Guardian
Hit Points
At first level and every level thereafter, you increase your maximum hit points by 12 plus your constitution modifier.
Key Ability
At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogueβs rackets).
Key Ability: Strength
Initial Proficiencies
Saves
Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Expert in Fortitude Saves
Weapons
Trained in unarmed attacks
Trained in simple weapons
Trained in martial weapons
Trained in Guardian class DC
Armor
Trained in all armor
Skills
Trained in Athletics
Trained in a number of skills equal to 3 plus your intelligence modifier
Class Features
| Level | Features |
| 1 | Ancestry Feat, Class Feat, Taunt, Guardian's Armor, Guardian's Techniques, Shield Block |
| 2 | Class Feat, Skill Feat |
| 3 | General Feat, Skill Increase, Tough To Kill |
| 4 | Class Feat, Skill Feat |
| 5 | Ability Boost, Ancestry Feat, Skill Increase, Weapon Expertise, Unbreakable Expertise |
| 6 | Class Feat, Skill Feat |
| 7 | General Feat, Skill Increase, Reflex Expertise, Reaction Time |
| 8 | Class Feat, Skill Feat |
| 9 | Ancestry Feat, Skill Increase, Battle Hardened, Guardian Expertise |
| 10 | Ability Boost, Class Feat, Skill Feat |
| 11 | General Feat, Skill Increase, Unbreakable Mastery, Weapon Specialization |
| 12 | Class Feat, Skill Feat |
| 13 | Ancestry Feat, Skill Increase, Weapon Mastery |
| 14 | Class Feat, Skill Feat |
| 15 | Ability Boost, General Feat, Skill Increase, Unbreakable Legend |
| 16 | Class Feat, Skill Feat |
| 17 | Ancestry Feat, Skill Increase, Unyielding Resolve, Greater Weapon Specialization |
| 18 | Class Feat, Skill Feat |
| 19 | General Feat, Skill Increase, Guardian Mastery |
| 20 | Ability Boost, Class Feat, Skill Feat |
Taunt Feature 1
Often, the best way to protect your allies is to have the enemy want to attack you instead. You gain the Taunt action.
Guardian's Armor Feature 1
Even when you are struck, your armor protects you from some harm. 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.
Guardian's Techniques Feature 1
As a guardian, you have learned certain techniques to help keep your allies safe.
Ever Ready
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. The GM might still rule that you can use other reactions before your first turn based on the situation, as normal.
Intercept Attack
You keep your charges safe from harm, even if it means you get hurt yourself. You gain the Intercept Attack reaction.
Shield Block Feature 1
You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Tough To Kill Feature 3
The protectiveness of your armor ensures that even if you fall, you take longer to die. You gain the Diehard general feat. If you already have the Diehard feat, you can retrain it when you get Tough to Kill. Additionally, the first time each day you'd be reduced to Dying 3 or higher, you stay at dying 2 instead.
Weapon Expertise Feature 5
Champion, Exemplar, Investigator, Magus, Runesmith You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Druid, Kineticist You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Guardian Sometimes, the best defense is a good offense. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Necromancer, Oracle You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Psychic Training has improved your weapon technique, possibly enhanced by your occult magic. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Sorcerer You've improved your combat skill. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Swashbuckler You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.
Thaumaturge You've learned the secret ways your weapons work most effectively. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to expert.
Witch, Wizard Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Unbreakable Expertise Feature 5
With training, you understand how to best block hits with your armor. Your proficiency rank with medium armor and heavy armor increases to expert.
Reflex Expertise Feature 3
You've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.
Guardian Even in the heaviest of armors, you can brace yourself against widespread effects. Your proficiency rank for Reflex saves increases to expert.
Reaction Time Feature 7
You're always on the lookout for danger and can react to it in an instant. Your proficiency rank for Perception increases to expert. 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). If you have the Ever Ready class feature, you also gain this additional reaction when you roll initiative for combat.
Battle Hardened Feature 9
Your experience in battle helps protect you against magic and toxins alike. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Guardian Expertise Feature 9
Your armored form is more imposing. Your proficiency rank for your guardian class DC increases to expert.
Unbreakable Mastery Feature 11
When clad in steel, you fend off most attacks. Your proficiency rank with medium armor and heavy armor increases to master. Your proficiency rank with light armor and unarmored defense increases to expert.
Weapon Specialization Feature 7
You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
Weapon Mastery Feature 13
Barbarian Your rage makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
Commander You've drilled extensively in your weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to master.
Guardian Your hours of battlefield experience grant you greater prowess. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
Magus, Runesmith, Thaumaturge You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
Unbreakable Legend Feature 15
You have become an almost-impenetrable bulwark. Your proficiency ranks for medium and heavy armor increase to legendary. Your proficiency ranks for light armor and unarmored defense increase to master.
Unyielding Resolve Feature 17
Stalwart as your armor, you refuse to break. Your proficiency ranks for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Greater Weapon Specialization Feature 15
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
Guardian Mastery Feature 19
You are known for your suit of armor more than the person inside. Your proficiency rank for your guardian class DC increases to master. While wearing armor, when you attempt a Reflex save to avoid a damaging effect, such as a Fireball, you can add your armor's item bonus to AC 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.