). Aids against breathed toxins. Pretty niche. ❖ Level 9 ➢ Blast Suit ( ) (Uncommon) (Full Plate). As a reaction, you become immobilized, gain a +2 circumstance bonus to your Reflex save against area effects, and gain resistance 5 to all damage you would normally take from area effects and scatter splash damage. It requires an interact action to be able to move again. ➢ Leopard's Armor ( ) (Uncommon) (Chain Mail). For two actions once per day, you gain a +2 item bonus to Stealth checks and Intimidation checks to Demoralize, but take a –2 penalty to Diplomacy and Society checks. This lasts for one hour. A +2 item bonus to Demoralize is pretty nice for a guardian who’s built to Intimidate. ➢ Mitigation Mail ( ) (Uncommon) (Chain Mail). Once per day, the armor will restore 5d10+10 Hit points as a two-action activity. ❖ Level 10+ ➢ Hero’s Plate ( ) (Rare) (Full Plate). You gain resistance 5 to mental damage and a +1 status bonus to saves against fear. Once per day, you can cast heroism on yourself. ➢ Numerian Steel Breastplate ( ) (Rare) (Breastplate). You gain fire resistance 5. Once per day for 1 minute, creatures that hit you with a weapon or unarmed Strike take 1d10 electricity damage per hit. ➢ Tideplate ( ) (Full Plate). You take no penalty to Acrobatics or Athletics checks in water or similar liquids. While wearing the armor, you gain a +2 item bonus to Athletics checks to Swim, and you can breathe underwater. Once per hour, the armor can cast water walk on you. Also once per hour, you can merge with water, becoming essentially invulnerable, although also unable to act. In an aquatic campaign, or merely one near water, this would be BLUE ( ). ➢ Warleader’s Bulwark ( ) (Breastplate). Grants a +2 item bonus to Diplomacy. In addition, once per day, you can
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grant allies over a huge area a +2 status bonus to saves against fear effects for 1 minute -andreduce their frightened value by 1. ❖ Level 12+ ➢ Bastion of the Inheritor ( ) (Uncommon) (Bastion Plate). Most of the time, you gain a +2 item bonus to Diplomacy checks to Make an Impression, provided your target has no enmity toward Iomedae. When you spend 1 action, you lose the above benefit, but for 1 minute you gain the benefits of bastion plate’s Entrench Melee trait without spending an action each round. Bastion plate also has the Hindering trait, so it is even slower than regular Full Plate. ➢ Dragon Turtle Armor ( ) (Uncommon) (Full Plate). While wearing this armor, you aren't flat-footed from creatures that flank you, and you ignore the armor's speed penalty when you Swim and its check penalty to Athletics checks to Swim. I expect guardians to be flanked quite often, so this is an awesome ability, essentially +2 to your AC. ➢ Lion's Armor ( ) (Uncommon) (Half Plate). You gain a +2 item bonus to Intimidation. If you have a lion's shield and critically hit with it, the target becomes frightened 1. Once per day, you can attempt a check to Demoralize each enemy within 30 feet of you. On a critical success, the target is also fleeing for 1 round. ❖ Level 13+ ➢ Bismuth Armor ( ) (Uncommon) (Full Plate). Once per hour as a reaction, when a creature targets you with a magical effect that has the attack trait, you gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the light from the spell reflects toward the caster, who becomes dazzled for 1 round. ➢ Celestial Armor ( ) (Chain Mail). Grants both flight and a +2 item bonus to (most) Diplomacy checks. ➢ Mail of Luck ( ) (Splint Mail). A complicated item. If you’re hit or critically hit, but before damage is rolled, you can force the attacker to reroll and take the worse result. This deactivates the armor for a week or until you’ve been critically hit. Even if the armor is no longer inactive, you can’t use the activation more often than once per hour.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Greater Mitigation Mail ( ) (Uncommon) (Chain Mail). Once per day, the armor will restore 8d10+15 Hit Points as a two-action activity. ➢ Mantis Plate ( ) (Rare) (Full Plate). You gain a +2 item bonus to your Athletics DC. As a two-action attack, you make a melee Strike. If you succeed, the target is caught by the spikes on the armor’s forearms, taking an additional 6d6 piercing damage (DC 30 basic Reflex save). That’s a lot of extra damage with no MAP penalty. ➢ Psychic Brigandine ( ) (Uncommon) (Splint Mail). First of all, it’s +2 greater invisibility splint mail. It gives you resistance 5 to mental damage. Each time you would be affected by an effect with the mental trait while you are invisible, attempt a DC 17 flat check. On a success, it doesn't affect you. ❖ Level 14 ➢ Frost Furs ( ) (Uncommon) (Hide Armor). In addition to being +2 greater resilient cold-resistant hide armor , once per day you can cast 5th-rank environmental endurance on yourself. Also once per day, you can cast wall of ice. ➢ Highhelm Stronghold Plate ( ) (Uncommon) (Bastion Plate). Once per day, you can cast wall of stone , but you lose the benefits of the armor until you dismiss the wall of stone. I just don’t think the downside is worth it! ➢ Life-Saver Mail ( ) (Splint Mail). Once per day, when you would die, the armor casts breath of life on you. Also, as a two-action activity, you can cast a 5th-rank shield spell. This is a nice feature for a guardian who doesn’t normally carry a shield. ➢ Alkenstar Phalanx ( ) (Rare) (Full Plate). Once per day you create a long wall that is both dangerous and difficult to cross. 9 The skillful use of walls in combat to separate enemies into small groups can quickly end an encounter. ❖ Level 15 ➢ Thunder Mail ( ) (Chain Mail). You conjure a bolt of electricity down onto yourself, dealing 6d6 electricity damage to all creatures in a 10-foot emanation. Additionally, for the next minute, whenever a creature touches you or hits you with a
(^9) Alkenstar Phalanx does not list a duration for the wall it creates. This is clearly an error. It should be 1 minute, based on the duration of most wall spells. Tarondor’s Guide to the Pathfinder Second Edition Guardian
melee unarmed attack or a non-reach melee weapon attack, it takes 1d8 electricity damage. ❖ Level 16 ➢ Armor of the Holy Warrior ( ) (Rare) (Half Plate). +2 greater resilient half plate , but the greater resilient rune grants a +3 bonus to saves. if you upgrade to a major resilient rune, the item bonus instead increases to +4. Once per day, the armor casts the three-action version of a 6th-level heal spell. ➢ Black Hole Armor ( ) (Fortress Plate). You have resistance 10 to physical damage from ranged attacks. Once per minute, you can redirect a ranged attack aimed at an ally to you instead. When the armor has absorbed six arrows, it can launch them out in a devastating long-range area attack. ➢ Dragonplate ( ) (Uncommon) (Full Plate). Once per day, you can unleash a 14d6 breath attack in a 15’ cone. ❖ Level 17 ➢ Major Mitigation Mail ( ) (Uncommon) (Chain Mail). Once per day, the armor will restore 11d10+20 Hit Points as a two-action activity. ❖ Level 18 ➢ Greater Hero’s Plate ( ) (Rare) (Full Plate). You gain resistance 10 to mental damage and a +2 status bonus to saves against fear. Once per day, you can cast 6th-rank heroism on yourself. ❖ Level 19 ➢ Juggernaut Plate ( ) (Rare) (Full Plate). You Stride up to 60 feet in a straight line. If you end your movement adjacent to an enemy, object, or structure, you can smash it. If you smash an enemy, you deal bludgeoning damage equal to the total distance traveled (DC 39 basic Fortitude save). Objects and structures you smash take damage equal to twice the distance traveled. ➢ (Uncommon) (Half Plate). The item bonus is +3, and you can use Roar of the Pride once per hour instead of once per day ❖ Level 20 ➢ Life-Saver Mail (Greater) ( ) (Splint Mail). It now casts a 9th-rank shield spell. ➢ Breastplate of the Mountain ( ) (Breastplate) (Apex). +1 Constitution modifier. When you're Shoved or otherwise
Tarondor’s Guide to the Pathfinder Second Edition Guardian
forced to move, you can reduce the amount you move by up to 10 feet. Once per day you can cast 7th-level regeneration spell on yourself. Once per day, gain immunity to poison for 1 minute. Once per day, when you fail or critically fail a Fortitude saving throw, the result is one step better. ➢ Immortal Bastion ( ) (Bastion Plate). When you activate the armor's deflect melee trait, you gain a +2 circumstance bonus to AC against melee attacks instead of +1, and you gain 10 temporary Hit Points that last until the start of your next turn. Once per day, when you are reduced to 0 Hit Points or would die from a death effect, you instead drop to 1 Hit Point and you gain 100 temporary Hit Points that last until the start of your next turn. Once per day, when you would gain or increase the doomed or wounded condition, you simply don’t.
11.4. BANNERS
Banners are a new class of magic item detailed in _Battlecry!_ They grant special abilities within a 30’ emanation. Anyone can use them. Here are a few to consider: ❖ Level 4 ➢ Blazing Banner ( ) You and your allies do an additional +1d4 fire damage when you critically hit an off-guard enemy. ❖ Level 8 ➢ Banner of Piercing Shards ( ) Once per minute, you can inflict 1d4 persistent bleed on any enemy within the banner’s aura that took damage since the end of your last turn. ❖ Level 14 ➢ Beacon of the Wilds ( ) You and your allies within the banner’s aura ignore difficult terrain.
11.5. CONSUMABLES
_See also_ Alchemical Items, above. ❖ Level 1 ➢ Deadweight Mutagen ( ) You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws
Tarondor’s Guide to the Pathfinder Second Edition Guardian
against effects that attempt to force you to move or knock you prone. ➢ Holy Water ( ) A great way to combat unholy creatures. ➢ Marvelous Miniature (Ladder) ( ) Super cheap and ladders come in handy! ➢ Potency Crystal ( ) Affix this to a back-up weapon, for when you’ve been disarmed or need a light weapon you might use to hack your way out of a beast’s stomach. ➢ Potion of Emergency Escape ( ) You become a speedster for a minute. This can save your life. ➢ Predator’s Claw ( ) Activate this talisman on a critical hit to get the weapon’s critical specialization effect. ➢ Soothing Tonic ( ) Used out of combat, this is much better healing than a healing potion. ❖ Level 2 ➢ Effervescent Ampoule ( ) Walk over water, over thick ice, over pressure plates for one round. ➢ Oil of Weightlessness ( ) Good for carrying a large load of treasure out of the dungeon! ➢ Smoke Fan ( ) Sometimes, you really need to get out of the line of fire. ❖ Level 3 ➢ Deadweight Mutagen, Moderate ( ) The bonus is +2, and the duration is 10 minutes. ➢ Feather Step Stone ( ) When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn. ➢ Feather Token, Puddle ( ) You never know when you’ll be desperate for a drink. ➢ Retrieval Prism ( ) Call a predetermined item to your hand from anywhere on the plane. Good for action economy. The 10th-level version will summon any item you possess. ➢ Snapleaf ( ) When you activate the snapleaf , you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first. Honestly, get two. ❖ Level 5
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Collar of the Shifting Spider ( ) Automatically injects a mutagen into you (as a free action) when you roll initiative. Action economy win! ➢ Oil of Revelation ( ) Helpful for revealing invisible opponents. ❖ Level 11 ➢ Deadweight Mutagen, Greater ( ) The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you. ❖ Level 17 ➢ Deadweight Mutagen, Major ( ) The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.
11.6. HELD MAGIC ITEMS
❖ Level 2 ➢ Squire's Tabard ( ) Once per day, Stride twice for one action, ignoring only to get adjacent to an ally. ➢ Stone of Encouragement ( ) Grants you a +1 (or +2 at 8th level) item bonus to the next skill roll you make. ❖ Level 3 ➢ Battle Medic’s Baton ( ) If you’re the party medic, you’ll love this. It grants a +1 item bonus to Medicine checks and lets you use Battle Medicine much more often. ❖ Level 4 ➢ Spacious Pouch ( ) Carry a wheelbarrow’s worth of stuff in your pocket. Every Pathfinder character should have a Spacious Pouch at some point in their career. ❖ Level 6 ➢ Insistent Door Knocker ( ) Gain an item bonus to Thievery checks to Pick a Lock. Once per day, make a door through a solid wall. ❖ Level 8 ➢ Fortune’s Coin ( ) Potentially turn disaster into mild success or moderate failure.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
11.7. SHIELDS
A shield can increase your character's AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. This is important. Shields grant circumstance bonuses to AC, so beware of effects that also grant circumstance bonuses to AC (For example, taking cover provides a +4 circumstance bonus to AC, which overrides a smaller +2 bonus from a shield.)
Whether to carry a shield is a big decision for a guardian. Most guardians _should_ carry a shield. Those that don’t should almost all be carrying reach weapons. Other types of guardian (two-hand weapon, one-hand weapon and two-weapon guardians) are possible, but harder to pull off.
Which Shield Should A Guardian Use?
Assuming you’re going to carry a shield, ignore any shield with an AC bonus less than +2.
There are three basic types of shields that should interest a guardian:
❖ Steel Shield ( ) Just as most guardians should use shields, most of those should use a plain steel shield. When raised, a steel shield grants a +2 bonus to AC. ❖ Tower Shield ( ) A tower shield is four times as heavy as a steel shield and also grants a +2 bonus to AC and imposes a -5 ft. penalty to your movement. However, if you first Raise a Shield and then spend another action to Take Cover, you, it grants a +4 bonus to AC. Also, your allies can Take Cover behind you as well. That’s a lot of actions spent on improving your AC and not moving or attacking. ❖ Fortress Shield ( ) An even heavier tower shield with an even bigger penalty (-10 ft.) to movement. Fortress Plate grants a +3 bonus to AC. However, if you spend two actions to Raise a Shield and Take Cover, you get a +4 bonus to AC. The +3 is nice, but the movement cost means you’ll have a hard time getting to where your party needs you.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Unlike armor, a shield’s speed penalty is not reduced by having a high Strength. So for example, if your guardian wears Full Plate armor and carries a Fortress Shield, they’ll suffer a -15 ft. movement penalty. This is really not worth it!
Shields as Weapons
In addition to Raising a Shield to gain a bonus to AC, shields can be used as weapons. When you strike an enemy with a shield, that’s called a Shield Bash; it does 1d4 bludgeoning damage. You can also add an attached weapon, such as a shield boss or shield spikes.
Also be aware of the 1st-level guardian feat Shield Warfare, which improves the weapon damage of a shield bash, shield boss or shield spikes by one step (i.e., shield bash becomes 1d6, while shield boss and shield spikes become 1d8 weapons).
Unlike armor and weapons, you can’t put runes on a shield. There’s no such thing as a _+1 shield_ in Pathfinder 2e. But you _can_ add weapon runes to a shield boss or shield spike.
Instead of an attached weapon, you could add a Shield Augmentation which allows you to either choose to add the backswing or forceful trait, or you can choose two of the following weapon traits: disarm, nonlethal, shove, thrown 10 feet, trip, or versatile S.
Sadly, the agile trait just isn’t on offer. So why bother using your shield as a weapon at all? Why not just hit the enemy with your main weapon again? Well, with the Backswing trait, you gain a +1 circumstance bonus to hit if you missed with your main weapon. But perhaps more importantly, the disarm, shove and trip traits could be really useful when you’re trying to use combat maneuvers. Then, too, there are archetypes (Fighter, Ranger and dual-weapon warrior) that will let you fight efficiently with two different weapons (in this case, your main weapon and a shield). I think if I was really serious about using my shield as a weapon, I’d investigate those three archetypes.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Shield Runes
You can’t put armor or weapon runes on a shield, but you can add Shield Runes. As of this writing, the only kind of shield rune is a reinforcing rune, which adds to the hardness, hit points and break threshold of a shield.
Precious Material Shields
There are lots of varieties of shields made from precious materials. I’m only going to name a few here.
❖ Level 8 ➢ Abysium Shield (Standard-Grade) ( ) (Rare) When you use Shield Block if the shield breaks, the creature is exposed to the abysium and is sickened 1. ❖ Level 9 ➢ Djezet Shield (Standard-Grade) ( ) (Rare) While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. When taking energy damage from a spell, the shield's listed Hardness doubles. ❖ Level 16 ➢ Abysium Shield (High-Grade) ( ) (Rare) When you use Shield Block if the shield breaks, the creature is exposed to the abysium and is sickened 2. ➢ Djezet Shield (High-Grade) ( ) (Rare) While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. When taking energy damage from a spell, the shield's listed Hardness doubles. ❖ Level 17 ➢ Keep Stone Shield (High-Grade) ( ) (Rare) When you have a keep stone shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, you can Shield Block against any spell damage, not just from physical attacks.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Noqual Shield (High-Grade) ( ) (Rare) When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction.
Specific Shields
Many of these shields already have reinforcing runes on them. It is worth noting that adding a reinforcing rune to a Sturdy Shield does nothing because the Sturdy shields are already at the rune’s maximum hardness and hit points.
❖ Level 4 ➢ Sturdy Shield (Minor) ( ) (Hardness 8, HP 64, BT 32.) ❖ Level 5 ➢ Testudo Shield ( ) (Uncommon) (Hardness 5, HP 20, BT 10) Once per day you create a barrier 15 ft. long and 10 ft. high, with hardness and hit points equal to the shield. ❖ Level 6 ➢ Lion's Shield ( ) (Hardness 6, HP 36, BT 18) Includes a +1 striking shield boss. Once per day, when you raise the shield, it can bite the enemy, dealing 2d6 piercing damage and has the deadly d6 trait; it can't be enhanced by runes. The shield remains animated for 1 minute, during which time you can Strike with it each time you Raise the Shield, as well as with a Strike action. See also Lion's Armor. ➢ Spellguard Shield ( ) (Hardness 6, HP 24, BT 12) Gain a bonus to saves versus spells and you can Shield Block spells that target you. ❖ Level 7 ➢ Lesser Energized Shield ( ) (Uncommon) (Hardness 8, HP 64, BT 32) Once per ten minutes as a single action, you can target one creature with 2d10 force damage.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Limestone Shield ( ) (Hardness 7, HP 28, BT 14) Once a day, you can create a wall, but when the wall is broken, so is your shield. That is not good. Also once a day, when you are targeted by an effect with the air, fire, or water trait, the shield grants you standard cover from that effect. ➢ Spined Shield ( ) (Hardness 6, HP 24, BT 12) The shield has five spines (which also function as +1 striking shield spikes). When you Shield Block, the spines take damage, not the shield. One spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. As a one-action activity, you can fire a spine at a foe up to 120 ft. away. The spines regenerate each night. ➢ Sturdy Shield (Lesser) ( ) (Hardness 10, HP 80, and BT 40.) ❖ Level 9 ➢ Dragonslayer's Shield ( ) (Uncommon) (Hardness 8, HP 32, BT 16) Gain the shield’s circumstance bonus to Reflex saves against area effects (as well as to AC, as normal). Whether raised or not, it also grants you a +2 circumstance bonus to Will saves against a dragon's frightful presence ability. The shield has resistance 10 against the damage type corresponding to the dragon and this applies after Hardness. You can use Shield Block against effects that deal damage of that type. ➢ Warding Escutcheon ( ) (Hardness 10, HP 40, BT 20) This tower shield can become an armored door filling a 5 ft. space once per day. Also once per day, it can become a cozy cabin. ❖ Level 10 ➢ Amaranthine Pavise ( ) (Uncommon) (Hardness 9, HP 54, BT 27) Tower Shield. When raised, you gain a +2 circumstance bonus to saving throws against the innate spells and special abilities of demons. Once per day, you can cast divine wrath. ➢ Forge Warden ( ) (Uncommon) (Hardness 8, HP 72, BT 36) You and any adjacent allies have fire resistance 5 while you have the shield raised. When you use the forge warden to Shield Block an adjacent creature's attack, and the shield takes damage, the attacking creature takes 2d6 fire damage.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Shining Shield ( ) (Uncommon) (Hardness 6, HP 24, BT 12) When you provide cover, that cover is one step greater than normal. Once per day, you can attempt to force all enemies within 30 ft. to attack you to the exclusion of all other targets. ➢ Sturdy Shield (Moderate) ( ) (Hardness 13, HP 104, and BT 52.) ❖ Level 11 ➢ Clockwork Shield ( ) (Hardness 12, HP 90, BT 45) For 1 minute every hour, grants you an extra reaction each round, only to Shield Block. It also has +2 striking shield spikes. ➢ Floating Shield ( ) (Hardness 6, HP 24, BT 12) Once per day for 1 minute, the shield provides a +2 AC without you having to raise a shield each turn. You can’t Shield Block with it, but it’s a great +2 AC bonus for a two-handed weapon guardian. ➢ Guardian Shield ( ) (Uncommon) (Hardness 9, HP 36, BT 18) Once per day you can summon a spiritual guardian that will hold a shield to protect an ally, but you have to sustain it each round. ➢ Lodestone Shield ( ) (Hardness 10, HP 92, BT 46) Once per minute, you can force a ranged strike to target you instead of a nearby ally, and you can Shield Block it. ➢ Moderate Energized Shield ( ) (Uncommon) (Hardness 8, HP 64, BT 32) The damage for the energized blast increases to 3d10 and the DC increases to 28. ❖ Level 12 ➢ Arctic Worm Chitin Shield ( ) (Uncommon) (Hardness 13, HP 104, BT 52) When you Raise the Shield, you gain resistance 5 to cold and any creature that ends its turn adjacent to you takes 3d6 cold damage (DC 29 basic Reflex save).^10 ➢ Jawbreaker Shield ( ) (Uncommon) (Hardness 12, HP 48, BT 24) You gain a +3 item bonus to your Reflex DC to resist Swallow Whole attacks. You gain a reaction to shield bash a creature that targets you with its mouth. This could inhibit or even end its ability to make that attack again. ➢ Rampart Shield ( ) (Uncommon) (Hardness 10, HP 60, BT 30) As a two-action activity, you can turn the shield into a wall.
(^10) I really like this shield, but it’s usually most efficient to raise a shield and then move up to the enemy so that you gain the shield’s defenses against a potential reaction. Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Level 13 ➢ Dragon Shield ( ) (Uncommon) (Hardness 8, HP 84, BT 42) Once a day for three actions, you stride twice, moving through people. Everyone you move through takes fire damage. ➢ Sturdy Shield (Greater) ( ) (Hardness 15, HP 120, and BT 60.) ➢ Vanguard's Shield ( ) (Uncommon) (Hardness 8, HP 84, BT 42) You gain a reaction that lets you respond to area of effect damage near you. You Stride up to 15 feet and grant yourself and creatures adjacent to you after the movement a +2 circumstance bonus to the saving throw against the triggering effect. That’s a nice bonus to be able to give your team. ❖ Level 14 ➢ Medic's Shield ( ) (Uncommon) (Hardness 5, HP 20, BT 10) This shield grants a +2 item bonus to Medicine checks. You Administer First Aid to stabilize an adjacent ally with the dying condition. On a success, they gain 6d6+20 Hit Points, can immediately Stand as a free action, and become quickened for 1 round. They can use this extra action only to Stride or Strike. This is a really cool item, but unless you carry two shields, this thing will get destroyed the moment you Shield Block with it. ❖ Level 15 ➢ Greater Energized Shield ( ) (Uncommon) (Hardness 8, HP 64, BT 32) The damage increases to 4d10 and the DC increases to 34. Sadly, the hardness of the shield itself hasn’t kept up with the power of the blast. This won’t last too long if you’re shield blocking at this level. ➢ Reforging Shield ( ) (Rare) (Hardness 15, HP 120, BT 60) the shield recovers 5 Hit Points at the start of its wielder’s turn each round until it is no longer broken. Each time a character Repairs the shield, the shield recovers double the number of Hit Points. ❖ Level 16 ➢ Floating Shield (Greater) ( ) (Hardness 6, HP 24, BT 12) You can activate the shield any number of times per day. This is really good for a guardian who doesn’t have a hand free to carry a shield. It’s just a free +2 AC. ➢ Nethysian Bulwark ( ) (Uncommon) (Hardness 10, HP 40, BT 20) When this shield is broken by a Shield Block, it
Tarondor’s Guide to the Pathfinder Second Edition Guardian
releases a a 15-foot cone of force that must include the attacker if possible. The cone deals 6d8 force damage to all creatures in the area (DC 34 basic Reflex save). I’d rather have a shield that doesn’t break as often. ➢ Sturdy Shield (Major) ( ) (Hardness 17, HP 136, BT 68.) ❖ Level 18 ➢ Clockwork Shield (Greater) ( ) (Hardness 17, HP 130, BT 65) the shield is tougher and the spikes are 3 greater striking shield spikes. ➢ Indestructible Shield ( +) (Rare) (Hardness 17, HP 136) It can be damaged only by a disintegrate spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction. A Shield Blocker’s dream! ❖ Level 19 ➢ Kraken's Guard ( ) (Uncommon) (Hardness 16, HP 96, BT 48) For two actions once an hour, you can hit all enemies in a 30-foot cone with 10d10 bludgeoning damage(DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to Grapple a creature within 10 feet of you without needing a free hand. When you use the shield to Grapple, you gain a +3 item bonus to your Athletics check. ➢ Sturdy Shield (Supreme) ( ) (Hardness 20, HP 160, and BT 80.) ❖ Level 20 ➢ Shield of the Unified Legion ( ) (Uncommon) (Hardness 16, HP 64, and BT 32) When you raise this shield, each of your allies within 30 ft. get a +2 circumstance bonus to AC. Once per minute, you can make a shield bash attack (with a +3 major striking shield boss ) against every enemy in a 90’ line or 60’ cone. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked prone). ➢ Warding Escutcheon (Greater) ( ) (Hardness 20, HP 80, BT 40) As the 9th level Warding Escutcheon except the DCs are 43, and using the second activation casts resplendent mansion , forming a tall stone keep.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
11.8. SPELLHEARTS
❖ Level 3 ➢ Jolt Coil ( ) Affixed to armor, you gain resistance 2 to electricity. Affixed to a weapon, after you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional 1d4 electricity damage until the end of your next turn. You can cast electric arc at will. ❖ Level 7 ➢ Warding Statuette ( ) Affixed to armor, it grants resistance 1 against ranged weapon attacks. Affixed to a weapon, it grants a +1 status bonus to AC to a creature adjacent to one you just struck. Also, it can cast shield on you and once per day, can cast spiritual armament. ❖ Level 8 ➢ Jolt Coil, Greater ( ) Resistance when affixed to armor is 3, extra damage when affixed to a weapon is 1d6. You can cast lightning bolt once per day. ❖ Level 9 ➢ Saurian Spike ( ) Affixed to armor, it grants you imprecise scent with a range of 30 feet. Affixed to a weapon, it grants you a 30’ emanation causing your foes to become frightened when you use the spike to cast a polymorph spell. You can cast gouging claw at will. Once per day, you can cast dinosaur form. ❖ Level 11 ➢ Saurian Spike, Greater ( ) The range of the scent and fear emanation are both 60 feet. Once per day you can cast 5th-rank dinosaur form. ❖ Level 12 ➢ Jolt Coil, Major ( ) Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8. You can cast draw the lightning once per day. ❖ Level 13 ➢ Warding Statuette, Greater ( ) The resistance is 5 when affixed to armor and it can also cast spiritual guardian once per day. ❖ Level 11
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Saurian Spike, Major ( ) The scent is precise instead of imprecise, and creatures that fail their saves are frightened 2 (frightened 3 on a critical failure). Once per day you can cast 7th-rank dinosaur form.
11.9. TALISMANS
❖ Level 2 ➢ Lover's Knot ( ) (Uncommon) When activated, you regain 2d6 Hit Points. If you have the Battle Medicine feat, you instead regain 2d6+7 Hit Points. ❖ Level 7 ➢ Swift Block Cabochon ( ) You can use the Shield Block reaction even if you don't have the shield raised and even if you don't normally have that reaction. Increase the shield's Hardness by 5 against the triggering attack. The shield remains raised after the block. ❖ Level 13 ➢ Mending Lattice ( ) (Uncommon) When the affixed item is damaged, you can activate this talisman. It negates the damage and instantly and completely repairs the affixed item! ➢ Reflecting Shard ( ) (Uncommon) Grants a reaction under some pretty specific circumstances: 1) You are targeted by a spell of 5th rank or lower; 2) You're a master in Athletics, and 3) you have the affixed shield raised. The reaction lets you attempt to reflect the triggering spell back at its caster with spell riposte , using your Athletics modifier for the counteract check. The talisman’s counteract rank is 7th. ❖ Level 17 ➢ Reflecting Shard, Greater ( ) (Uncommon) The talisman can reflect spells of any level, and its counteract rank is 9th.
11.10. TATTOOS
❖ Level 3
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ One Hundred Victories ( ) For the orcish guardian. +1 item bonus to Intimidation. Recover more strongly when you use Orc Ferocity. ➢ Spider Lily Tattoo ( ) (Rare) you gain a +1 item bonus to Intimidation checks, but –1 item penalty to Diplomacy checks. Undead creatures may be fooled into thinking you’re undead for a short time. ❖ Level 5 ➢ Warding Tattoo ( ) For one round, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage against almost anything that can harm you. ❖ Level 6 ➢ Warding Tattoo (Wave) ( ) In addition to the base warding tattoo, when you activate the tattoo, it casts air bubble on you, in addition to the other effects. ❖ Level 9 ➢ Tradecraft Tattoo ( ) You gain a +2 item bonus to Crafting checks. Once per day, creation. You choose the item and its appearance, and whether the spell is 4th or 5th rank. ❖ Level 17 ➢ Tradecraft Tattoo (Greater) ( ) The item bonus to Crafting checks is +3. The creation spell's duration is unlimited but ends when you Activate the tattoo again.
11.11. WEAPONS
In choosing a weapon, the guardian must consider three things:
❖ Whether to also carry a Shield
Nearly all guardians will want to use a single one-handed weapon so that they can carry a shield in the other hand. Not doing so is effectively giving up some of the defensive role of the guardian for more offense.
Those that choose not to carry a shield will normally do so because they want to carry a Reach weapon and be able to extend the distance at which they can protect their allies.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
❖ Damage or Traits?
You must consider whether to maximize damage or to maximize the number of useful traits a weapon has. The Guardian class itself already has many feats that will let you Shove an opponent with a shield, so unless you’re after a particular weapon trait (like Trip, maybe) you can probably safely opt for maximum damage.
❖ Weapon Critical Specialization
The third important consideration is Weapon Critical Specialization. These are useful effects that can occur when you score a critical hit with certain classes of weapon. The Guardian class does not grant you Weapon Critical Specialization, but it is possible to acquire it for certain weapons through Ancestry feats and archetypes. If you have access to a weapon’s Critical Specialization effects, you may be well advised to choose that weapon 11.
Weapons for a Weapon-and-Shield Guardian^12
❖ Martial Weapons ➢ Bastard Sword ( ) (1d8S, Two-Hand 1d12) If your shield is broken, you can fight with two hands and do larger damage. ➢ Battle Axe ( ) (1d8S, Sweep) ➢ Khopesh ( ) (1d8S, Trip, Uncommon) You’ve got plenty of shoving power with your shield, but now you can Trip your foes, too. ➢ Longsword ( ) (1d8S, Versatile P) A fair number of foes are resistant to piercing damage. Now you have an alternative.
(^12) Most guardians with shields won’t use the shield as a weapon, but if you do, think about having your weapon do a different damage type than the shield. Shield bash and shield bosses do bludgeoning damage, whereas shield spikes do piercing damage. (^11) One example that comes to mind is the Viking archetype, which can give you Weapon Critical Specialization for the Longsword, Battle Axe and Bastard Sword. Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Trident ( ) (1d8P, Thrown 20 ft.) Throwing your weapon is a useful alternative. And you get to add your full Strength modifier. Just be sure to get a Returning rune. ➢ Warhammer ( ) (1d8B, Shove) Many guardian feats rely on the Shove action and the warhammer is the highest-damage one-handed weapon that has the Shove trait (allowing you to add the weapon’s item bonus to the Athletics check to shove.) ❖ Advanced Weapons Advanced weapons are rarely worth taking unless you take them through an ancestry feat, though there are a few ways to acquire them. ➢ Asp Coil ( ) (1d6S, Reach, Uncommon, Versatile P) A one-handed reach weapon. ➢ Dwarven Waraxe ( ) (1d8S, Dwarf, Sweep, Two-Hand 1d12, Uncommon) You can effectively deal with multiple foes and if your shield is broken, you can fight two-handed. ➢ Falcata ( ) (1d8S, Fatal d12) The highest damage 1-handed weapon. Fatal d12 is a monster. ➢ Gada ( ) (1d8B, Backswing, Two-Hand d12, Vanara) ➢ Gnome Flickmace ( ) (1d6B, Gnome, Reach, Sweep, Uncommon) A one-handed reach weapon. ➢ Kalis ( ) (1d8S, Deadly d8, Uncommon, Versatile P) ➢ Orc Necksplitter ( ) (1d8S, Forceful, Orc, Sweep, Uncommon)
Weapons for a Reach Guardian
If you’re a reach guardian, you’re giving up your shield because you want to be able to punish your foes over a larger area. Your main concern should be high damage and a good weapon trait, preferably Trip.
❖ Martial Weapons ➢ Bec de Corbin ( ) (1d8, Razing, Reach, Shove, Versatile B) ➢ Boarding Pike ( ) (1d10P, Reach, Shove, Uncommon) ➢ Bo Staff ( ) (1d8B, Monk, Parry, Reach, Trip) The parry trait is great for the “haft” feats. ➢ Fauchard ( ) (1d8S, Deadly d8, Reach, Sweep, Trip)
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Gill Hook ( ) (1d10P, Azarketi, Grapple, Reach, Uncommon) ➢ Glaive ( ) (1d8S, Deadly d8, Forceful, Reach) ➢ Guisarme ( ) (1d10S, Reach, Trip) ➢ Halberd ( ) (1d10P, Reach, Versatile S) ➢ Horsechopper ( ) (1d8S, Goblin, Reach, Trip, Uncommon, Versatile P) ➢ Kusarigama ( ) (1d8S, Disarm, Monk, Reach, Trip, Uncommon, Versatile B) ➢ Long Hammer ( ) (1d8B, Brace, Dwarf, Reach, Trip, Versatile P) ➢ Meteor Hammer ( ) (1d8B, Backswing, Disarm, Reach, Trip) ➢ Naginata ( ) (1d8S, Deadly d8, Reach, Uncommon, Versatile P) ➢ Ranseur ( ) (1d10P, Disarm, Reach) ➢ War Lance ( ) (Deadly d8, Jousting d6, Parry, Shove, Uncommon) ❖ Advanced Weapons ➢ Nodachi ( ) (1d10P, Brace, Deadly d12, Reach)
Weapons for a Two-Handed Guardian
❖ Martial Weapons ➢ Greataxe ( ) (1d12S, Sweep) ➢ Greatpick ( ) (1d10P, Fatal 1d12) ➢ Greatsword ( ) (1d12S, Versatile P) ➢ Greatclub ( ) (1d10B, Backswing, Shove) ➢ Maul ( ) (1d12B, Shove) ➢ Ogre Hook ( ) (1d10P, Deadly d10, Trip, Uncommon) ➢ Scythe ( ) (1d10S, Deadly d10, Trip) ➢ Tetsubo ( ) (1d10B, Razing, Shove, Sweep, Uncommon) ➢ War Flail ( ) (1d10B, Disarm, Sweep, Trip)
Weapons for a One-Handed Guardian
See the list for Weapon-and-Shield Guardian, above.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Weapons for a Two-Weapon Guardian
This is _not_ about fighting with a weapon in one hand and a shield in the other.
As mentioned before, this is not recommended for guardians, but is very possible and will result in high damage over time. If you’re going to do this, it is almost obligatory to take an archetype (Fighter or dual-weapon warrior) that will make you better at two-weapon fighting 13.
Some useful combinations:
❖ Martial Weapons only ➢ Bastard Sword / Orc Knuckle Dagger ( ) ➢ Battle Axe / Polytool ( ) ➢ Khopesh / Katar ( ) ➢ Longsword / Kama ( ) ➢ Trident / Light Pick ( ) ➢ Warhammer / Light Pick ( ) ❖ Advanced Weapons ➢ Falcata 14 / Light Pick ( ) The highest-damage option. ➢ Orc Necksplitter / Orc Knuckle Dagger ( )
Ranged Weapons
Guardians won’t normally make use of ranged weapons. When they do, they should consider throwing weapons because they’ll be able to make full use of their strength. However, sometimes you just need to shoot an enemy that’s
❖ Thrown Weapons ➢ Chakram ( ) (1d8S, Thrown 30’) ➢ Javelin ( ) (1d6P, Thrown 30’) ➢ Mambele ( ) (1d8X, Deadly d8, Disarm, Thrown 20 ft., Uncommon)
(^14) You can acquire training with the Falcata through the Weapon Proficiency general feat, but it stays at Trained proficiency until 11th level and never rises above Expert. The only way I can see to be truly proficient in the falcata is to acquire the Tengu Weapon Familiarity ancestry feat. (^13) _Not_ the ranger archetype. Twin Takedown is inferior to Double Slice unless you have the Flurry Ranger Hunter’s Edge, which you can’t get from the archetype. Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Trident ( ) (1d8P, Thrown 20’) ❖ Other Ranged Weapons ➢ Composite Shortbow ( ) A d6 weapon with the Deadly d10 and Propulsive trait and a range of 60’. ➢ Composite Longbow ( ) A d8 weapon with the Deadly d10, Propulsive and Volley 30’ traits and a range of 100’. Most Pathfinder combats are going to take place at a range that means the Volley trait will be more detrimental than the d8 damage is helpful, so in most ways a shortbow is better than a longbow.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Weapon Property Runes
❖ Level 3 ➢ Crushing ( ) When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn. ➢ Returning ( ) Your thrown weapon returns to your hand. Honestly, though, just pick them up after the fight. Save your rune slots for something more powerful. ❖ Level 4 ➢ Ghost Touch ( ) Can harm incorporeal creatures. ❖ Level 5 ➢ Bane ( ) Inflicts +1d6 damage to a chosen class of creature. ➢ Fearsome ( ) Critical hit causes target to become Frightened 1. ➢ Vitalizing ( ) Does an extra 1d6 persistent vitality damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn. ❖ Level 7 ➢ Rooting ( ) Immobilize your target on a critical hit. ➢ Wounding ( ) Deal Persistent bleed damage. ❖ Level 8 ➢ Astral ( ) As Ghost Touch, but also deals +1d6 spirit damage. ➢ Corrosive ( ) Extra acid damage. On a crit, damages armor or shield. Honestly, keeping track of the item damage is a pain in the butt. ➢ Decaying ( ) Extra void damage. On a crit, does persistent void damage. ➢ Flaming ( ) Extra fire damage. On a crit, does persistent fire damage. ➢ Frost ( ) Extra cold damage. On a crit, may Slow target. ➢ Shock ( ) Extra electricity damage. On a crit, injures multiple foes. ➢ Thundering ( ) Extra sonic damage. On a crit, foe may be deafened. ❖ Level 9
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Crushing, Greater ( ) When you critically hit a target with this weapon, your target becomes clumsy 2 and enfeebled 2 until the end of your next turn. ❖ Level 10 ➢ Impactful ( ) Do additional force damage, plus push target away on on a critical hit. ➢ Serrating ( ) Your weapon is a chainsaw that normally does an additional 1d4 damage, but for an extra action can do an additional 1d12 Damage. ❖ Level 11 ➢ Holy ( ) deals extra 1d4 spirit damage, or an extra 2d4 against an unholy target. Once per day, regain hit points when you strike an unholy creature. ❖ Level 12 ➢ Brilliant ( ) deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 spirit damage to fiends and 1d4 vitality damage to undead. Can Blind on a critical hit. Can attempt to counteract magical darkness. ➢ Fearsome, Greater ( ) Critical hit causes target to become Frightened 2. ❖ Level 13 ➢ Animated ( ) An old Original D&D classic and a great way to win the action economy. However, its ability to effectively hit the enemy will fade by the late game. ➢ Keen ( ) Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a success. Great for a guardian using many attacks. ❖ Level 14 ➢ Greater Vitalizing ( ) Deals an extra 2d6 persistent vitality damage to undead. On a critical hit, the undead is also enfeebled 1 and stupefied 1 as long as it has the persistent damage from this rune. ❖ Level 15 ➢ Great Astral ( ) As Astral, but increases the DC to 36. Spirit damage dealt by this weapon ignores the target's spirit resistance. ➢ Greater Corrosive ( ) As Corrosive, but ignores the target's acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to 6d6.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Greater Decaying ( ) As Decaying, but ignores the target's void resistance or immunity. Increase the persistent void damage dealt on a critical hit to 4d4. ➢ Greater Flaming ( ) As Flaming, but ignores the target's fire resistance or immunity. Increase the persistent fire damage dealt on a critical hit to 2d10. ➢ Greater Frost ( ) As Frost, but increases the DC to 36. Frost damage dealt by this weapon ignores the target’s frost resistance. ➢ Greater Shock ( ) As Shock, but ignores the target's electricity resistance (and the other creatures' on a critical hit). ➢ Greater Thundering ( ) As Thundering, but the save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance. ➢ Ancestral Echoing ( ) Rare Your proficiency with this weapon becomes legendary. If you use an Advanced weapon, you can now retrain out of the Advanced Weapon Training feat. ❖ Level 16 ➢ Quickstrike ( ) Gain an extra attack action each round. Particularly great for two-weapon guardians, but good for any guardian who can use the extra action in many ways. ❖ Level 17 ➢ Greater Impactful ( ) As Impactful, but the save DC is 37, and on a failed save, the foe is pushed 10 feet away from you. ➢ Vorpal ( ) Rare When you roll a natural 20, the target gets a DC 37 Fortitude save or is beheaded. ❖ Level 18 ➢ Greater Brilliant ( ) As Brilliant, but the DC is higher and it ignores the target's resistances to fire, spirit, and vitality. ❖ Level 20 ➢ Impossible ( ) Once per hour, make an attack against any target you can see, ignoring reach, range, and any circumstance penalty, status penalty, and range increment penalty.
Ammunition
❖ Level 5+
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Bola Shot ( ) Can cause the victim to become prone and stunned 1. ➢ Rhino Shot ( ) Can knock a victim prone. ➢ Imp Shot ( ) Causes the target to be off-guard and takes a –2 circumstance penalty to attack rolls and skill checks. (like saving throws) for a few rounds.
11.12. WORN MAGIC ITEMS
❖ Level 1 ➢ Ring of Discretion ( ) Turns your weapons and armor invisible for social situations. ❖ Level 2 ➢ Masquerade Scarf ( ) Once a day you can cast an illusory disguise spell on yourself. ➢ Skittering Mask ( ) Drags you out of combat if you’re unconscious. ➢ Squire's Tabard ( ) Once per day, for one action you Stride twice, ignoring difficult terrain, but your movement must end adjacent to an ally. ❖ Level 3 ➢ Aeon Stone (Pearly White Spindle) ( ) Restores 1 hp every minute. ➢ Everyneed Pack ( ) You can draw any common mundane item from this pack that you need (chalk, mirrors, oil, whatever). ❖ Level 4 ➢ Bloodstained Waistcoat ( ) Your flat check to remove persistent bleed damage is DC 10 instead of DC 15. Once per day you can take an ally’s persistent bleed damage away and you gain it instead. ➢ Demon Mask ( ) Grants a an item bonus to Intimidation checks. Once a day it casts a fear spell. ➢ Golden Greaves ( ) Grants a bonus against being moved or knocked prone. Once per day, turn an enemy’s failed combat maneuver into a critical failure. ➢ Grippy Gloves ( ) You gain a +1 item bonus to Athletics to Climb, Grapple or Reposition. Once per day when you have an
Tarondor’s Guide to the Pathfinder Second Edition Guardian
enemy grappled or immobilized, they also become Slowed 1 for a round. ➢ Killer’s Belt ( ) You gain a +1 item bonus to Intimidation. Once per day, if you have a free hand, you can cause an injured enemy to gain 1d6 persistent bleed. ➢ Lifting Belt ( ) Grants +1 item bonus to Athletics checks and you can carry much more than normal. ➢ Mask of Mercy ( ) The mask grants a +1 item bonus to Medicine checks. Once per day, you can roll twice and take the better result when you take an action that restores hit points. ❖ Level 5 ➢ Diplomat’s Badge ( ) You gain a +1 or +2 item bonus to Diplomacy checks. ❖ Level 6 ➢ Cassisian Helmet ( ) You gain a +1 status bonus to AC and saves against unholy creatures. Once per hour, you can create a 15’ line of cold or fire damage. ➢ Charm of Resistance ( ) grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. ➢ Grub Gloves ( ) You gain a +1 item bonus to Athletics checks. Once per day, you regain 3d8+10 Hit Points and lose the fatigued condition. ❖ Level 7 ➢ Boots of Bounding ( ) The +5-foot item bonus to your Speed is very handy. ➢ Clawed Bracers ( ) Once per hour, you gain a climb Speed of 20 feet and a claw unarmed attack with the agile and finesse traits that deals 1d6 slashing damage. ➢ Fearless Sash ( ) +1 item bonus to saves vs. fear. Once per day, you and all adjacent allies reduce your Frightened condition by 1. ❖ Level 9 ➢ Fireproof Gloves ( ) You gain fire resistance 5. Once per day if you have a free hand, you can deal 6d8 fire damage to one creature within reach (DC 26 basic Reflex save). ➢ Greater Killer’s Belt ( ) The belt grants a +2 item bonus to Intimidation checks, and the persistent bleed damage dealt by Bleeding Rubies increases to 2d6.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
➢ Guise of the Smirking Devil ( ) +2 item bonus to Intimidation checks. Once per day, you can deal 6d10 void damage to each living creature in a 20-foot emanation. ❖ Level 10 ➢ Admiral's Bicore ( ) While wearing the bicorne, you gain a +2 item bonus to Intimidation and Sailing Lore checks. Once per day when you are injured, all allies in a 30-foot emanation gain a +2 status bonus to saving throws against fear effects for 1 minute. ➢ Charm of Resistance, Greater ( ) The charm grants resistance 10. ➢ Grub Gloves, Moderate ( ) You gain a +2 item bonus to Athletics checks and a +3 circumstance bonus to Reflex saves to Grab an Edge. Once per day, you regain 6d8+20 Hit Points and lose the fatigued condition. ➢ Winged Sandals ( ) Automatically cast gentle landing on you when falling. This benefit can't trigger again for 10 minutes. Once per day, you gain a fly Speed of 30 feet for 10 minutes. ❖ Level 13 ➢ Greater Fireproof Gloves ( ) Gain fire resistance 10 when wearing the gloves. When you Release Heat, you instead deal 10d8 fire damage, and the DC is 31. ➢ Propulsive Boots ( ) You gain a +5-foot item bonus to your land Speed and to any climb or swim Speeds you have. Once per day you gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. ❖ Level 14 ➢ Charm of Resistance, Major ( ) The charm grants resistance 15. ❖ Level 15 ➢ Dragonscale Amulet ( ) (Rare ) You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage of one of these types from a dragon’s Breath Weapon, for the next 10 minutes, your resistance against that type of damage increases to 20. If you are subjected to a dragon’s frightful presence, you can roll your saving throw twice and use the higher result to determine the aura’s effects. Once per day ou
Tarondor’s Guide to the Pathfinder Second Edition Guardian
exude an aura that terrifies all foes in a 60-foot radius, as the frightful presence ability with a DC 34 Will save. ❖ Level 17 ➢ Dread Blindfold ( ) High level item that grants darkvision and a +3 item bonus to Intimidation checks. Once per minute , you can cast a DC 37 vision of death spell. ❖ Level 18 ➢ Grub Gloves, Greater ( ) You gain a +3 item bonus to Athletics checks and a +4 circumstance bonus to Reflex saves to Grab an Edge. Once per day, you regain 8d8+30 Hit Points and lose the fatigued condition. ❖ Level 19 ➢ Guise of the Smirking Devil, Greater ( ) The item bonus to Intimidation is +3. Activating a greater guise of the smirking devil casts wails of the damned (DC 41), affecting all living creatures in the area.
11.13. APEX ITEMS
❖ Level 17 ➢ Armbands of the Gorgon ( ) You treat any effect with the incapacitation as though you were more than twice its level. Gain +1 Constitution modifier. Once per day, remove any single condition affecting you. ➢ Avalanche Boots ( ) You gain a +3 item bonus to Athletics checks and a +1 Strength modifier. Also you can shove your opponents farther. ➢ Belt of Long Life ( ) You gain 15 temporary Hit Points at the start of each day. Gain +1 Constitution modifier. Once per day, For 2d4 rounds, at the start of your turn each round, you recover 15 Hit Points. ➢ Bracers of Hammers ( ) You gain a +3 item bonus to Athletics checks and a +1 circumstance bonus to Athletics checks to Disarm and Trip. Once per day when you successfully Trip an opponent, it takes 10d6 bludgeoning damage. ➢ Comandant's Scabbard ( ) You gain a +3 item bonus to Athletics checks and a +1 Strength modifier. Whenever a weapon is drawn from the scabbard, it gains a +4 status bonus to
Tarondor’s Guide to the Pathfinder Second Edition Guardian
damage for 1 round. Once per hour, draw your weapon from your scabbard and Strike with it. On that Strike, you can roll twice and take the better result. ❖ Level 19 ➢ Mantle of the Amazing Health ( ) Gain a a +2 status bonus to all Fortitude saving throws against disease and poison. Increase your Constitution modifier by 1. Once per round when you take damage, you can reduce that damage by 10 points. Once per hour you can attempt a saving throw to end any poison or disease you suffer from and gain immunity for 24 hours. ❖ Level 20 ➢ Breastplate of the Mountain ( ) +3 greater resilient breastplate. Gain +1 Constitution modifier. When you're Shoved or otherwise forced to move, you can reduce the amount you move by up to 10 feet. Once per day, you can cast a 7th-level regeneration spell on yourself. Once per day you gain immunity to poison for 1 minute. Once per day, a failed saving throw becomes a success or a critically failed saving throw becomes a failure.
12. GUARDIAN TACTICS
12.1 Basic Pathfinder Tactics^15
These are tactics any beginning Pathfinder player should know and use.
Team Over Individual
Pathfinder is a game centered on TEAM PLAY , not a pack of individuals each doing their thing. If you play Pathfinder like it’s Dungeons and Dragons 5e, you’re going to struggle. You need to be aware of each other’s strengths and weaknesses and play into them.
Everything you do should have some team aspect to it. Move to support an ally. Cast spells to lower enemy defenses or slow down the enemy advance. Fighters can help their spellcaster allies by using Intimidation to lower enemy saves. Archers can help their martial allies with Assisting Shot.
(^15) This section was copied from my own Tarondor's Guide to the Pathfinder 2e (Remastered) Fighter. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Wrestlers can grab the foe and degrade their Armor Class. And on and on. Look for ways to help the whole group, not just set yourself up for success.
The Action Economy is King
There is no more basic idea to Pathfinder strategy than this: You win fights by winning the Action Economy. Find ways to gain actions or use actions more efficiently and take actions away from the enemy or force them to use their actions inefficiently and you will win the fight.
In a classic “Four heroes versus a boss monster” scenario, the heroes have twelve actions every round and the monster has three. Every one of the enemy’s actions you use up is worth any four of your actions. How do you use them up? You can trip the enemy, forcing him to stand. You can shove the enemy, forcing him to move. You can grab the enemy, forcing him to escape. You can impose the Stunned or Slowed condition, literally stealing actions away.
Essentially, in any fight where your party has more actions than the enemy, the value of denying the actions to the enemy is far more important than mere damage. The inverse is not necessarily true. In fights where you’re outnumbered (but you can’t one-shot enemies easily), then combat maneuvers remain very valuable. If you _can_ one-shot the enemy (or your team can take them down in a single round), then that should be the priority.
Know Your Enemy
The second-most basic of strategies is to know what you’re up against. Ask the locals about well-known monsters before you go into danger. Ask the party rogue to scout ahead or the party wizard to divine what you might be facing. In combat, rely on your companions to help you identify the strengths and weaknesses of what you’re fighting. No point in pounding on an enemy with your sword if it's immune to slashing damage.
Similarly, don’t be shy about asking the GM for more information. Questions like “Do any of them look more aggressive than the rest?, “Can I see a leader?”, “Can I see a spellcaster?” or “Are any of them injured?” can give you useful information on which to base your tactics. Most GM’s should be
Tarondor’s Guide to the Pathfinder Second Edition Guardian
willing to give you a broad idea of how injured a foe is: “You’ve been fighting with this dragon for what seems like minutes now and you really haven’t hurt it all” or “He looks badly injured. You can see many serious wounds.”
Also, your enemy may not be just a creature type. In a well-built world many if not most of your foes will have things they care about more than combat. You may be able to use their goals, fears and loves as tools every bit as powerful as your weapons, if not moreso. That unbeatable dragon may have a fear you can manipulate, if you take the time to learn about that before confronting the dragon in its lair. Or perhaps your foes are dedicated to a leader. Take out that leader and your foes may flee the field.
Know the Battlefield
When you enter into combat, look for points of strategic utility. A doorway, a wall, a clump of bushes, high ground. They can all provide you with tactical advantages that can make difficult fights much more survivable. Choke points where you can force the enemy to fight only a few at a time can help you control large crowds or force the enemy to attack the most heavily-armored character in your party.
Use Cover
This point can not be overemphasized USE COVER! I’m always amazed when players forgo the chance to use whatever cover is around to increase their own survivability. Getting behind cover can offer you a +2 Armor Class bonus. Using cover and the Take Cover action can get you a +4 Armor Class bonus (as well as to Reflex saves and Stealth checks). This is almost always going to be a better option than taking a third attack with a -10 penalty to hit.
Remember that with the 3-action system, you can move, attack and return to cover in a single turn. The Sudden Charge feat will permit you to move twice and attack, leaving a third action to retreat back to cover.
Know Your Party
Know what your allies are capable of and what they need from you. If your bard is going to use Inspire Courage, wait for that to happen before you attack. If your sorcerer is going to lay down a fireball, don’t run onto the battlefield until after that has happened. If your party’s wizard likes to cast
Tarondor’s Guide to the Pathfinder Second Edition Guardian
_runic weapon_ , wait for him to do it. If your rogue will do far more damage when flanking an opponent, be sure to move into the flanking position.
Similarly, when a party member has given you a buff or bonus, write it down. Nothing is more frustrating to a bard or wizard player than spending their actions to make your attacks better and then having you forget to add the bonus to your attacks!
Use Flanking
If you don’t need to hold a particular position like a choke point or bottleneck, then you should always be trying to flank your opponent if you are a melee fighter. Give up that third attack to Step into flanking position. Not only does it make your attacks more likely to hit and enable feats like Advantageous Assault, but it will open up the foe to a variety of nasty things your party rogue can do when the opponent is Off Guard.
Concentrate Your Attacks
This is absolutely “Adventurer 101” stuff, but many people still ignore it. The key to winning any encounter is to control the action economy. If your side makes more attacks than their side, you are more likely to win.
When an adventuring party spreads out their attacks, each taking on a different foe, the likely result is a few injured foes, but no fewer attacks from those foes the following round. However, if your entire team concentrates on the same target until it drops, then moves on to the next, the enemy will have fewer and fewer attacks they can aim at you the next turn. Always take down one enemy before moving on to the next and always attack the same target as your allies.
Attack Concentration
One of the most dangerous forms of attack comes when enemy spellcasters are permitted to concentrate without interruption. Don’t let this happen. Get in close to enemy spellcasters and discourage their concentration with a greatsword to the face.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Situational Awareness
My group calls this one the “ _fireball_ formation”. In short, don’t bunch up together where an enemy area of effect spell can get you all at one go. The time to concentrate your forces together is when you are in contact with the enemy. When approaching the enemy, spread out (and use cover!)
Don’t Break Control Spells
This is really one of the worst and most obnoxious offenses against your own party that you can commit. Your allied spellcasters may have control spells (like _charm person_ or _fascinate_ ) active, controlling or shutting down an enemy. Your ally has done a great job of reducing the effectiveness of the enemy’s action economy. Don’t ruin that by attacking that particular enemy. This will only send them back into the fight prematurely. Wait until all other enemies have been dealt with before killing or capturing the controlled enemy.
Choose Your Battlefield
Why fight on ground the enemy has prepared when you can fight on ground of your own choosing? Often this isn’t possible, but you should try to lure enemies to come to you on favorable terrain (perhaps through a doorway you can shut behind them or across a floor covered by a _grease_ spell). Pulling small numbers of the enemy to you and dealing with them in detail is far superior to trying to deal with all of them at once.
Know When to Run
If there’s one thing even experienced players sometimes refuse to learn, it’s when to run. There is an old expression: _“Some days you get the bear and some days the bear gets you.”_ Know which day this is! Far, far too often I have watched adventuring parties run away too late or not at all. Usually, they first hope against hope and then try to run one turn too late to escape safely when things have gone wrong for them.
Nobody likes to run from the enemy. It’s a game about heroes, after all. But when the alternative is a TPK (Total Party Kill), it’s time to swallow your pride and run as fast as you can. That way you (or some of you at least) can come back to finish the job when better prepared.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
A corollary to this is: Always have a place to run. Be certain that your escape route is clear. This is why you don’t leave enemies behind you as you enter into dangerous territory, be it an enemy castle or a dark forest. Do the work to make sure your escape route is as clear as possible.
12.2. Guardian-Specific Tactics
Just as there can be more than one type of Guardian (see section 5, above), there are more than one possible play style for the Guardian. But all lean heavily on the theme of defending others and coercing the enemy to expend their attacks on you rather than your allies.
Positioning
Most Guardian abilities require you to be either adjacent to or within reach of your allies. But having the whole team bunch up is a terrible, terrible, no good idea. That way lies death by _fireball_.
So in general, you want to be part of the front line of martial characters, adjacent to the party barbarian, fighter, champion, magus, monk or other martial character. You’re there to protect them from taking hits so they can kill the bad guys. It’s best if you’re positioned adjacent to more than one party member, but one will do fine.
Sitting behind the line where the more squishy party members are (wizards and clerics and whatnot) waiting for the enemy is self-defeating. First of all, your taunts will bring the enemy right to the ones you want to protect. Second, while you’re in the backfield, you could be wasting precious rounds not fighting the enemy yourself.
Mobility
On the other hand, sometimes you _have_ to move rapidly around the battlefield, either to save one of your own who is under attack or to get to the enemy who’s refusing to come to you. Wearing heavy armor makes you slow. If you’re carrying a tower shield, that’s made you even slower. So concentrate on abilities and items that make you faster. The Fleet general
Tarondor’s Guide to the Pathfinder Second Edition Guardian
feat is your friend. It’s always good to have taken at least one guardian feat that lets you Stride and do something else (like Defensive Advance).
Durability
Your whole purpose as a guardian is to take the hits so others don’t have to. You need to place a priority on any feat or ability that gives you more hit points or a higher AC.
You should also have a way to heal yourself. The Medicine skill is great for this. The Medic or Blessed One archetypes are even better. Do not be afraid to ask your party cleric to cast _spirit link_ on you all the time. Buy the party wizard or bard a wand of _false vitality_ and ask them to cast it on you daily.
Size
There are several excellent medium-sized ancestries for the guardian, but it has to be said that Large size is just better. It is much easier to be adjacent to an ally when you occupy a 10 ft. square. It is also harder for the enemy to go around you.
Shove and Trip
Don’t overlook the power of the guardian’s many feats that improve or include the Shove action. Shoving an enemy can force them away from your allies (or yourself), forcing them to spend an action to re-engage. It can also make room for you to step between them and your allies. Or…just maybe… you can shove them off a cliff and end the fight right there. Similarly, using the Trip action is very strong. A prone foe is vulnerable and has to spend actions getting back onto their feet.
In most cases, you are helping the party more by Shoving or Tripping than you are by Striking.
Remember that Shove works against your target's Fortitude DC while Trip works against the target's Reflex DC. You should be able to tell fairly easily whether an enemy likely has better Reflex or Fortitude saves.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Taunt
This really is your signature action challenging the enemy to fight you and punishing them if they don’t. You should start every combat with a Taunt and should always have at least one enemy taunted, usually the most dangerous enemy.
BUT! Don’t be a dummy. Don’t bite off more than you can chew. You’re not doing the party any favors having to spend actions to haul you back from the brink of death every other fight. Sometimes you need to back off momentarily to get some healing or change out a broken shield. You’re no good to anyone dead.
Reactions
Reactions are a much bigger part of a guardian’s playstyle than for most character classes. You start play with two great reactions, Shield Block and Intercept Attack. And though you will have the option to acquire many others, these two will form the core of your character’s actions throughout all 20 levels of play. Be very sparing with which other reactions you acquire.
You start 1st-level play being able to use reactions even before your first move in combat, which is a rare thing. By 7th level, you will gain a second reaction every turn (only for guardian reactions). No other class has this ability and it’s very powerful.
You should use Shield Block sparingly unless you have reinforcing runes or a Sturdy Shield. You don’t want to lose that +2 bonus to AC by getting your shield wrecked. With one of those benefits, you Shield Block every round if you can.
You also need to be tactical about Intercept Attack. You don’t have to have every blow in combat be targeted at you. Remember, you need to survive, too or you’re no use to the team in the next fight. Just take those hits you think your ally can’t survive or which will ruin an important spell they’re casting. You’re not there to solo the enemy. You’re there to make your team more survivable and you are part of that team.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Take Cover
It’s basic that a guardian wants their AC to be as high as possible. So check out the Take Cover action. It’s one action. If there’s no cover to be had, you gain the benefits of standard cover (a +2 circumstance bonus). This is the same bonus one gets from raising a shield. But if there is cover present, then you gain the benefit of greater cover, which provides a +4 circumstance bonus to AC as well as a +4 circumstance bonus to Reflex saves against area effects.
So snug up to a wall or doorway and bask in that huge bonus to AC!
Area of Effect Damage
What’s the guardian’s worst weakness? Area of Effect damage. Your AC doesn’t stop it, your Guardian’s Armor resistance doesn’t stop it and your Shield Block doesn’t stop it. You may be a big bundle of hit points, but pretty soon those AoE’s are going to whittle you down. So what to do?
❖ Dexterity or Bulwark If you don’t have a high Dexterity, and most guardians won’t, then you need the Bulwark trait from Plate Armor. This will help you more effectively succeed on Reflex saves. Don’t muck around with lesser armors! ❖ Canny Acumen Take the Canny Acumen (Reflex) general feat at 3rd level, every time. It will get you Expert in Reflex saves four levels early (3rd instead of 7th) and it will get you Master in Reflex saves at 17th level. ❖ Bonuses against Spells Many ancestry feats and items grant a +1 bonus to saving throws against spells. Orc Superstition is a good example. ❖ Feats Guardian feats like Reflexive Shield and archetype feats like Mirror Shield will help you resist or negate energy damage. ❖ Energy Resistance Many ancestry feats will give you resistance to one form of energy (often cold or fire). Many items will give you energy resistance as well. Take advantage of it! ❖ Allied Spells Talk to your party spell casters. All of the have access to spells such as Resist Energy and it’s probably in their best interest to cast it on you.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
13. GUARDIAN BUILDS
Classic Guardian (Balanced)
This guardian will use a shield and take advantage of several different feat types. Some shield feats, some taunt feats, some repositioning feats. This first build is presented without any archetypes because it’s intended as an example of what a basic guardian should be.
As a Forge Dwarf with the Energy Scarred background, this guardian has resistance to both fire and electricity. Our dwarf guardian carries a shield and so will invest in Crafting in order to be able to repair the shield when damaged.
And of course, our Classic Guardian will be carrying a Warhammer and a Steel Shield.
Ancestry: Dwarf Heritage: Forge Dwarf Ancestry Feat: Unburdened Iron Background: Energy Scarred (Electricity) Initial Guardian Feat: Defensive Advance Initial Skills: Athletics, Crafting, Intimidation, Medicine Attributes: STR +4, DEX +0, CON +3, INT +0, WIS +2, CHA +0
Level
2 Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Proud Nail Skill Feat: Intimidating Glare 5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Sheltering Slab Skill Increase: Intimidation to Expert
Tarondor’s Guide to the Pathfinder Second Edition Guardian
6 Guardian Feat: Hampering Stance Skill Feat: Quick Repair 7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Lock Down Skill Feat: Intimidating Prowess
9 Ancestry Feat: Mountain's Stoutness Skill Increase: Crafting to Expert
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Magical Crafting
11 General Feat: Fleet Skill Increase: Intimidation to Master 12 Guardian Feat: Paragon's Guard^16 Skill Feat: Battle Cry 13 Ancestry Feat: Telluric Power Skill Increase: Crafting to Master
14 Guardian Feat: Weakening Assault Skill Feat: Terrified Retreat
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Robust Health Skill Increase: Athletics to Legendary
16 Guardian Feat: Clobber Skill Feat: Cloud Jump 17 Ancestry Feat: Stonewall Skill Increase: Intimidation to Legendary 18 Guardian Feat: Perfect Protection Skill Feat: Scare to Death
19 General Feat: Incredible Investiture Skill Increase: Crafting to Legendary
20 Attribute Boosts: Str, Dex, Wis, Cha
(^16) At this point, retrain out of Hampering Stance and Lock Down. Replace with Aggressive Block and Reflexive Shield. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Guardian Feat: Boundless Reprisals Skill Feat: Craft Anything Final Attributes: STR +6, DEX+1, CON+5, INT+0, WIS+5, CHA+4
Classic Guardian (Shield Master)
This version of the classic guardian leans more heavily on shield-based feats. Our minotaur guardian will carry a Tower Shield and a battle axe. With Minotaur Weapon Familiarity, he’ll acquire the battle axe’s critical specialization effect, which is applying damage to a second target if you get a critical hit.
The main purpose of the tower shield in this build is to grant cover bonuses to those behind and beside the guardian. But when the situation calls for it, the guardian can also Take Cover behind the shield and increase their circumstance bonus to AC from +2 to +4. Once the guardian takes the Paragon's Guard feat at 12th level, they need no longer spend an action to raise their shield and so can spend that same action Taking Cover each turn, resulting in a +4 bonus to AC for one action.
The Roaming Minotaur heritage means our guardian ignores difficult terrain caused by natural uneven ground while underground. This could be very useful in getting to where we’re needed.
Our guardian’s shield will have a Shield Augmentation with the shove and trip traits, so that they can use the shield to shove and trip, which will play into our 1st-level feat, Punishing Shove. Ancestry: Minotaur Heritage: Roaming Minotaur (Underground) Ancestry Feat: Minotaur Weapon Familiarity Background: Field Medic Initial Guardian Feat: Punishing Shove Initial Skills: Acrobatics, Athletics, Crafting, Intimidation, Medicine, Survival, Warfare Lore Attributes: STR +4, DEX +2, CON +3, INT +0, WIS +1, CHA -1
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Level No Free Archetype With Free Archetype
2 Guardian Feat: Shielding Taunt Skill Feat: Risky Surgery
Guardian Feat: Shielding Taunt Skill Feat: Risky Surgery Archetype Feat: Bastion Dedication 3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert
4 Guardian Feat: Aggressive Block Skill Feat: Quick Repair
Guardian Feat: Aggressive Block Skill Feat: Quick Repair Archetype Feat: Disarming Block 5 Attribute Boosts: Str, Con, Int, Wis (Trained in Society) Ancestry Feat: Friendly Nudge Skill Increase: Medicine to Expert 6 Guardian Feat: Reflexive Shield Skill Feat: Titan Wrestler
Guardian Feat: Ring their Bell Skill Feat: Titan Wrestler Archetype Feat: Shielded Stride
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Shield from Arrows Skill Feat: Continual Recovery
Guardian Feat: Shield from Arrows Skill Feat: Continual Recovery Archetype Feat: Reflexive Shield
9 Ancestry Feat: Goring Charge Skill Increase: Crafting to Expert
10 Attribute Boosts: Str, Con, Int, Wis (Trained in Stealth) Guardian Feat: Tough Cookie Skill Feat: Ward Medic
Attribute Boosts: Str, Con, Int, Wis (Trained in Stealth) Guardian Feat: Tough Cookie Skill Feat: Ward Medic Archetype Feat: Quick Shield Block
Tarondor’s Guide to the Pathfinder Second Edition Guardian
11 General Feat: Fleet Skill Increase: Medicine to Master 12 Guardian Feat: Paragon's Guard Skill Feat: Magical Crafting
Guardian Feat: Paragon's Guard Skill Feat: Magical Crafting Archetype Feat: Destructive Block
13 Ancestry Feat: Shift the Little Ones Skill Increase: Crafting to Master
14 Guardian Feat: Shield Salvation Skill Feat: Inventor
Guardian Feat: Shield Salvation Skill Feat: Inventor Archetype Feat: Mirror Shield
15 Attribute Boosts: Str, Con, Int, Wis (Trained in Religion) General Feat: Incredible Initiative Skill Increase: Athletics to Legendary
16 Guardian Feat: Improved Reflexive Shield Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Improved Reflexive Shield 17 Ancestry Feat: Into the Labyrinth Skill Increase: Medicine to Legendary
18 Guardian Feat: Shield from Spells Skill Feat: Legendary Medic
Guardian Feat: Shield from Spells Skill Feat: Legendary Medic Archetype Feat: Drive Back 19 General Feat: Feather Step Skill Increase: Crafting to Legendary
20 Attribute Boosts: Str, Dex, Int, Cha (Trained in Nature) Guardian Feat: Great Shield Mastery Skill Feat: Craft Anything
Attribute Boosts: Str, Dex, Int, Cha (Trained in Nature) Guardian Feat: Great Shield Mastery Skill Feat: Craft Anything Archetype Feat: Nimble Shield Hand
Final Attributes: STR +6, DEX+3, CON+5, INT+4, WIS+4, CHA+0
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Classic Guardian (Controller)
This build concentrates on shoving, tripping and repositioning the enemy. We’re using the Lizardfolk ancestry for this. If you don’t have a Free Archetype, this build wields a Warhammer. However, with the Free Archetype, you’ll be taking the Wrestler archetype, which requires a free hand, so the guardian’s main weapon in that case is their fangs.
At 1st level, the Frilled Lizardfolk heritage permits the guardian’s Intimidation to be much more effective. At 9th level, our guardian gains the Terrain Advantage ancestry feat, which will cause non-lizardfolk creatures in difficult terrain to be off-guard to them. This includes the difficult terrain generated by Hampering Stance, of course. At 13th level, our bite gains the effects of a _ghost touch_ property rune. Finally, at 17th level, our lizardfolk guardian grows to Large size.
Ancestry: Lizardfolk Heritage: Frilled Lizardfolk Ancestry Feat: Bone Magic or Iruxi Armaments (Fangs) Background: Field Medic Initial Guardian Feat: Punishing Shove Initial Skills: Athletics, Crafting, Diplomacy, Intimidation, Legendary Beast Lore, Medicine Attributes: STR +4, DEX +0, CON +3, INT -1, WIS +2, CHA +1
Level No Free Archetype With Free Archetype 2 Guardian Feat: Hampering Stance Skill Feat: Titan Wrestler
Guardian Feat: Hampering Stance Skill Feat: Underwater Marauder Archetype Feat: Wrestler Dedication
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert
4 Guardian Feat: Shielding Guardian Feat: Shielding
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Taunt Skill Feat: Slippery Prey
Taunt Skill Feat: Slippery Prey Archetype Feat: Combat Grab
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Guided by the Stars or Envenom Fangs Skill Increase: Intimidation to Expert
6 Guardian Feat: Lock Down Skill Feat: Intimidating Prowess
Guardian Feat: Lock Down Skill Feat: Intimidating Prowess Archetype Feat: Suplex
7 General Feat: Toughness Skill Increase: Athletics to Master
8 Guardian Feat: Juggernaut Charge Skill Feat: Continual Recovery
Guardian Feat: Juggernaut Charge Skill Feat: Continual Recovery Archetype Feat: Running Tackle 9 Ancestry Feat: Terrain Advantage Skill Increase: Intimidation to Master
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Belly Flop Skill Feat: Battle Cry
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Belly Flop Skill Feat: Battle Cry Archetype Feat: Submission Hold
11 General Feat: Fleet Skill Increase: Medicine to Expert 12 Guardian Feat: Right Where you Want Them Skill Feat: Terrified Retreat
Guardian Feat: Right Where you Want Them Skill Feat: Terrified Retreat Archetype Feat: Whirling Throw
13 Ancestry Feat: Iruxi Spirit Strike Skill Increase: Medicine to Master
14 Guardian Feat: Tough Cookie Skill Feat: Ward Medic
Guardian Feat: Tough Cookie Skill Feat: Ward Medic
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Archetype Feat: Inescapable Grasp 15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Incredible Initiative Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Crushing Grab
17 Ancestry Feat: Scion Transformation Skill Increase: Intimidation to Legendary
18 Guardian Feat: Demolish Defenses Skill Feat: Scare to Death
Guardian Feat: Demolish Defenses Skill Feat: Scare to Death Archetype Feat: Running Tackle 19 General Feat: Feather Step Skill Increase: Medicine to Legendary
20 Attribute Boosts: Str, Dex, Int, Wis (Trained in Society) Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic
Attribute Boosts: Str, Dex, Int, Wis (Trained in Society) Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic Archetype Feat: Godbreaker
Final Attributes: STR +6, DEX+1, CON+5, INT+0, WIS+5, CHA+4
Reach Guardian^17
This is a build based around reach weapons, and to maximize reach, we’ll be taking a large ancestry, the Centaur. We’ll be using a Fleetwind Centaur for their increased speed of 35 ft., which will offset the speed penalty from Heavy Armor.
(^17) Inspired by THIS POST by ShynightBun Tarondor’s Guide to the Pathfinder Second Edition Guardian
The Centaur’s level 1 ancestry feat Practiced Brawn gives the guardian a circumstance bonus to Shove and when they roll a success on a Shove, they get a critical success instead! Combine this with the guardian’s 1st-level feat Punishing Shove and we’re going to be routinely doing some very solid damage when we Shove an opponent.
We’ll be using the Mauler archetype, both with and without the Free Archetype option. The Mauler feat Clear the Way lets you shove up to five creatures adjacent to you with no MAP penalty until you’re finished, followed by movement that doesn’t trigger reactions. We’ll not only be harming opponents with a shove, we’ll be doing it to multiple opponents.
Consider the math: At 7th level (when your Athletics increases to Master), Punishing Shove grants your Strength modifier +6 damage on a success, doubled on a critical success. Since all successes on a Shove are critical successes with Practiced Brawn, you’ll routinely be doing 2(4+6)=20 points of damage on a shove, _per person_ , and with Clear the Way, you could be doing that to multiple creatures -andmoving, for just two actions.
At 8th level, you’ll use the guardian feat Group Taunt to entice up to three enemies to attack you, forcing the GM to consider whether to accept Taunt’s off-guard penalty or let you shove three enemies for 20 points each.
When it comes to weapons, our options are surprisingly limited. Obviously, we want a weapon with the Shove trait so we can add our weapon’s item bonus to the Athletics roll to Shove. There are only two Reach weapons with the Shove trait: The Bec de Corbin (1d8P, Razing, Reach, Shove, Versatile B) and the Boarding Pike (1d10P, Reach, Shove, Uncommon). Pick whichever one you like best 18.
Finally, as if all this were not enough, if we do have the Free Archetype option in place, we’ll be using the Blackjacket archetype. The Blackjacket feat Opportune Opening gives us a reaction to strike a creature whenever our ally scores a critical hit on that creature. When we do, the creature is
(^18) It’s worth noting on behalf of the bec de corbin (which offers both piercing and bludgeoning damage) that more creatures have resistance to Piercing damage than any other damage type and the fewest number have resistance to bludgeoning damage. Tarondor’s Guide to the Pathfinder Second Edition Guardian
off-guard against this Strike. The feat Nothing Personal gives you extra dice of damage against whomever you designate as an impediment to your plan.
Ancestry: Centaur Heritage: Fleetwind Centaur Ancestry Feat: Practiced Brawn Background: Veteran Initial Feat: Punishing Shove Initial Skills: Acrobatics, Athletics, Crafting, Intimidation, Medicine, Warfare Lore Attributes: STR +4, DEX +0, CON +3, INT +0, WIS +2, CHA +0
Level No Free Archetype With Free Archetype
2 Guardian Feat: Taunting Strike Skill Feat: Titan Wrestler
Guardian Feat: Taunting Strike Skill Feat: Titan Wrestler Archetype Feat: Mauler Dedication 3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert
4 Guardian Feat: Mauler Dedication Skill Feat: Battle Medicine
Guardian Feat: Long-distance Taunt Skill Feat: Battle Medicine Archetype Feat: Vicious Swing 5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Accommodating Mount Skill Increase: Intimidation to Expert 6 Guardian Feat: Clear the Way Skill Feat: Godless Healing
Guardian Feat: Disarming Intercept Skill Feat: Godless Healing Archetype Feat: Clear the Way
7 General Feat: Toughness Skill Increase: Athletics to Master
Tarondor’s Guide to the Pathfinder Second Edition Guardian
8 Guardian Feat: Group Taunt^19 Skill Feat: Intimidating Prowess
Guardian Feat: Group Taunt Skill Feat: Intimidating Prowess Archetype Feat: Slam Down
9 Ancestry Feat: Stubborn Defiance Skill Increase: Intimidation to Master
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Battle Cry
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Battle Cry Archetype Feat: Blackjacket Dedication 11 General Feat: Fleet Skill Increase: Medicine to Expert 12 Guardian Feat: Armored Counterattack Skill Feat: Continual Recovery
Guardian Feat: Armored Counterattack Skill Feat: Continual Recovery Archetype Feat: 13 Ancestry Feat: Miraculous Medic Skill Increase: Medicine to Master 14 Guardian Feat: Keep up the Good Fight Skill Feat: Terrified Retreat
Guardian Feat: Keep up the Good Fight Skill Feat: Terrified Retreat Archetype Feat: Reactive Striker
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary
16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Avalanche Strike
17 Ancestry Feat: Incredible Sprint Skill Increase: Intimidation to Legendary
18 Guardian Feat: Perfect Guardian Feat: Perfect
(^19) At this point, retrain Taunting Strike to Long-distance Taunt. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Protection Skill Feat: Scare to Death
Protection Skill Feat: Scare to Death Archetype Feat: Mercenary Motivation
19 General Feat: Incredible Initiative Skill Increase: Medicine to Legendary
20 Attribute Boosts: Str, Dex , Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic
Attribute Boosts: Str, Dex , Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic Archetype Feat: Nothing Personal
Final Attributes: STR +6, DEX+1, CON+5, INT+0, WIS+5, CHA+4
Two-Handed Guardian (Mauler)
Conceptually similar to the Reach Guardian, this build is all about taking massive swings with a big weapon. We’re going to be using the rare Jotunborn ancestry, which is both large and strong. We’ll be using the Mauler archetype, both with and without the Free Archetype option.
Any two-handed weapon that does 1d12 damage will do fine, but given how many Guardian feats involve shoving, the best option appears to the Maul (1d12, Shove).
Ancestry: Jotunborn Heritage: Weaver Jotunborn Ancestry Feat: Plane-Stepping Dash Background: Warrior Initial Guardian Feat: Punishing Shove Initial Skills: Athletics, Crafting, Diplomacy, Intimidation, Medicine, Warfare Lore Attributes: STR +4, DEX +0, CON +3, INT +0, WIS +2, CHA +0
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Level No Free Archetype With Free Archetype 2 Guardian Feat: Taunting Strike Skill Feat: Titan Wrestler
Guardian Feat: Taunting Strike Skill Feat: Titan Wrestler Archetype Feat: Mauler Dedication
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Mauler Dedication Skill Feat: Battle Medicine
Guardian Feat: Proud Nail Skill Feat: Battle Medicine Archetype Feat: Vicious Swing 5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Jotun's Battle Stance Skill Increase: Medicine to Expert 6 Guardian Feat: Vicious Swing Skill Feat: Godless Healing
Guardian Feat: Reactive Strike Skill Feat: Godless Healing Archetype Feat: Clear the Way
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Clear the Way Skill Feat: Continual Recovery
Guardian Feat: Juggernaut Charge Skill Feat: Continual Recovery Archetype Feat: Slam Down
9 Ancestry Feat: Plane Step Skill Increase: Intimidation to Expert 10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Intimidating Prowess
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Intimidating Prowess Archetype Feat: Shoving Sweep 11 General Feat: Fleet Skill Increase: Medicine to Master
Tarondor’s Guide to the Pathfinder Second Edition Guardian
12 Guardian Feat: Armored Counterattack Skill Feat: Battle Cry
Guardian Feat: Armored Counterattack Skill Feat: Battle Cry Archetype Feat: Crashing Slam 13 Ancestry Feat: Plane Hop Skill Increase: Intimidation to Master
14 Guardian Feat: Keep up the Good Fight Skill Feat: Terrified Retreat
Guardian Feat: Keep up the Good Fight Skill Feat: Terrified Retreat Archetype Feat: Hammer Quake 15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary 16 Guardian Feat: Avalanche Strike Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Avalanche Strike
17 Ancestry Feat: Planar Traveler Skill Increase: Medicine to Legendary 18 Guardian Feat: Demolish Defenses^20 Skill Feat: Legendary Medic
Guardian Feat: Demolish Defenses Skill Feat: Legendary Medic Archetype Feat: Unbalancing Sweep
19 General Feat: Incredible Initiative Skill Increase: Intimidation to Legendary
20 Attribute Boosts: Str, Dex, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Scare to Death
Attribute Boosts: Str, Dex, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Scare to Death Archetype Feat: Brutal Finish Final Attributes: STR +6, DEX+1, CON+5, INT+0, WIS+5, CHA+4
(^20) At this point retrain Vicious Swing to Disarming Intercept. Tarondor’s Guide to the Pathfinder Second Edition Guardian
One-Handed Guardian
_See_ Classic Guardian (Controller)
Two-Weapon Guardian
This build concentrates on doing high damage with multiple attacks, one with a weapon and one with the shield.
We’re going to use the Dual-Weapon Warrior archetype to acquire Double Slice. The great power of Double Slice is that you make two attacks with one at full bonus and the second at only a -2 penalty (or no penalty with an agile weapon), significantly increasing your chance to hit
Our main weapon will be the Warhammer. Neither weapon will be agile, but the math pretty clearly shows that the increased accuracy of an agile weapon on a second hit isn’t worth as much in the long run as simply a larger-damage weapon. With Shield Warfare and shield spikes, our shield becomes a 1d8 piercing weapon to complement the warhammer’s bludgeoning damage.
Key guardian feats for this build will be Shield Warfare (1), Shield Wallop (8), Devastating Shield Wallop (12) and Paragon's Guard (12).
A typical combat sequence might be: Shielding Taunt + Double Slice.
Ancestry: Human Heritage: Versatile Human (Fleet) Ancestry Feat: Natural Ambition (Shield Warfare) Background: Artisan Initial Guardian Feat: Defensive Advance Initial Skills: Athletics, Crafting, Guild Lore, Medicine, Religion, Society Attributes: STR +4, DEX +0, CON +3, INT +1, WIS +1, CHA +0
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Level No Free Archetype With Free Archetype 2 Guardian Feat: Dual-Weapon Warrior Dedication Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Dual-Weapon Warrior Dedication
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Shielding Taunt Skill Feat: Battle Medicine
Guardian Feat: Hampering Stance Skill Feat: Battle Medicine Archetype Feat: Quick Draw
5 Attribute Boosts: Str, Con, Int, Wis (trained in Diplomacy) Ancestry Feat: Clever Improviser Skill Increase: Medicine to Expert
6 Guardian Feat: Reactive Strike Skill Feat: Godless Healing
Guardian Feat: Lock Down Skill Feat: Godless Healing Archetype Feat: Twin Parry
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Shield Wallop Skill Feat: Continual Recovery
Guardian Feat: Shield Wallop Skill Feat: Continual Recovery Archetype Feat: Flensing Slice 9 Ancestry Feat: Cooperative Nature Skill Increase: Medicine to Master 10 Attribute Boosts: Str, Con, Int, Wis (trained in Occultism) Guardian Feat: Tough Cookie Skill Feat: Ward Medic
Attribute Boosts: Str, Con, Int, Wis (trained in Occultism) Guardian Feat: Tough Cookie Skill Feat: Ward Medic Archetype Feat: Dual-Weapon Blitz
11 General Feat: Incredible Initiative Skill Increase: Crafting to Expert
12 Guardian Feat: Paragon's Guard
Guardian Feat: Paragon's Guard
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Feat: Magical Crafting Skill Feat: Magical Crafting Archetype Feat: Twin Riposte 13 Ancestry Feat: Bounce Back Skill Increase: Crafting to Master 14 Guardian Feat: Devastating Shield Wallop Skill Feat: Inventor
Guardian Feat: Devastating Shield Wallop Skill Feat: Inventor Archetype Feat: Dual Onslaught
15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Feather Step Skill Increase: Athletics to Legendary
16 Guardian Feat: Two-Weapon Flurry Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Improved Twin Riposte
17 Ancestry Feat: Heroic Presence Skill Increase: Medicine to Legendary
18 Guardian Feat: Perfect Protection Skill Feat: Legendary Medic
Guardian Feat: Perfect Protection Skill Feat: Legendary Medic Archetype Feat: Two-Weapon Flurry 19 General Feat: Incredible Investiture Skill Increase: Crafting to Legendary
20 Attribute Boosts: Str, Dex, Int, Wis (trained in Arcana) Guardian Feat: Boundless Reprisals Skill Feat: Craft Anything
Attribute Boosts: Str, Dex, Int, Wis (trained in Arcana) Guardian Feat: Boundless Reprisals Skill Feat: Craft Anything Archetype Feat: Twinned Defense
Final Attributes: STR +5, DEX+2, CON+5, INT+4, WIS+4, CHA+1
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Juggernaut Charge Guardian^21
Proving once and for all that the best guardians are centaurs (kidding, relax! They are merely freakin’ awesome), I give you the Juggernaut Charge Guardian.
For this build, we’re going to build a very fast Guardian, able to use Juggernaut Charge to take enemies far out of the area of the fight. Of course, we need to be able to survive until 8th level when Juggernaut Charge is available, so our centaur guardian will use the powerful combination of Practiced Brawn + Punishing Shove for most of their career.
Our guardian will take the Druid archetype in order to access spells like Fleet Step and T ailwind. Once we acquire Juggernaut Charge, we’ll be dragging enemies great distances. Now frankly, I think this build would work just fine without the druid archetype, so long as you had an arcane or primal caster willing to use a wand on you. You can also take the Trick Magic Item skill feat and maximize your Arcana or Nature skill and use the wands yourself. However, we’ll stick with the druid archetype for this build.
The ultra-fast centaur can drag the biggest threat a long distance from the combat, forcing the bad guy either to attack the well-defended guardian or spending multiple actions striding back to the main melee. If you can drag one opponent far from the main fight, and taunt another combatant in the main melee, you’ve severely reduced the threat potential of two enemies.
While this trick won’t work with flying, it will work with Water Sprint. Dragging a foe across a body of water would be a lot of fun.
With a Free Archetype, we’ll add the Rogue archetype. Our main goal in taking Rogue is to get the Shove Down feat, which gives you a free Trip attempt when your last action was a successful Shove, even if the shove puts the target out of your reach.
The final consideration here is the Assurance feat for Athletics. With your Athletics skill maximized, you should be able to succeed in using combat maneuvers (Grapple, Reposition, Shove, Trip) against creatures lower level
(^21) This build based upon suggestions made by kululu00 and Consideredresponse. Tarondor’s Guide to the Pathfinder Second Edition Guardian
than you 22. This allows you to ignore the MAP penalty and other penalties as well.
Ancestry: Centaur Heritage: Fleetwind Centaur Ancestry Feat: Practiced Brawn Background: Field Medic Initial Feat: Punishing Shove Initial Skills: Acrobatics, Athletics, Intimidation, Nature, Stealth, Warfare Lore Attributes: STR +4, DEX +2, CON +2, INT +0, WIS +2, CHA -1
Level No Free Archetype With Free Archetype 2 Guardian Feat: Druid Dedication (Storm Order) Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Druid Dedication (Storm Order)
3 General Feat: Adopted Ancestry (Dwarf) Skill Increase: Athletics to Expert 4 Guardian Feat: Basic Druid Spellcasting Skill Feat: Assurance (Athletics)
Guardian Feat: Order Spell ( Tempest Surge ) Skill Feat: Assurance (Athletics) Archetype Feat: Basic Druid Spellcasting
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Unburdened Iron Skill Increase: Medicine to Expert 6 Guardian Feat: Order Spell ( Tempest Surge ) Skill Feat: Godless Healing
Guardian Feat: Order Spell ( Tempest Surge )
(^22) Example: A 10th-level guardian who is a Master in Athletics can use assurance to get a static result of 26. According to the GM Core, this will succeed against an 8th level creature with an average Reflex save, or against a 10th level creature with a poor Reflex save. A 5th-level character who is an Expert in Athletics can use Assurance to get a static result of
19. This is good enough to succeed against a 3rd-level foe with average Reflex or a 5th level foe with low Reflexes.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Feat: Godless Healing Archetype Feat: Rogue Dedication
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Juggernaut Charge Skill Feat: Water Sprint
Guardian Feat: Juggernaut Charge Skill Feat: Water Sprint Archetype Feat: Basic Trickery (Nimble Dodge)
9 Ancestry Feat: Mountain's Stoutness Skill Increase: Nature to Expert
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Get Behind Me! Skill Feat: Continual Recovery
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Get Behind Me! Skill Feat: Continual Recovery Archetype Feat: Primal Breadth
11 General Feat: Fleet Skill Increase: Nature to Master 12 Guardian Feat: Right Where you Want Them Skill Feat: Ward Medic
Guardian Feat: Right Where you Want Them Skill Feat: Ward Medic Archetype Feat: Advanced Trickery (Shove Down)
13 Ancestry Feat: Miraculous Medic Skill Increase: Medicine to Master
14 Guardian Feat: Armored Counterattack Skill Feat: Kreighton's Cognitive Crossover (Medicine and Nature)
Guardian Feat: Armored Counterattack Skill Feat: Kreighton's Cognitive Crossover (Medicine and Nature) Archetype Feat: Expert Druid Spellcasting
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Canny Acumen (Reflex)
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Advanced Trickery (Opportune Backstab) 17 Ancestry Feat: Incredible Sprint Skill Increase: Nature to Legendary 18 Guardian Feat: Perfect Protection Skill Feat: Consult the Spirits
Guardian Feat: Perfect Protection Skill Feat: Consult the Spirits Archetype Feat: Master Druid Spellcasting
19 General Feat: Incredible Initiative Skill Increase: Medicine to Legendary 20 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic Archetype Feat: Uncanny Dodge Final Attributes: STR +6, DEX+2, CON+5, INT+0, WIS+5, CHA+3
Bard Guardian
In addition to really useful spells like _invisibility_ and _haste_ , you’ll get powerful composition cantrips to improve the power of your whole party.
Ancestry: Goblin Heritage: Unbreakable Goblin Ancestry Feat: Goblin Weapon Familiarity Background: Squire Initial Guardian Feat: Long-distance Taunt Initial Skills: Athletics, Diplomacy, Intimidation, Occultism, Performance, Warfare Lore
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Attributes: STR +4, DEX +1, CON +2, INT +0, WIS +0, CHA +2
Level No Free Archetype With Free Archetype 2 Guardian Feat: Bard Dedication (maestro muse) Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Bard Dedication (maestro muse)
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Shielding Taunt Skill Feat: Virtuosic Performer
Guardian Feat: Hampering Stance Skill Feat: Virtuosic Performer Archetype Feat: Basic Bard Spellcasting
5 Attribute Boosts: Str, Con, Int, Cha (trained in Crafting) Ancestry Feat: Goblin Song Skill Increase: Performance to Expert
6 Guardian Feat: Basic Bard Spellcasting Skill Feat: Impressive Performance
Guardian Feat: Lock Down Skill Feat: Impressive Performance Archetype Feat: Basic Muse's Whispers (Lingering Composition)
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Anthemic Performance Skill Feat: Root Magic
Guardian Feat: Anthemic Performance Skill Feat: Root Magic Archetype Feat: Occult Breadth
9 Ancestry Feat: Roll with It Skill Increase: Occultism to Expert
10 Attribute Boosts: Str, Con, Int, Cha (trained in Society) Guardian Feat: Occult Breadth Skill Feat: Automatic Writing
Attribute Boosts: Str, Con, Int, Cha (trained in Society) Guardian Feat: Tough Cookie Skill Feat: Automatic Writing
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Archetype Feat: Advanced Muse's Whispers (Rallying Anthem)
11 General Feat: Fleet Skill Increase: Occultism to Master 12 Guardian Feat: Expert Bard Spellcasting Skill Feat: Break Curse
Guardian Feat: Paragon's Guard^23 Skill Feat: Break Curse Archetype Feat: Expert Bard Spellcasting
13 Ancestry Feat: Unbreakable-er Goblin Skill Increase: Performance to Master
14 Guardian Feat: Tough Cookie Skill Feat: Consult the Spirits
Guardian Feat: Armored Counterattack Skill Feat: Consult the Spirits Archetype Feat: Advanced Muse's Whispers (Dirge of Doom) 15 Attribute Boosts: Str, Con, Int, Cha (trained in Deception) General Feat: Feather Step Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Calm and Centered
Guardian Feat: Clobber Skill Feat: Calm and Centered Archetype Feat: Advanced Muse's Whispers (Fortissimo Composition)
17 Ancestry Feat: Reckless Abandon Skill Increase: Occultism to Legendary
18 Guardian Feat: Master Bard Spellcasting Skill Feat: Comforting Presence
Guardian Feat: Perfect Protection Skill Feat: Comforting Presence Archetype Feat: Master Bard Spellcasting 19 General Feat: Incredible Initiative
(^23) At this point, retrain out of Shielding Taunt, Hampering Stance and Lock Down, replacing them with Taunting Strike, Energy Interceptor and Reflexive Shield. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Increase: Performance to Legendary 20 Attribute Boosts: Str, Con, Int, Cha (trained in Arcana) Guardian Feat: Boundless Reprisals Skill Feat: Legendary Performer
Attribute Boosts: Str, Con, Int, Cha (trained in Arcana) Guardian Feat: Boundless Reprisals Skill Feat: Legendary Performer Archetype Feat: Advanced Muse's Whispers (Ode to Ouroboros)
Final Attributes: STR +6, DEX+1, CON+5, INT+4, WIS+0, CHA+5
Champion Guardian
Both guardian and champion are heavily defense-based characters. So while adding the Champion archetype to a guardian does grant you more ways to lean into defense, it also grants you some pretty strong offensive options as well as some excellent focus spells.
Key feats from the champion archetype include Devout Magic, Champion's Reaction, Devout Blessing, Deity's Domain, Divine Grace and Mercy. If you have the Free Archetype option, you can also pick Defensive Advance if you couldn’t grab it with your guardian feats.
For devotion spells, _shields of the spirit_ is great, but _lay on hands_ is going to help you stay on your feet and keep protecting your team. For Devout Blessing, take your choice of Blessed Armament or Blessed Shield. They’re both really strong for a guardian.
For this build we’re going to use a Leshy. They have many ancestry feats useful to a guardian and a protective plant is just kind of fun. Either a Pine Leshy or a Root Leshy would be good for this. We’re going to use a Pine Leshy.
Ancestry: Leshy Heritage: Pine Leshy
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Ancestry Feat: Undaunted Background: Warrior Initial Guardian Feat: Punishing Shove Initial Skills: Athletics, Intimidation, Medicine, Religion, Warfare Lore Attributes: STR +4, DEX +0, CON +2, INT -1, WIS +2, CHA +2
Level No Free Archetype With Free Archetype 2 Guardian Feat: Champion Dedication (Ragathiel) (Justice) Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Champion Dedication (Ragathiel) (Justice
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Shielding Taunt Skill Feat: Pilgrim's Token
Guardian Feat: Armored Courage Skill Feat: Pilgrim's Token Archetype Feat: Devout Magic ( lay on hands )
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Anchoring Roots Skill Increase: Intimidation to Expert
6 Guardian Feat: Devout Magic ( lay on hands ) Skill Feat: Intimidating Prowess
Guardian Feat: Disarming Intercept Skill Feat: Intimidating Prowess Archetype Feat: Champion's Reaction
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Devout Blessing (Blessed Shield) Skill Feat: Terrifying Resistance
Guardian Feat: Group Taunt Skill Feat: Terrifying Resistance Archetype Feat: Devout Blessing (Blessed Shield)
9 Ancestry Feat: Towering Growth Skill Increase: Intimidation to Master
Tarondor’s Guide to the Pathfinder Second Edition Guardian
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Battle Cry
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Battle Cry Archetype Feat: Basic Devotion (Nimble Reprisal) 11 General Feat: Fleet Skill Increase: Religion to Expert 12 Guardian Feat: Paragon's Guard^24 Skill Feat: Terrified Retreat
Guardian Feat: Paragon's Guard Skill Feat: Terrified Retreat Archetype Feat: Advanced Devotion (Smite)
13 Ancestry Feat: Cloak of Poison Skill Increase: Religion to Master 14 Guardian Feat: Champion's Reaction Skill Feat: Skeptic's Defense
Guardian Feat: Keep up the Good Fight Skill Feat: Skeptic's Defense Archetype Feat: Advanced Devotion (Mercy)
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary
16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Advanced Devotion (Greater Mercy) 17 Ancestry Feat: Regrowth Skill Increase: Intimidation to Legendary
18 Guardian Feat: Perfect Protection Skill Feat: Scare to Death
Guardian Feat: Perfect Protection Skill Feat: Scare to Death Archetype Feat: Advanced Devotion (Second Blessing) (Sacred Armament)
(^24) At this point, retrain out of Shielding Taunt and into Taunting Strike. Tarondor’s Guide to the Pathfinder Second Edition Guardian
19 General Feat: Incredible Initiative Skill Increase: Religion to Legendary 20 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Divine Guidance
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Divine Guidance Archetype Feat: Advanced Devotion (Radiant Armament) Final Attributes: STR +6, DEX+0, CON+4, INT-1, WIS+5, CHA+5
Commander Guardian
The commander archetype will give your guardian powerful tools to enhance and coordinate your allies.
Ancestry: Hobgoblin Heritage: Smokeworker Hobgoblin Ancestry Feat: Remorseless Lash Background: Warrior Initial Guardian Feat: Long-distance Taunt Initial Skills: Acrobatics, Athletics, Crafting, Diplomacy, Intimidation, Medicine, Society, Warfare Lore Attributes: STR +4, DEX +0, CON +3, INT +2, WIS +0, CHA +0
Level No Free Archetype With Free Archetype 2 Guardian Feat: Commander Dedication Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Commander Dedication
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Basic Field Training (Plant Banner)
Guardian Feat: Hampering Stance
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Feat: Quick Repair Skill Feat: Quick Repair Archetype Feat: Basic Field Training (Rapid Assessment)
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Agonizing Rebuke Skill Increase: Intimidation to Expert
6 Guardian Feat: Tactical Excellence Skill Feat: Intimidating Prowess
Guardian Feat: Lock Down Skill Feat: Intimidating Prowess Archetype Feat: Basic Field Training (Plant Banner) 7 General Feat: Toughness Skill Increase: Athletics to Master
8 Guardian Feat: Group Taunt Skill Feat: Specialty Crafting
Guardian Feat: Group Taunt Skill Feat: Specialty Crafting Archetype Feat: Advanced Field Training (Officer's Medical Training) 9 Ancestry Feat: Cantorian Rejuvenation Skill Increase: Intimidation to Master 10 Attribute Boosts: Str, Con, Int, Cha (Trained in Survival) Guardian Feat: Tough Cookie Skill Feat: Battle Cry
Attribute Boosts: Str, Con, Int, Cha (Trained in Survival) Guardian Feat: Tough Cookie Skill Feat: Battle Cry Archetype Feat: Tactical Excellence (1)
11 General Feat: Fleet Skill Increase: Crafting to Expert
12 Guardian Feat: Officer's Expertise Skill Feat: Terrified Retreat
Guardian Feat: Paragon's Guard^25 Skill Feat: Terrified Retreat Archetype Feat: Officer's Expertise 13 Ancestry Feat: Can't Fall Here Skill Increase: Crafting to Master
(^25) At this point, retrain out of Hampering Stance and Lock Down. Replace with Aggressive Block and Reflexive Shield. Tarondor’s Guide to the Pathfinder Second Edition Guardian
14 Guardian Feat: Paragon's Guard Skill Feat: Magical Crafting
Guardian Feat: Keep up the Good Fight Skill Feat: Magical Crafting Archetype Feat: Advanced Field Training (Shielded Recovery) 15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary 16 Guardian Feat: Advanced Field Training (Rallying Banner) Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Advanced Field Training (Rallying Banner)
17 Ancestry Feat: Cantorian Restoration Skill Increase: Intimidation to Legendary 18 Guardian Feat: Officer's Mastery Skill Feat: Scare to Death
Guardian Feat: Officer's Mastery Skill Feat: Scare to Death Archetype Feat: Advanced Field Training (Unrivaled Analysis) 19 General Feat: Incredible Initiative Skill Increase: Crafting to Legendary
20 Attribute Boosts: Str, Int, Wis, Cha (Trained in Religion) Guardian Feat: Boundless Reprisals Skill Feat: Craft Anything
Attribute Boosts: Str, Int, Wis, Cha (Trained in Religion) Guardian Feat: Boundless Reprisals Skill Feat: Craft Anything Archetype Feat: Advanced Field Training (Standard-Bearer's Sacrifice) Final Attributes: STR +6, DEX+0, CON+5, INT+4, WIS+3, CHA+4
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Druid Guardian
This leshy guardian is trained to protect their druidic order, often acting as a bodyguard. But as their power increases, they become not only a powerful guardian, but a druidic master in their own right.
Ancestry: Leshy Heritage: Root Leshy Ancestry Feat: Pyrophilic Recovery Background: Trailblazer Initial Guardian Feat: Bodyguard Initial Skills: Athletics, Cartography Lore, Nature, Medicine, Survival Attributes: STR +4, DEX +1, CON +3, INT -1, WIS +2, CHA +0
Level No Free Archetype With Free Archetype 2 Guardian Feat: Druid Dedication (Storm Order) Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Druid Dedication (Storm Order)
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Basic Druid Spellcasting Skill Feat: Natural Medicine
Guardian Feat: Basic Wilding (Poison Resistance) Skill Feat: Natural Medicine Archetype Feat: Basic Druid Spellcasting
5 Attribute Boosts: Str, Dex, Con, Wis Ancestry Feat: Anchoring Roots Skill Increase: Nature to Expert
6 Guardian Feat: Order Spell ( Tempest Surge ) Skill Feat: Experienced Tracker
Guardian Feat: Reflexive Shield Skill Feat: Experienced Tracker (Forest) Archetype Feat: Order Spell ( Tempest Surge )
7 General Feat: Toughness
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Increase: Athletics to Master 8 Guardian Feat: Primal Breadth Skill Feat: Wilderness Spotter (Forest)
Guardian Feat: Juggernaut Charge Skill Feat: Wilderness Spotter (Forest) Archetype Feat: Primal Breadth
9 Ancestry Feat: Sash of the Wind Skill Increase: Survival to Expert
10 Attribute Boosts: Str, Con, Int, Wis (trained in Acrobatics) Guardian Feat: Tough Cookie Skill Feat: Water Sprint
Attribute Boosts: Str, Con, Int, Wis (trained in Acrobatics) Guardian Feat: Tough Cookie Skill Feat: Water Sprint Archetype Feat: Advanced Wilding (Snowdrift Spell) 11 General Feat: Fleet Skill Increase: Nature to Master 12 Guardian Feat: Expert Druid Spellcasting Skill Feat: Consult the Spirits
Guardian Feat: Paragon's Guard Skill Feat: Consult the Spirits Archetype Feat: Expert Druid Spellcasting
13 Ancestry Feat: Cloak of Poison Skill Increase: Survival to Master 14 Guardian Feat: Paragon's Guard Skill Feat: Environmental Guide
Guardian Feat: Keep up the Good Fight Skill Feat: Environmental Guide Archetype Feat: Advanced Wilding (Storm Retribution) 15 Attribute Boosts: Str, Dex, Con, Wis General Feat: Feather Step Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Advanced Wilding (Wind Caller)
Tarondor’s Guide to the Pathfinder Second Edition Guardian
17 Ancestry Feat: Regrowth Skill Increase: Nature to Legendary 18 Guardian Feat: Master Druid Spellcasting Skill Feat: Planar Survival
Guardian Feat: Perfect Protection Skill Feat: Planar Survival Archetype Feat: Master Druid Spellcasting
19 General Feat: Incredible Initiative Skill Increase: Survival to Legendary
20 Attribute Boosts: Str, Dex, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Guide
Attribute Boosts: Str, Dex, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Guide Archetype Feat: Advanced Wilding (Thunderclap Spell)
Final Attributes: STR +6, DEX+4, CON+5, INT+0, WIS+5, CHA+1
Investigator Guardian
The only two feats you really need from the Investigator archetype are Investigator Dedication and Investigator's Stratagem. Then each turn you use Devise a Stratagem. If successful, you Strike that foe. If not you either Trip or Shove that foe or you Strike a different foe. It’s an excellent increase in your accuracy.
Our Investigator is a dwarf. At 5th level they’ll take Dwarven Weapon Familiarity so that they can have the critical specialization effect for battle axe, pick, and warhammer. Given the number of shove-related feats available to the Guardian, Our dwarven investigator guardian will wield a warhammer.
Ancestry: Dwarf Heritage: Rock Dwarf Ancestry Feat: Unburdened Iron Background: Miner
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Initial Guardian Feat: Defensive Advance Initial Skills: Athletics, Crafting, Mining Lore, Medicine, Nature, Religion, Society, Survival Attributes: STR +4, DEX +0, CON +2, INT +2, WIS +2, CHA -1
Level No Free Archetype With Free Archetype
2 Guardian Feat: Investigator Dedication Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Investigator Dedication 3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert
4 Guardian Feat: Investigator's Stratagem Skill Feat: Quick Repair
Guardian Feat: Aggressive Block Skill Feat: Quick Repair Archetype Feat: Investigator's Stratagem 5 Attribute Boosts: Str, Con, Int, Wis (Trained in Diplomacy) Ancestry Feat: Dwarven Weapon Familiarity Skill Increase: Crafting to Expert 6 Guardian Feat: Shielding Taunt Skill Feat: Battle Medicine
Guardian Feat: Disarming Intercept Skill Feat: Battle Medicine Archetype Feat: Keen Recollection
7 General Feat: Toughness Skill Increase: Athletics to Master
8 Guardian Feat: Mighty Bulwark Skill Feat: Magical Crafting
Guardian Feat: Mighty Bulwark Skill Feat: Magical Crafting Archetype Feat: Skill Mastery (Medicine to Master and Survival to Expert)(Godless Healing)
9 Ancestry Feat: Heroes' Call Skill Increase: Medicine to
Ancestry Feat: Heroes' Call Skill Increase: Society to
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Expert Master 10 Attribute Boosts: Str, Con, Int, Wis (Trained in Intimidation) Guardian Feat: Tough Cookie Skill Feat: Inventor
Attribute Boosts: Str, Con, Int, Wis (Trained in Intimidation) Guardian Feat: Tough Cookie Skill Feat: Inventor Archetype Feat: Skill Mastery (Crafting to Master and Society to Expert)(Continual Recovery) 11 General Feat: Fleet Skill Increase: Crafting to Master
General Feat: Fleet Skill Increase: Society to Master 12 Guardian Feat: Paragon's Guard Skill Feat: Continual Recovery
Guardian Feat: Paragon's Guard Skill Feat: Streetwise Archetype Feat: Master Spotter
13 Ancestry Feat: Telluric Power Skill Increase: Medicine to Master
Ancestry Feat: Telluric Power Skill Increase: Survival to Master
14 Guardian Feat: Scattering Charge Skill Feat: Impeccable Crafting
Guardian Feat: Scattering Charge Skill Feat: Treat Condition Archetype Feat: Medic Dedication 15 Attribute Boosts: Str, Con, Int, Wis General Feat: Feather Step Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Doctor's Visitation
17 Ancestry Feat: Stonewall Skill Increase: Crafting to Legendary 18 Guardian Feat: Perfect Protection Skill Feat: Craft Anything
Guardian Feat: Perfect Protection Skill Feat: Craft Anything
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Archetype Feat: Resuscitate 19 General Feat: Incredible Initiative Skill Increase: Medicine to Legendary
20 Attribute Boosts: Str, Con, Int, Wis (Trained in Acrobatics) Guardian Feat: Boundless Reprisals or Great Shield Mastery Skill Feat: Legendary Medic
Attribute Boosts: Str, Con, Int, Wis (Trained in Acrobatics) Guardian Feat: Boundless Reprisals or Great Shield Mastery Skill Feat: Legendary Medic Archetype Feat: Preventative Treatment Final Attributes: STR +6, DEX+0, CON+5, INT+5, WIS+5, CHA-1
Kineticist Guardian^26
This jotunborn guardian uses the Kineticist archetype. They’ll have a shield in one hand and keep the other hand open (because kineticist impulses require it). Which is fine because the Warrior Jotunborn’s fists -areweapons.
The Timber Sentinel feat gives us a heightened _protector tree_ spell, which gives us a ranged version of shield block that we can cast again and again. Improved Elemental Blast will give us a ranged attack based on Constitution, something with which we’re rather strong.
Shoulder Check lets us put our target off-guard, while Raise Haft gives us a little more AC, always useful. Juggernaut Charge is awesome for moving the enemy away from your allies.
Meanwhile, the Jotunborn ancestry gives us excellent movement with Plane-Stepping Dash and Plane Hop while also making us more formidable in battle with Jotun's Battle Stance, which turns our Maul into a reach weapon, Build the First Walls, which traps the enemy in with us and of course, Jotun's Heart, which makes us size Huge.
(^26) This build is based upon This Guardian Build Pushes Enemies Like Crazy by Team Player Gaming. I’ve done my best to build out a second version using the Free Archetype option. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Ancestry: Jotunborn Heritage: Warrior Jotunborn Ancestry Feat: Plane-Stepping Dash Background: Warrior Initial Guardian Feat: Shoulder Check Initial Skills: Athletics, Crafting, Diplomacy, Intimidation, Medicine, Warfare Lore Attributes: STR +4, DEX +0, CON +2, INT +0, WIS +2, CHA +1
Level No Free Archetype With Free Archetype 2 Guardian Feat: Kineticist Dedication (Wood) Skill Feat: Titan Wrestler
Guardian Feat: Hampering Stance Skill Feat: Titan Wrestler Archetype Feat: Kineticist Dedication (Wood)
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Through the Gate (Timber Sentinel) Skill Feat: Godless Healing
Guardian Feat: Raise Haft Skill Feat: Godless Healing Archetype Feat: Through the Gate (Timber Sentinel)
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Jotun's Battle Stance Skill Increase: Intimidation to Expert
6 Guardian Feat: Raise Haft Skill Feat: Intimidating Prowess
Guardian Feat: Lock Down Skill Feat: Intimidating Prowess Archetype Feat: Advanced Element Control (Stepping Stones) 7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Juggernaut Charge Skill Feat: Water Sprint
Guardian Feat: Juggernaut Charge Skill Feat: Water Sprint Archetype Feat: Improved
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Elemental Blast (1) 9 Ancestry Feat: Build the First Walls Skill Increase: Medicine to Expert
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Improved Elemental Blast Skill Feat: Continual Recovery
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Continual Recovery Archetype Feat: Advanced Element Control (Lightning Dash)
11 General Feat: Incredible Initiative Skill Increase: Intimidation to Master
12 Guardian Feat: Scattering Charge Skill Feat: Ward Medic
Guardian Feat: Scattering Charge Skill Feat: Ward Medic Archetype Feat: Expert Kinetic Control 13 Ancestry Feat: Plane Hop Skill Increase: Medicine to Master
14 Guardian Feat: Right Where you Want Them Skill Feat: Battle Cry
Guardian Feat: Right Where you Want Them Skill Feat: Battle Cry Archetype Feat: Improved Elemental Blast (2) 15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Fleet Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Advanced Element Control (Cyclonic Ascent)
17 Ancestry Feat: Jotun's Heart Skill Increase: Intimidation to Legendary
18 Guardian Feat: Demolish Defenses
Guardian Feat: Demolish Defenses
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Feat: Scare to Death Skill Feat: Scare to Death Archetype Feat: Improved Elemental Blast (3)
19 General Feat: Feather Step Skill Increase: Medicine to Legendary 20 Attribute Boosts: Str, Con, Int, Wis (Trained in Occultism) Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic
Attribute Boosts: Str, Con, Int, Wis (Trained in Occultism) Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic Archetype Feat: Advanced Element Control (Elemental Transformation)
Final Attributes: STR +6, DEX+0, CON+4, INT+1, WIS+5, CHA+4
Rogue Guardian
Our rogue guardian will be a Stalker Minotaur using a Warhammer. Ancestry feats like Alarming Disappearance and Threatening Pursuit help utilize Stealth to maximum advantage.
Ancestry: Minotaur Heritage: Stalker Minotaur Ancestry Feat: Friendly Nudge Background: Warrior Initial Guardian Feat: Shoulder Check Initial Skills: Acrobatics, Athletics, Crafting, Intimidation, Medicine, Stealth, Warfare Lore Attributes: STR +4, DEX +2, CON +3, INT +0, WIS +0, CHA +0
Level No Free Archetype With Free Archetype 2 Guardian Feat: Rogue Dedication (Trained in Thievery and Diplomacy) Skill Feat: Titan Wrestler
Guardian Feat: Hampering Stance Skill Feat: Titan Wrestler Archetype Feat: Rogue Dedication (Trained in Thievery
Tarondor’s Guide to the Pathfinder Second Edition Guardian
and Diplomacy) 3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert
4 Guardian Feat: Basic Trickery (Mobility) Skill Feat: Armored Stealth
Guardian Feat: Proud Nail Skill Feat: Armored Stealth Archetype Feat: Basic Trickery (Mobility)
5 Attribute Boosts: Str, Dex, Con, Cha Ancestry Feat: Alarming Disappearance Skill Increase: Stealth to Expert 6 Guardian Feat: Ring their Bell Skill Feat: Quick Coercion
Guardian Feat: Lock Down Skill Feat: Quick Coercion Archetype Feat: Advanced Trickery (You're Next)
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Advanced Trickery (Dread Striker) Skill Feat: Water Sprint
Guardian Feat: Juggernaut Charge Skill Feat: Water Sprint Archetype Feat: Advanced Trickery (Dread Striker)
9 Ancestry Feat: Stretching Reach Skill Increase: Intimidation to Expert
10 Attribute Boosts: Str, Dex, Con, Cha Guardian Feat: Juggernaut Charge Skill Feat: Intimidating Prowess
Attribute Boosts: Str, Dex, Con, Cha Guardian Feat: Tough Cookie Skill Feat: Intimidating Prowess Archetype Feat: Uncanny Dodge
11 General Feat: Fleet Skill Increase: Stealth to Master 12 Guardian Feat: Scattering Charge Skill Feat: Swift Sneak
Guardian Feat: Scattering Charge Skill Feat: Swift Sneak
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Archetype Feat: Advanced Trickery (Gang Up) 13 Ancestry Feat: Threatening Pursuit Skill Increase: Intimidation to Master 14 Guardian Feat: Advanced Trickery (Gang Up) Skill Feat: Battle Cry
Guardian Feat: Paragon's Guard^27 Skill Feat: Battle Cry Archetype Feat: Advanced Trickery (Gang Up)
15 Attribute Boosts: Str, Dex, Con, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary
16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Advanced Trickery (Shove Down)
17 Ancestry Feat: Into the Labyrinth Skill Increase: Stealth to Legendary
18 Guardian Feat: Demolish Defenses Skill Feat: Legendary Sneak
Guardian Feat: Demolish Defenses Skill Feat: Legendary Sneak Archetype Feat: Advanced Trickery (Opportune Backstab) 19 General Feat: Incredible Initiative Skill Increase: Intimidation to Legendary
20 Attribute Boosts: Str, Dex, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Scare to Death
Attribute Boosts: Str, Dex, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Scare to Death Archetype Feat: Advanced Trickery (Sneak Adept)
Final Attributes: STR +6, DEX+5, CON+5, INT+0, WIS+1, CHA+4
(^27) At this point, retrain out of Hampering Stance and Lock Down, replacing them with Energy Interceptor and Reflexive Shield. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Sorcerer Guardian
We’re going to build a guardian with the sorcerer archetype. We’ll take the Imperial bloodline partly because arcane spells offer some useful spells like _invisibility_ and _haste_ , but also because the _ancestral memories_ focus spell is really strong.
Ancestry: Human Heritage: Versatile Human (Fleet) Ancestry Feat: Natural Ambition (Shoulder Check) Background: Warrior Initial Guardian Feat: Punishing Shove Initial Skills: Arcana, Athletics, Diplomacy, Intimidation, Medicine, Warfare Lore Attributes: STR +4, DEX +0, CON +2, INT +0, WIS +1, CHA +2
Level No Free Archetype With Free Archetype
2 Guardian Feat: Sorcerer Dedication (Imperial bloodline) Skill Feat: Titan Wrestler
Guardian Feat: Hampering Stance Skill Feat: Titan Wrestler Archetype Feat: Sorcerer Dedication (Imperial bloodline) 3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert
4 Guardian Feat: Basic Sorcerer Spellcasting Skill Feat: Schooled in Secrets
Guardian Feat: Basic Blood Potency (Cantrip Expansion) Skill Feat: Schooled in Secrets Archetype Feat: Basic Sorcerer Spellcasting 5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Clever Improviser Skill Increase: Intimidation to Expert 6 Guardian Feat: Basic Bloodline Spell Skill Feat: Intimidating Prowess
Guardian Feat: Lock Down Skill Feat: Intimidating Prowess Archetype Feat: Basic
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Bloodline Spell 7 General Feat: Toughness Skill Increase: Athletics to Master
8 Guardian Feat: Bloodline Breadth Skill Feat: Terrifying Resistance
Guardian Feat: Advanced Blood Potency (Arcane Evolution) Skill Feat: Terrifying Resistance Archetype Feat: Bloodline Breadth
9 Ancestry Feat: General Training (Incredible Initiative) Skill Increase: Occultism to Expert
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Mighty Bulwark Skill Feat: Automatic Writing
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Mighty Bulwark Skill Feat: Automatic Writing Archetype Feat: Advanced Blood Potency (Bespell Strikes)
11 General Feat: Feather Step Skill Increase: Occultism to Master 12 Guardian Feat: Expert Sorcerer Spellcasting Skill Feat: Consult the Spirits
Guardian Feat: Paragon's Guard^28 Skill Feat: Consult the Spirits Archetype Feat: Expert Sorcerer Spellcasting
13 Ancestry Feat: Bounce Back Skill Increase: Intimidation to Master
14 Guardian Feat: Paragon's Guard Skill Feat: Battle Cry
Guardian Feat: Scattering Charge Skill Feat: Battle Cry Archetype Feat: Advanced Blood Potency (Safeguard Spell) 15 Attribute Boosts: Str, Con, Wis, Cha
(^28) At this point, retrain out of Hampering Stance and Lock Down, replacing them with Energy Interceptor and Reflexive Shield. Tarondor’s Guide to the Pathfinder Second Edition Guardian
General Feat: Robust Health Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Advanced Blood Potency (Bloodline Resistance)
17 Ancestry Feat: Heroic Presence Skill Increase: Occultism to Legendary
18 Guardian Feat: Master Sorcerer Spellcasting Skill Feat: Terrified Retreat
Guardian Feat: Perfect Protection Skill Feat: Terrified Retreat Archetype Feat: Master Sorcerer Spellcasting
19 General Feat: Incredible Investiture Skill Increase: Intimidation to Legendary 20 Attribute Boosts: Str, Con, Int, Cha (Trained in Religion) Guardian Feat: Boundless Reprisals Skill Feat: Scare to Death
Attribute Boosts: Str, Con, Int, Cha (Trained in Religion) Guardian Feat: Boundless Reprisals Skill Feat: Scare to Death Archetype Feat: Advanced Blood Potency (Overwhelming Energy) Final Attributes: STR +6, DEX+0, CON+5, INT+1, WIS+4, CHA+5
Bastion Guardian
_See_ Classic Guardian (Shield Master), above.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Beastmaster Guardian
This Orcish beastmaster guardian fights with a wolf at their side. The extra actions (as well as possibilities for flanking) increase the power and flexibility of the guardian. We’ll be using the Beastmaster archetype, but see also the Cavalier Guardian, below.
A typical turn is Shielding Taunt + Strike + Command an Animal.
Ancestry: Orc Heritage: Battle-Ready Orc Ancestry Feat: Orc Ferocity Background: Veteran Initial Guardian Feat: Shoulder Check Initial Skills: Athletics, Crafting, Deception, Intimidation, Medicine, Nature, Warfare Lore Attributes: STR +4, DEX +0, CON +2, INT +0, WIS +1, CHA +2
Level No Free Archetype With Free Archetype 2 Guardian Feat: Beastmaster Dedication (Wolf) Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Beastmaster Dedication (Wolf)
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert
4 Guardian Feat: Mature Beastmaster Companion Skill Feat: Battle Medicine
Guardian Feat: Proud Nail Skill Feat: Battle Medicine Archetype Feat: Mature Beastmaster Companion
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Scar-Thick Skin Skill Increase: Intimidation to Expert
6 Guardian Feat: Shielding Taunt Skill Feat: Intimidating
Guardian Feat: Disarming Intercept Skill Feat: Intimidating
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Prowess Prowess Archetype Feat: Initiate Warden (Magic Hide)
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Incredible Beastmaster Companion Skill Feat: Godless Healing
Guardian Feat: Juggernaut Charge Skill Feat: Godless Healing Archetype Feat: Incredible Beastmaster Companion
9 Ancestry Feat: Undying Ferocity Skill Increase: Medicine to Expert
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Sinking Jaws Skill Feat: Continual Recovery
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Continual Recovery Archetype Feat: Sinking Jaws 11 General Feat: Fleet Skill Increase: Intimidation to Master
12 Guardian Feat: Paragon's Guard^29 Skill Feat: Battle Cry
Guardian Feat: Paragon's Guard Skill Feat: Battle Cry Archetype Feat: Advanced Warden (Enlarge Companion) 13 Ancestry Feat: Ferocious Beasts Skill Increase: Medicine to Master 14 Guardian Feat: Specialized Beastmaster Companion Skill Feat: Terrified Retreat
Guardian Feat: Scattering Charge Skill Feat: Terrified Retreat Archetype Feat: Specialized Beastmaster Companion
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary
16 Guardian Feat: Clobber Guardian Feat: Clobber
(^29) At this point, retrain Shielding Taunt to Ring their Bell. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Feat: Cloud Jump Skill Feat: Cloud Jump Archetype Feat: Heal Animal 17 Ancestry Feat: Lifeblood's Call Skill Increase: Intimidation to Legendary 18 Guardian Feat: Perfect Protection Skill Feat: Scare to Death
Guardian Feat: Demolish Defenses Skill Feat: Scare to Death Archetype Feat: Heightened Instincts
19 General Feat: Incredible Initiative Skill Increase: Medicine to Legendary 20 Attribute Boosts: Str, Dex, Con, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic
Attribute Boosts: Str, Dex, Con, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic Archetype Feat: Side by Side Final Attributes: STR +6, DEX+1, CON+5, INT+0, WIS+4, CHA+5
Blackjacket Guardian
The Blackjacket archetype brings a mixture of really useful fighter feats, rogue-like feats and tactical feats. If you’re going to use an archetype, this is one of the best.
Ancestry: Jotunborn Heritage: Warrior Jotunborn Ancestry Feat: Plane-Stepping Dash Background: Warrior Initial Guardian Feat: Shoulder Check Initial Skills: Athletics, Crafting, Diplomacy, Intimidation, Medicine, Warfare Lore Attributes: STR +4, DEX +0, CON +2, INT +0, WIS +2, CHA +1
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Level No Free Archetype With Free Archetype 2 Guardian Feat: Blackjacket Dedication^30 Skill Feat: Titan Wrestler
Guardian Feat: Hampering Stance Skill Feat: Titan Wrestler Archetype Feat: Blackjacket Dedication
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Mercenary Motivation Skill Feat: Battle Medicine
Guardian Feat: Shielding Taunt Skill Feat: Battle Medicine Archetype Feat: Mercenary Motivation
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Planar Resilience Skill Increase: Intimidation to Expert
6 Guardian Feat: Lock Down Skill Feat: Terrifying Resistance
Guardian Feat: Lock Down Skill Feat: Terrifying Resistance Archetype Feat: Belay That! 7 General Feat: Toughness Skill Increase: Athletics to Master
8 Guardian Feat: Nothing Personal Skill Feat: Godless Healing
Guardian Feat: Juggernaut Charge Skill Feat: Godless Healing Archetype Feat: Nothing Personal 9 Ancestry Feat: Build the First Walls Skill Increase: Medicine to Expert 10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Shatter
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie
(^30) Note that the circumstance bonus to Intimidation received from the Blackjacket Dedication does not stack with the bonus garnered from Intimidating Prowess. It’s not until you reach a Strength of +5 that Intimidating Prowess’s bonus surpasses that of the Blackjacket Dedication and that happens for us at 10th level, so that’s where we’ll take that feat. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Defenses Skill Feat: Intimidating Prowess
Skill Feat: Intimidating Prowess Archetype Feat: Shatter Defenses
11 General Feat: Fleet Skill Increase: Intimidation to Master
12 Guardian Feat: Close Contract Skill Feat: Battle Cry
Guardian Feat: Paragon's Guard^31 Skill Feat: Battle Cry Archetype Feat: Close Contract 13 Ancestry Feat: Plane Hop Skill Increase: Medicine to Master
14 Guardian Feat: Scattering Charge Skill Feat: Terrified Retreat
Guardian Feat: Scattering Charge Skill Feat: Terrified Retreat Archetype Feat: Opportune Opening 15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Incredible Initiative Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Lead by Example
17 Ancestry Feat: Jotun's Heart Skill Increase: Intimidation to Legendary 18 Guardian Feat: Perfect Protection Skill Feat: Scare to Death
Guardian Feat: Perfect Protection Skill Feat: Scare to Death Archetype Feat: Reactive Striker
19 General Feat: Feather Step Skill Increase: Medicine to Legendary
(^31) At this point, retrain Shielding Taunt and Lock Down to Aggressive Block and Ring their Bell. Tarondor’s Guide to the Pathfinder Second Edition Guardian
20 Attribute Boosts: Str, Con, Int, Wis (Trained in Religion) Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic
Attribute Boosts: Str, Con, Int, Wis (Trained in Religion) Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic Archetype Feat: Battlefield Agility
Final Attributes: STR +6, DEX+0, CON+5, INT+1, WIS+5, CHA+4
Blessed One Guardian
Ancestry: Minotaur Heritage: Roaming Minotaur (Underground) Ancestry Feat: Minotaur Weapon Familiarity Background: Field Medic Initial Guardian Feat: Punishing Shove Initial Skills: Acrobatics, Athletics, Crafting, Intimidation, Medicine, Survival, Warfare Lore Attributes: STR +4, DEX +2, CON +3, INT +0, WIS +1, CHA -1
Level No Free Archetype With Free Archetype 2 Guardian Feat: Blessed One Dedication Skill Feat: Risky Surgery
Guardian Feat: Shielding Taunt Skill Feat: Risky Surgery Archetype Feat: Blessed One Dedication
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert
4 Guardian Feat: Shielding Taunt Skill Feat: Quick Repair
Guardian Feat: Aggressive Block Skill Feat: Quick Repair Archetype Feat: Blessed Sacrifice 5 Attribute Boosts: Str, Con, Int, Wis (Trained in Society) Ancestry Feat: Friendly Nudge
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Increase: Medicine to Expert 6 Guardian Feat: Mercy (of the Body) Skill Feat: Titan Wrestler
Guardian Feat: Ring their Bell Skill Feat: Titan Wrestler Archetype Feat: Mercy (of the Body) 7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Mercy (of Grace) Skill Feat: Continual Recovery
Guardian Feat: Shield from Arrows Skill Feat: Continual Recovery Archetype Feat: Mercy (of Grace)
9 Ancestry Feat: Goring Charge Skill Increase: Crafting to Expert 10 Attribute Boosts: Str, Con, Int, Wis (Trained in Stealth) Guardian Feat: Greater Mercy Skill Feat: Ward Medic
Attribute Boosts: Str, Con, Int, Wis (Trained in Stealth) Guardian Feat: Tough Cookie Skill Feat: Ward Medic Archetype Feat: Greater Mercy 11 General Feat: Fleet Skill Increase: Medicine to Master
12 Guardian Feat: Paragon's Guard Skill Feat: Magical Crafting
Guardian Feat: Paragon's Guard Skill Feat: Magical Crafting Archetype Feat: Mercy (of the Mind) 13 Ancestry Feat: Shift the Little Ones Skill Increase: Crafting to Master 14 Guardian Feat: Shield Salvation Skill Feat: Inventor
Guardian Feat: Shield Salvation Skill Feat: Inventor Archetype Feat: Affliction Mercy
15 Attribute Boosts: Str, Con, Int, Wis (Trained in Religion) General Feat: Incredible Initiative
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Blessed Denial 17 Ancestry Feat: Into the Labyrinth Skill Increase: Medicine to Legendary 18 Guardian Feat: Shield from Spells Skill Feat: Legendary Medic
Guardian Feat: Shield from Spells Skill Feat: Legendary Medic Archetype Feat: Your Choice 19 General Feat: Feather Step Skill Increase: Crafting to Legendary 20 Attribute Boosts: Str, Dex, Int, Cha (Trained in Nature) Guardian Feat: Great Shield Mastery Skill Feat: Craft Anything
Attribute Boosts: Str, Dex, Int, Cha (Trained in Nature) Guardian Feat: Great Shield Mastery Skill Feat: Craft Anything Archetype Feat: Rejuvenating Touch Final Attributes: STR +6, DEX+3, CON+5, INT+4, WIS+4, CHA+0
Cavalier Guardian
A heavily-armored mounted guardian, capable of moving swiftly around the battlefield and also able to bring the full power of a mounted charge to bear is an awesome character. Once the mount reaches Impressive Mount at 4th level, it will be able to take one action (like a Strike or Stride) every turn without being commanded to do so. This is an amazing addition to the guardian’s action economy.
Any medium ancestry would be fine as a cavalier if much of your campaign is situated outdoors. But a small-sized cavalier permits you to ride a medium mount and thus fight more easily indoors. We’re going to use the goblin ancestry and ride a wolf. We’ll carry a shield and our main weapon will be a Warhammer.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
This isn’t the place to explain how truly poor a weapon a Lance is in PF2e, but I’m going to give you the Reader’s Digest version: ❖ Weapons with the Jousting trait have their damage reduced (in this case from d8 to d6) when using it one-handed, as you would if you’re also carrying a shield, but do grant a small amount of additional damage when you move at least 10 ft. ❖ Reach doesn’t work when mounted on a large-sized mount (which happens at level 4).
So, all in all, just skip the lance and carry a useful one-handed weapon with a consistently larger damage die, like the warhammer.
It’s also time to remind you a few important points about mounted combat: ❖ Mounted Attacks : ➢ The rider occupies every square that the mount occupies. ➢ You and your mount share a multiple attack penalty. For example, if you Strike and then Command an Animal to have your mount Strike, your mount's attack takes a –5 multiple attack penalty. ❖ Mounted Defenses : ➢ The mount gives the rider lesser cover (a +1 circumstance bonus to AC), but that will not stack with the AC bonus from Raising a Shield. ➢ Riders suffer a –2 circumstance penalty to Reflex saves when mounted.
Got all that? Good. Charge!
Ancestry: Goblin Heritage: Unbreakable Goblin Ancestry Feat: Rough Rider Background: Squire Initial Guardian Feat: Long-distance Taunt Initial Skills: Athletics, Diplomacy, Heraldry Lore, Intimidation, Nature, Survival Attributes: STR +4, DEX +1, CON +2, INT +0, WIS +0, CHA +2
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Level No Free Archetype With Free Archetype 2 Guardian Feat: Cavalier Dedication Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Cavalier Dedication
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Impressive Mount Skill Feat: Intimidating Glare
Guardian Feat: Cavalier's Charge Skill Feat: Intimidating Glare Archetype Feat: Impressive Mount
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Kneecap Skill Increase: Intimidation to Expert
6 Guardian Feat: Cavalier's Charge Skill Feat: Intimidating Prowess
Guardian Feat: Ring their Bell Skill Feat: Intimidating Prowess Archetype Feat: Mounted Shield 7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Incredible Mount Skill Feat: Terrifying Resistance
Guardian Feat: Group Taunt Skill Feat: Terrifying Resistance Archetype Feat: Incredible Mount
9 Ancestry Feat: Vandal Skill Increase: Intimidation to Master 10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Battle Cry
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Battle Cry Archetype Feat: Cavalier's Banner
Tarondor’s Guide to the Pathfinder Second Edition Guardian
11 General Feat: Fleet Skill Increase: Nature to Expert 12 Guardian Feat: Paragon's Guard Skill Feat: Terrified Retreat
Guardian Feat: Paragon's Guard^32 Skill Feat: Terrified Retreat Archetype Feat: Rearing Display
13 Ancestry Feat: Unbreakable-er Goblin Skill Increase: Nature to Master
14 Guardian Feat: Specialized Mount Skill Feat: Consult the Spirits
Guardian Feat: Specialized Mount Skill Feat: Consult the Spirits Archetype Feat: Vaulting Gallop 15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Quick Mount 17 Ancestry Feat: Reckless Abandon Skill Increase: Intimidation to Legendary
18 Guardian Feat: Demolish Defenses Skill Feat: Scare to Death
Guardian Feat: Demolish Defenses Skill Feat: Scare to Death Archetype Feat: Wave the Flag 19 General Feat: Incredible Initiative Skill Increase: Nature to Legendary 20 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Legendary Rider Skill Feat: Skeptic's Defense
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Skeptic's Defense Archetype Feat: Legendary
(^32) At this point, retrain Shielding Taunt to Aggressive Block. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Rider Final Attributes: STR +6, DEX+1, CON+5, INT+0, WIS+4, CHA+5
Eagle Knight Guardian
The Eagle Knight archetype gives the guardian several feats which can be used to bolster or rescue or empower your teammates.
Ancestry: Human Heritage: Versatile Human (Fleet) Ancestry Feat: Natural Ambition (Shoulder Check) Background: Warrior Initial Guardian Feat: Punishing Shove Initial Skills: Athletics, Diplomacy, Intimidation, Medicine, Society, Warfare Lore Attributes: STR +4, DEX +0, CON +2, INT +0, WIS +1, CHA +2
Level No Free Archetype With Free Archetype
2 Guardian Feat: Eagle Knight Dedication Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Eagle Knight Dedication 3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Shielding Taunt Skill Feat: Hobnobber
Guardian Feat: Hampering Stance Skill Feat: Hobnobber Archetype Feat: Commitment to Equality
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Clever Improviser Skill Increase: Diplomacy to Expert
6 Guardian Feat: Commitment Guardian Feat: Lock Down
Tarondor’s Guide to the Pathfinder Second Edition Guardian
to Equality Skill Feat: Discreet Inquiry
Skill Feat: Discreet Inquiry Archetype Feat: Interpose
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Juggernaut Charge Skill Feat: Eyes of the City
Guardian Feat: Juggernaut Charge Skill Feat: Eyes of the City Archetype Feat: Commitment to Liberty
9 Ancestry Feat: Incredible Improvisation Skill Increase: Intimidation to Expert
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Intimidating Prowess
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Intimidating Prowess Archetype Feat: Stir Allies 11 General Feat: Fleet Skill Increase: Diplomacy to Master 12 Guardian Feat: Aura of Confidence Skill Feat: Shameless Request
Guardian Feat: Paragon's Guard Skill Feat: Shameless Request Archetype Feat: Aura of Confidence
13 Ancestry Feat: Bounce Back Skill Increase: Intimidation to Master 14 Guardian Feat: Even the Odds Skill Feat: Battle Cry
Guardian Feat: Scattering Charge Skill Feat: Battle Cry Archetype Feat: Even the Odds
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary
16 Guardian Feat: Clobber Guardian Feat: Clobber
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Feat: Cloud Jump Skill Feat: Cloud Jump Archetype Feat: Determination
17 Ancestry Feat: Heroic Presence Skill Increase: Diplomacy to Legendary 18 Guardian Feat: Perfect Protection Skill Feat: Legendary Negotiation
Guardian Feat: Perfect Protection Skill Feat: Legendary Negotiation Archetype Feat: Blind-Fight
19 General Feat: Incredible Initiative Skill Increase: Intimidation to Legendary
20 Attribute Boosts: Str, Dex, Con, Cha Guardian Feat: Perfect Protection Skill Feat: Scare to Death
Attribute Boosts: Str, Dex, Con, Cha Guardian Feat: Boundless Reprisals Skill Feat: Scare to Death Archetype Feat: Talmandor's Shout
Final Attributes: STR +6, DEX+1, CON+5, INT+0, WIS+4, CHA+5
Lastwall Sentry Guardian
The Lastwall Sentry archetype gives you means to improve your shield-work and to confront undead.
We’re going to be using a Centaur and using the same fairly high-powered Practiced Brawn + Punishing Shove combination discussed for the Reach Guardian, above.
The Lastwall Sentry Dedication gets you the Reactive Shield feat, which isn’t really a great feat for a guardian who should be using their reactions for Shield Block and Intercept Attack, but as long as you’re getting it, you may find it useful from time to time.
Tarondor’s Guide to the Pathfinder Second Edition Guardian
There are more awesome anti-undead feats in this archetype than you could take, including Necromantic Resistance, Repulse the Wicken, Sacred Armaments, Flashing Shield, Necromantic Bulwark, Necromantic Tenacity, No Stranger to Death, Resolute Defender, Thwart Evil, Spirit of Vigil, Uncanny Vitae and Cenotaph Stance.
Ancestry: Centaur Heritage: Fleetwind Centaur Ancestry Feat: Practiced Brawn Background: Veteran Initial Feat: Punishing Shove Initial Skills: Acrobatics, Athletics, Crafting, Intimidation, Medicine, Warfare Lore Attributes: STR +4, DEX +0, CON +3, INT +0, WIS +2, CHA +0
Level No Free Archetype With Free Archetype
2 Guardian Feat: Lastwall Sentry Dedication Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Lastwall Sentry Dedication
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Necromantic Resistance Skill Feat: Battle Medicine
Guardian Feat: Proud Nail Skill Feat: Battle Medicine Archetype Feat: Necromantic Resistance 5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Accommodating Mount Skill Increase: Religion to Expert 6 Guardian Feat: Sacred Armament Skill Feat: Additional Lore (Undead)
Guardian Feat: Ring their Bell Skill Feat: Additional Lore (Undead) Archetype Feat: Sacred Armament
Tarondor’s Guide to the Pathfinder Second Edition Guardian
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Juggernaut Charge Skill Feat: Godless Healing
Guardian Feat: Juggernaut Charge Skill Feat: Godless Healing Archetype Feat: Flashing Shield
9 Ancestry Feat: Stubborn Defiance Skill Increase: Medicine to Expert
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Flashing Shield Skill Feat: Continual Recovery
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Continual Recovery Archetype Feat: Necromantic Bulwark 11 General Feat: Fleet Skill Increase: Religion to Master 12 Guardian Feat: Paragon's Guard Skill Feat: Break Curse
Guardian Feat: Paragon's Guard^33 Skill Feat: Break Curse Archetype Feat: Necromantic Tenacity
13 Ancestry Feat: Miraculous Medic Skill Increase: Medicine to Master 14 Guardian Feat: Scattering Charge Skill Feat: Ward Medic
Guardian Feat: Scattering Charge Skill Feat: Ward Medic Archetype Feat: Thwart Evil
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary
16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Resolute Defender
(^33) At this point, retrain Shielding Taunt to Taunting Strike. Tarondor’s Guide to the Pathfinder Second Edition Guardian
17 Ancestry Feat: Incredible Sprint Skill Increase: Religion to Legendary 18 Guardian Feat: Uncanny Vitae Skill Feat: Divine Guidance
Guardian Feat: Demolish Defenses Skill Feat: Divine Guidance Archetype Feat: Uncanny Vitae
19 General Feat: Incredible Initiative Skill Increase: Medicine to Legendary
20 Attribute Boosts: Str, Dex, Wis, Cha Guardian Feat: Cenotaph Stance Skill Feat: Legendary Medic
Attribute Boosts: Str, Dex, Wis, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic Archetype Feat: Cenotaph Stance^34
Final Attributes: STR +6, DEX+1, CON+5, INT+0, WIS+5, CHA+4
Marshal Guardian
The Marshal archetype will help us make our team stronger and make use of our team’s best offense while still remaining the team’s best defense. With the Free Archetype option, we’ll also add the Bastion archetype.
Ancestry: Orc Heritage: Battle-Ready Orc Ancestry Feat: Orc Ferocity Background: Veteran Initial Guardian Feat: Shoulder Check Initial Skills: Athletics, Crafting, Deception, Intimidation, Medicine, Nature, Warfare Lore Attributes: STR +4, DEX +0, CON +2, INT +0, WIS +1, CHA +2
(^34) At this point, retrain Paragon's Guard to Armored Counterattack. Tarondor’s Guide to the Pathfinder Second Edition Guardian
Level No Free Archetype With Free Archetype 2 Guardian Feat: Marshal Dedication Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Marshal Dedication
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Dread Marshal Stance Skill Feat: Battle Medicine
Guardian Feat: Energy Interceptor Skill Feat: Battle Medicine Archetype Feat: Dread Marshal Stance
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Scar-Thick Skin Skill Increase: Intimidation to Expert
6 Guardian Feat: Cadence Call Skill Feat: Intimidating Prowess
Guardian Feat: Ring their Bell Skill Feat: Intimidating Prowess Archetype Feat: Cadence Call 7 General Feat: Toughness Skill Increase: Athletics to Master
8 Guardian Feat: To Battle! Skill Feat: Godless Healing
Guardian Feat: Juggernaut Charge Skill Feat: Godless Healing Archetype Feat: To Battle! 9 Ancestry Feat: Undying Ferocity Skill Increase: Intimidation to Master
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Juggernaut Charge Skill Feat: Battle Cry
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Battle Cry Archetype Feat: Bastion Dedication
11 General Feat: Fleet Skill Increase: Medicine to Expert
Tarondor’s Guide to the Pathfinder Second Edition Guardian
12 Guardian Feat: Right Where you Want Them Skill Feat: Terrified Retreat
Guardian Feat: Right Where you Want Them Skill Feat: Terrified Retreat Archetype Feat: Quick Shield Block 13 Ancestry Feat: Incredible Ferocity Skill Increase: Medicine to Master
14 Guardian Feat: Tactical Cadence Skill Feat: Skeptic's Defense
Guardian Feat: Keep up the Good Fight Skill Feat: Skeptic's Defense Archetype Feat: Tactical Cadence 15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Reflexive Shield
17 Ancestry Feat: Rampaging Ferocity Skill Increase: Intimidation to Legendary 18 Guardian Feat: Demolish Defenses Skill Feat: Scare to Death
Guardian Feat: Demolish Defenses Skill Feat: Scare to Death Archetype Feat: Improved Reflexive Shield
19 General Feat: Incredible Initiative Skill Increase: Medicine to Legendary
20 Attribute Boosts: Str, Dex, Con, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic
Attribute Boosts: Str, Dex, Con, Cha Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic Archetype Feat: Destructive Block
Final Attributes: STR +6, DEX+1, CON+5, INT+0, WIS+4, CHA+5
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Mauler Guardian
_See_ Two-Handed Guardian, above.
Medic Guardian
You’re on the front lines, Taunting, Intercepting Attacks and Shield Blocking. Now you can be even more certain no one falls on your watch by being a great healer, too.
The thing you must understand about Battle Medicine (or Treat Wounds, for that matter) is that it requires a healer's toolkit and _that_ requires at least one free hand. So as a guardian you must either choose not to carry a shield or you must acquire the 6th-level Bastion feat Nimble Shield Hand.
So, without a free archetype, we’ll simply ditch the shield and carry a Maul. You can take a hand off the maul to use your healer’s toolkit, then use an Interact action to put it back after.
With a Free archetype, we’re going to start off carrying a Bastard Sword and shield. If you need to heal, you can drop the shield, heal and switch to a two-handed grip on the sword. Once we acquire Nimble Shield Hand at 6th level, we’ll switch to using a Warhammer and shield.
Ancestry: Human Heritage: Versatile Human (Fleet) Ancestry Feat: Natural Ambition (Shoulder Check) Background: Field Medic Initial Guardian Feat: Punishing Shove Initial Skills: Athletics, Crafting, Diplomacy, Intimidation, Medicine, Warfare Lore Attributes: STR +4, DEX +0, CON +2, INT +0, WIS +1, CHA +2
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Level No Free Archetype With Free Archetype
2 Guardian Feat: Medic Dedication Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Medic Dedication 3 General Feat: Canny Acumen (Reflex) Skill Increase: Medicine to Expert
4 Guardian Feat: Doctor's Visitation Skill Feat: Treat Condition
Guardian Feat: Bastion Dedication Skill Feat: Treat Condition Archetype Feat: Doctor's Visitation 5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Clever Improviser Skill Increase: Athletics to Expert 6 Guardian Feat: Ring their Bell Skill Feat: Holistic Care
Guardian Feat: Ring their Bell Skill Feat: Holistic Care Archetype Feat: Nimble Shield Hand
7 General Feat: Toughness Skill Increase: Medicine to Master 8 Guardian Feat: Juggernaut Charge Skill Feat: Godless Healing
Guardian Feat: Juggernaut Charge Skill Feat: Godless Healing Archetype Feat: Disarming Block
9 Ancestry Feat: Multitalented (Psychic Archetype) (The Tangible Dream) (amped shield ) Skill Increase: Athletics to Master
Ancestry Feat: Multitalented (Psychic Archetype) (The Infinite Eye) (amped guidance ) Skill Increase: Athletics to Master
10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Feat: Continual Recovery Skill Feat: Continual Recovery Archetype Feat: Quick Shield Block
11 General Feat: Fleet Skill Increase: Diplomacy to Expert 12 Guardian Feat: Right Where you Want Them Skill Feat: Ward Medic
Guardian Feat: Paragon's Guard Skill Feat: Ward Medic Archetype Feat: Reflexive Shield
13 Ancestry Feat: Bounce Back Skill Increase: Diplomacy to Master
14 Guardian Feat: Keep up the Good Fight Skill Feat: Shameless Request
Guardian Feat: Keep up the Good Fight Skill Feat: Shameless Request Archetype Feat: Mirror Shield
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Feather Step Skill Increase: Medicine to Legendary
16 Guardian Feat: Clobber Skill Feat: Legendary Medic
Guardian Feat: Clobber Skill Feat: Legendary Medic Archetype Feat: Resuscitate
17 Ancestry Feat: Heroic Presence Skill Increase: Athletics to Legendary
18 Guardian Feat: Perfect Protection Skill Feat: Cloud Jump
Guardian Feat: Perfect Protection Skill Feat: Cloud Jump Archetype Feat: Improved Reflexive Shield 19 General Feat: Incredible Initiative Skill Increase: Diplomacy to Legendary
20 Attribute Boosts: Str, Con, Int, Wis (trained in Religion) Guardian Feat: Boundless Reprisals Skill Feat: Legendary
Attribute Boosts: Str, Con, Int, Wis (trained in Religion) Guardian Feat: Boundless Reprisals Skill Feat: Legendary
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Negotiation Negotiation Archetype Feat: Destructive Block
Final Attributes: STR +6, DEX+0, CON+5, INT+1, WIS+5, CHA+4
Spirit Warrior Guardian
Spirit Warrior archetype has some really great feats, but don’t forget that guardian feats are almost uniformly strong, too. Don’t take too many of either one.
As I said in Footnote 6, above, I am firmly of the opinion that the Spirit Warrior Dedication permits you to use Overwhelming Combination with a two-handed weapon. If you don’t agree, then just use this archetype with one free hand and one one-handed weapon. But for this build, we’ll be wielding your choice of a Spiked Chain.
Controversy aside, Overwhelming Combination allows you, as a single action, to make two attacks, one with the Spiked Chain and one with your fist unarmed attack. If both hit the same target, combine their damage for the purposes of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally (so that fist attack will take a -4 MAP penalty).
As for the fist attack, we want to look for an ancestry that has either a heritage or ancestry feat that will improve our fist attack and ignore the Nonlethal trait. Jotunborn fits become 1d6 weapons using the Warrior Jotunborn heritage and Orcish fists gain the Shove trait using the Iron Fists ancestry feat. We’re going to use the Jotunborn.
Ancestry: Jotunborn Heritage: Warrior Jotunborn Ancestry Feat: Plane-Stepping Dash Background: Warrior Initial Guardian Feat: Shoulder Check Initial Skills: Athletics, Crafting, Diplomacy, Intimidation, Medicine, Warfare Lore
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Attributes: STR +4, DEX +0, CON +3, INT +0, WIS +2, CHA +0
Level No Free Archetype With Free Archetype 2 Guardian Feat: Spirit Warrior Dedication Skill Feat: Titan Wrestler
Guardian Feat: Hampering Stance Skill Feat: Titan Wrestler Archetype Feat: Spirit Warrior Dedication
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Energy Interceptor Skill Feat: Battle Medicine
Guardian Feat: Energy Interceptor Skill Feat: Battle Medicine Archetype Feat: Kaiju Defense Oath
5 Attribute Boosts: Str, Con, Wis, Cha Ancestry Feat: Planar Resilience Skill Increase: Intimidation to Expert
6 Guardian Feat: Cutting Heaven, Crushing Earth Skill Feat: Intimidating Prowess
Guardian Feat: Flowing Palm Deflection Skill Feat: Intimidating Prowess Archetype Feat: Cutting Heaven, Crushing Earth
7 General Feat: Toughness Skill Increase: Athletics to Master 8 Guardian Feat: Flowing Palm Deflection Skill Feat: Godless Healing
Guardian Feat: Lock Down Skill Feat: Godless Healing Archetype Feat: Spirit of the Blade
9 Ancestry Feat: Build the First Walls Skill Increase: Intimidation to Master 10 Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Battle Cry
Attribute Boosts: Str, Con, Wis, Cha Guardian Feat: Tough Cookie Skill Feat: Battle Cry Archetype Feat: Intercepting
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Hand 11 General Feat: Fleet Skill Increase: Medicine to Expert
12 Guardian Feat: Sword of Sealing Skill Feat: Terrified Retreat
Guardian Feat: Scattering Charge Skill Feat: Terrified Retreat Archetype Feat: Sword of Sealing 13 Ancestry Feat: Plane Hop Skill Increase: Medicine to Master 14 Guardian Feat: Scattering Charge Skill Feat: Skeptic's Defense
Guardian Feat: Keep up the Good Fight Skill Feat: Skeptic's Defense Archetype Feat: Talisman Dabbler Dedication
15 Attribute Boosts: Str, Con, Wis, Cha General Feat: Incredible Initiative Skill Increase: Athletics to Legendary
16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Quick Fix
17 Ancestry Feat: Jotun's Heart Skill Increase: Intimidation to Legendary
18 Guardian Feat: Perfect Protection Skill Feat: Scare to Death
Guardian Feat: Perfect Protection Skill Feat: Scare to Death Archetype Feat: Deeper Dabbler 19 General Feat: Feather Step Skill Increase: Medicine to Legendary
20 Attribute Boosts: Str, Int, Wis, Cha (Trained in Religion) Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic
Attribute Boosts: Str, Int, Wis, Cha (Trained in Religion) Guardian Feat: Boundless Reprisals Skill Feat: Legendary Medic
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Archetype Feat: Talismanic Sage Final Attributes: STR +6, DEX+0, CON+5, INT+1, WIS+5, CHA+4
Stalwart Defender Guardian
The Stalwart Defender archetype makes you an unmovable rock, highly resistant to shoves, trips and other sorts of unwanted movement. The archetype is built around being in Tenacious Stance, where you gain temporary Hit Points equal to half your level and a +2 circumstance bonus to DCs against being Shoved and Tripped. However, you ignore your own Strength when calculating your armor check penalty or Speed penalty. Note that armor check penalties do not apply to skill checks with the attack trait, meaning they don’t apply to Grapple, Reposition, Shove or Trip actions.
Stalwart Song is a reaction that grants you a +2 circumstance bonus to a saving throw against a fear effect. Stalwart Chant lets you use Stalwart Song on saving throws against any mental effect -andgives you resistance to mental damage. Tunnel Wall creates a +4 circumstance bonus to the DC to Tumble Through your space. Crushing Step lets you ignore difficult terrain from non-magical sources. If you are a master in the armor you are wearing (at 11th level), you also ignore greater difficult terrain from non-magical sources.
The Gathering Moss feat is probably the biggest gem in the archetype. A 10th level feat, it gives you fast healing equal to your level as long as you’re in Tenacious Stance. Mighty Bulwark is a 12th-level feat that does the same thing as the same-named 8th-level Guardian feat, but if you’re using a Free Archetype, you might find it easier to fit into the build as an archetype feat. Finally, Stone Body grants you resistance 10 to all damage. This won’t stack with your resistance from Guardian’s Armor, but does cover all damage, so is still very nice to have.
A Stalwart Defender isn’t immobile, but without help is very, very slow. A dwarf with a base speed of 20 ft. who is in Tenacious Stance and wears Full Plate will have a speed of 10 ft. _unless_ they have the Unburdened Iron
Tarondor’s Guide to the Pathfinder Second Edition Guardian
ancestry feat. Unburdened Iron permits you to ignore the reduction to your Speed from any armor you wear. Tenacious Stance does not impose a speed penalty; it merely causes your Strength not to matter when calculating your speed. Therefore, Unburdened Iron puts our dwarven Stalwart Defender Guardian back up at 20 ft.
Our Stalwart Defender Guardian is, of course, a Dwarf. But we’re really going to lean into the defensive nature of this build by giving our dwarf a Fortress Shield. Of course, that’s going to move our speed back down to 10 ft. So we’re also going to take the Fleet general feat for a +5 ft. increase in speed. Then we’re going to use the Adopted Ancestry general feat to take the Nimble Elf ancestry feat for a further +5 ft. increase in speed. Yes, it’s cheesy and no, I do not care one whit. This is going to let us Raise a Shield to gain +3 AC (not to mention all the benefits of cover to those behind us). When we get to the glory that is Paragon's Guard at 12th level, we’ll always have that shield raised, so instead we’ll be spending an action every now and then to Take Cover, giving us a big ol’ +4 circumstance bonus to AC!
This character needs to buy a wand of Tailwind (preferably heightened to 2nd rank) and put it in the hands of an allied spellcaster as soon as possible!
All right, that’s a lot to cram into one character. Can we do it? Let’s find out!
Ancestry: Dwarf Heritage: Anvil Dwarf Ancestry Feat: Unburdened Iron Background: Warrior Initial Guardian Feat: Defensive Advance Initial Skills: Athletics, Crafting, Diplomacy, Intimidation, Medicine, Nature, Warfare Lore Attributes: STR +4, DEX +0, CON +3, INT +0, WIS +2, CHA +0
Level No Free Archetype With Free Archetype 2 Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Stalwart Defender Dedication
Tarondor’s Guide to the Pathfinder Second Edition Guardian
3 General Feat: Fleet Skill Increase: Athletics to Expert 4 Guardian Feat: Stalwart Defender Dedication Skill Feat: Battle Medicine
Guardian Feat: Armored Courage Skill Feat: Battle Medicine Archetype Feat: Stalwart Song
5 Attribute Boosts: Str, Con, Int, Wis (Trained in Society) Ancestry Feat: Sheltering Slab Skill Increase: Crafting to Expert
6 Guardian Feat: Stalwart Song Skill Feat: Quick Repair
Guardian Feat: Reflexive Shield Skill Feat: Quick Repair Archetype Feat: Crushing Step 7 General Feat: Adopted A ncestry (Elf) Skill Increase: Athletics to Master 8 Guardian Feat: Crushing Step Skill Feat: Magical Crafting
Guardian Feat: Repositioning Block Skill Feat: Magical Crafting Archetype Feat: Stalwart Chant
9 Ancestry Feat: Nimble Elf Skill Increase: Medicine to Expert 10 Attribute Boosts: Str, Con, Int, Wis (Trained in Religion) Guardian Feat: Gathering Moss Skill Feat: Godless Healing
Attribute Boosts: Str, Con, Int, Wis (Trained in Religion) Guardian Feat: Tough Cookie Skill Feat: Godless Healing Archetype Feat: Gathering Moss 11 General Feat: Toughness Skill Increase: Crafting to Master
12 Guardian Feat: Paragon's Guard Skill Feat: Kreighton's Cognitive Crossover (Crafting & Medicine)
Guardian Feat: Paragon's Guard Skill Feat: (Crafting & Medicine) Archetype Feat: Mighty
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Bulwark 13 Ancestry Feat: Mountain's Stoutness Skill Increase: Medicine to Master
14 Guardian Feat: Tough Cookie Skill Feat: Impeccable Crafting
Guardian Feat: Shield Salvation Skill Feat: Impeccable Crafting Archetype Feat: Bastion Dedication 15 Attribute Boosts: Str, Con, Int, Wis (Trained in Survival) General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Stone Body 17 Ancestry Feat: Stonewall Skill Increase: Crafting to Legendary 18 Guardian Feat: Perfect Protection Skill Feat: Craft Anything
Guardian Feat: Perfect Protection Skill Feat: Craft Anything Archetype Feat: Quick Shield Block
19 General Feat: Incredible Initiative Skill Increase: Medicine to Legendary 20 Attribute Boosts: Str, Int, Wis, Cha (Trained in Nature) Guardian Feat: Great Shield Mastery Skill Feat: Legendary Medic
Attribute Boosts: Guardian Feat: Great Shield Mastery Skill Feat: Legendary Medic Archetype Feat: Improved Reflexive Shield Final Attributes: STR +6, DEX+0, CON+5, INT+4, WIS+5, CHA+1
Viking Guardian
One thing you’ve got to decide when you use an archetype based on a real-world group of people is whether you’re looking for historical accuracy
Tarondor’s Guide to the Pathfinder Second Edition Guardian
or just some cool feats. The era of viking expansion spanned the late 8th to the late 11th century, during which time most Nordic warriors wore no armor at all or boiled leather armor. Their war chiefs likely had chainmail armor, and the same is true of the societies they clashed with in Ireland, England, France, Sicily and even the late Roman Empire. Vikings didn’t use heavy armor or steel shields and neither did practically anyone else until the High Middle Ages.
So even though Golarion isn’t Scandinavia, we’re going to build ourselves a Viking Guardian with a higher Dexterity who wears Hide Armor or Chain Mail armor. We’ll use Hurling Charge to throw a Javelin when we want the enemy to come to us and Into the Fray when we wish to go to the enemy. If we have the Free Archetype option, we’ll add the Dual-Weapon Warrior archetype at higher levels so we can fight effectively with a shield and axe. Also, we can hurl two thrown weapons at once, so that’s just cool!
Ancestry: Human Heritage: Versatile Human (Fleet) Ancestry Feat: Natural Ambition (Shield Warfare) Background: Sailor Initial Guardian Feat: Shoulder Check Initial Skills: Acrobatics, Athletics, Intimidation, Medicine, Sailing Lore, Stealth Attributes: STR +4, DEX +2, CON +2, INT +0, WIS +0, CHA +1
Level No Free Archetype With Free Archetype
2 Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler
Guardian Feat: Shielding Taunt Skill Feat: Titan Wrestler Archetype Feat: Viking Dedication (retrain Sailor’s Sailing Lore to Geography Lore)
3 General Feat: Canny Acumen (Reflex) Skill Increase: Athletics to Expert 4 Guardian Feat: Viking Dedication (retrain Sailor’s Sailing Lore to Geography Lore)
Guardian Feat: Viking Weapon Familiarity Skill Feat: Intimidating Glare
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Skill Feat: Intimidating Glare Archetype Feat: Hurling Charge 5 Attribute Boosts: Str, Dex, Con, Cha Ancestry Feat: Clever Improviser Skill Increase: Intimidation to Expert 6 Guardian Feat: Hurling Charge Skill Feat: Intimidating Prowess
Guardian Feat: Ring their Bell Skill Feat: Intimidating Prowess Archetype Feat: Second Shield
7 General Feat: Toughness Skill Increase: Athletics to Master
8 Guardian Feat: Into the Fray Skill Feat: Steady Balance
Guardian Feat: Juggernaut Charge Skill Feat: Steady Balance Archetype Feat: Into the Fray
9 Ancestry Feat: Wavetouched Paragon Skill Increase: Acrobatics to Expert
10 Attribute Boosts: Str, Dex, Con, Cha Guardian Feat: Quick Shield Block
Skill Feat: Kip Up
Attribute Boosts: Str, Dex, Con, Cha Guardian Feat: Tough Cookie Skill Feat: Kip Up Archetype Feat: Quick Shield Block 11 General Feat: Fleet Skill Increase: Acrobatics to Master 12 Guardian Feat: Paragon's Guard Skill Feat: Water Sprint
Guardian Feat: Paragon's Guard Skill Feat: Water Sprint Archetype Feat: Dual-Weapon Warrior Dedication
13 Ancestry Feat: Bounce Back Skill Increase: Intimidation to Master 14 Guardian Feat: Second Shield Skill Feat: Battle Cry
Guardian Feat: Scattering Charge Skill Feat: Battle Cry
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Archetype Feat: Dual Thrower 15 Attribute Boosts: Str, Dex, Con, Cha General Feat: Feather Step Skill Increase: Athletics to Legendary 16 Guardian Feat: Clobber Skill Feat: Cloud Jump
Guardian Feat: Clobber Skill Feat: Cloud Jump Archetype Feat: Two-Weapon Flurry 17 Ancestry Feat: Heroic Presence Skill Increase: Intimidation to Legendary 18 Guardian Feat: Demolish Defenses Skill Feat: Terrified Retreat
Guardian Feat: Demolish Defenses Skill Feat: Terrified Retreat Archetype Feat: Dual Onslaught
19 General Feat: Incredible Initiative Skill Increase: Acrobatics to Legendary 20 Attribute Boosts: Str, Dex, Con, Wis Guardian Feat: Boundless Reprisals Skill Feat: Scare to Death
Attribute Boosts: Str, Dex, Con, Wis Guardian Feat: Boundless Reprisals Skill Feat: Scare to Death Archetype Feat: Flensing Slice Final Attributes: STR +6, DEX+5, CON+5, INT+0, WIS+1, CHA+4
Wrestler Guardian
_See_ Classic Guardian (Controller), above
Tarondor’s Guide to the Pathfinder Second Edition Guardian
14. CONCLUSION
Any mistakes in the text or in the conclusions drawn in this document are mine, and I’d be grateful to hear about them from you, along with any suggestions or comments. I can be reached on the Paizo Boards as “Tarondor” and on the Pathfinder 2e subreddit as Jazzlike_Way_9514. There are discussion pages on the Paizo forums HERE and on Reddit HERE.
15. CREDIT WHERE CREDIT IS DUE
Resources: I couldn’t have done all this without two very valuable resources: ❖ The Archives of Nethys an excellent, free index of all Pathfinder rules. ❖ HeroLab Online an amazing character builder I rely on for all my builds.
Videos I referred to in writing this guide:
❖ The Guardian 101 Series By 20SidedVentures ➢ Guardian 101 Everything You Need to Know to Get Started! ➢ Guardian 201 Which Guardian Feats are Best? ➢ Guardian 301 Augment Your Guardian with Skill Feats and Equipment ➢ Guardian 401 Best Archetypes to Pair with the Guardian ❖ Guardian vs. Champion: Who is the Defensive King of PF2E by ThrabenUGaming ❖ Best Guardian Options by Ctrl+Alt+Build ❖ This Guardian Build Pushes Enemies Like Crazy by Team Player Gaming ❖ How to Win Without A Dice Roll in Pathfinder 2e by Frizz
Helpful Sources and Commenters: ShynightBun Berimon Admon SonOfThrognar DuskShineRave
Tarondor’s Guide to the Pathfinder Second Edition Guardian
InfTotality MCRN-Gyoza CesspitX Backwards-Gravity Littlebigchief88 customcharacter Meepmop5 Kululu00 Consideredresponse AOKeiTruck Scuttleworm ColdBrewedPanacea
16. CHANGE LOG
09/19/2025 Published Version 1.0 09/21/2025 Added the Juggernaut Charge Guardian 09/25/2025 Added the Samsaran heritage 10/27/2025 Added some equipment
17. Other Pathfinder Stuff I’ve Done
Pathfinder, 2nd Edition
Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Bard Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Cleric Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Fighter Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Guardian Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Monk Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Rogue Tarondor’s Guide to the Pathfinder Second Edition (Remastered) Wizard Tarondor's Pathfinder 2e Conversion of The Emerald Spire Superdungeon Tarondor's Pathfinder 2e Conversion of Monte Cook’s The Banewarrens and Night of Dissolution Tarondor’s Troop Compendium Tarondor’s 2025 Guide to Pathfinder Adventure Paths
Tarondor’s Guide to the Pathfinder Second Edition Guardian
Pathfinder, 1st Edition
Tarondor’s Guide to the Pathfinder First Edition Transmuter Wizard Red Hand of Doom Conversion
18. ABOUT THE AUTHOR
Tarondor began playing D&D in 1977 and has been GMing a regular game roughly every two weeks ever since (though the game system has changed from time to time). He is still starry-eyed from meeting Gary Gygax, Brian Blume, Dave Trampier and Tom Wham at GenCon XIII in 1980. Tarondor has GMed every edition of Dungeons & Dragons, every edition of Pathfinder, every edition of Traveller and many others, including Call of Cthulhu, The One Ring and the Amber Diceless RPG. He considers “Breakout:Normandy” to be his favorite board game.
He is also a husband, father, attorney and businessman.
Tarondor’s Guide to the Pathfinder Second Edition Guardian