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Class record

Guardian

Defender

Tier
2
Difficulty
2 / 5
Main role
Defender
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Fighter or Armorsmith mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Riding, Intimidation, Perception or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Fitness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Guardians are heavily armored fighters that specialize in defense for both themselves and their allies.

Tactical guidance

Playing Guardian

The guardian is a defender that wants to reduce damage through high toughness and heavy armor. They get access to this heavy armor, though the drawbacks of it are noticeable too. Too much guard may be overkill and it may be better to stick to medium or light armor in some cases.

They control what the enemy can do by using Provoke and Threatening Aura. Provoke is a 1 turn Challenge for no AP cost, while threatening aura does cost 2 AP, but you automatically challenge everything around you. Challenge makes enemies provoke attacks of opportunity when they hit anybody except you, so you do need to keep in melee range of the enemies. Challenging Aura is especially good when you have other melee fighters that are squishy next to you. A berserker will greatly appreciate being hard to target.

To help with being a threat with your attacks of opportunity, the controlled opportunities key ability gives you a small bonus to them. Thanks to it, guardians are more free to ignore focus and power and focus on defensive stats.

Hold the line lets a guardian convert AP to RP at a good rate, at the cost of some mana. In a long fight, frequent use of this will let you keep your RP until you really need it.

Last Stand is an ability that should only be used when you know you're going to face many attacks during the upcoming round. The RP cost is heavy, but it can easily be RP efficient. You don't need to use mana on this for it to be worth it, but it's worth considering if you are likely to face a bunch of heavy attacks.

Guardian

Class features

Abilities unlocked

Complete rules for every ability granted by Guardian.

Class feature

Benefit 1

You gain Heavy Armor proficiency.

Benefit 2

When making an attack of opportunity, you gain a +2 bonus to the accuracy and damage roll.

1 AP1 MP
Range
Self
Keywords
Immovable
Your next Block action costs 0 RP. Until the start of your next turn, unless you use the Dodge action, you become Immovable.

Requirements

-
2 AP
Range
Self
Keywords
Challenge
Until the start of your next turn, all enemies in your melee range are considered Challenged by you.

Requirements

-

Ability

Last Stand

2 RP-1 MP
Range
Self
Keywords
Stance

Until the start of your next turn, you may use the Block action for 0 RP and you gain additional Guard equal to the mana spent on this ability. Once you use this ability, you cannot use it again in this encounter.

Requirements

-