Written by Andrew M. “FishXXIII” Popowich
Resolute in his position, the Guardian never backs down from a fight, even if the fight doesn’t involve fists or swords. Steeped in the training of both magic and combat, the Guardian can handle any threat.
Vitality: 1d10 plus Constitution bonus per level.
To become a guardian, an agent must meet all of the following requirements:
Agent Level: 5+
Base Attack Bonus: 5+
Knowledge (Occult): 8 ranks.
Feats: Mystic, Discipline of the Body.
The guardian’s class skills are Balance, Bluff, Concentration, Craft, Cultures, Diplomacy, First Aid, Gather Information, Hide, Innuendo, Intimidate, Knowledge, Languages, Listen, Perform, Search, Sense Motive, Spot, Surveillance, and Survival.
Skill Points at Each Level: 6 + Int modifier.
All the following are class features of the Guardian.
Class Feats: The guardian gains the following feats at 1st level; Armor Proficiency (Light), Weapon Group Proficiency (Handgun), Weapon Group Proficiency (Melee), Weapon Group Proficiency (Rifle).
Glory: Double action dice spent to increase Defense. This is the guardian’s core ability.
Reservoir: Add Guardian level to Bonded Follower energy for the day. This stacks with other effects that grant Agent level to Bonded Energy.
Path of Inner Peace: Mind – Gain Discipline of the Mind feat. Spirit – Gain Discipline of the Spirit feat. Reguardless of prerequisites.
Empower: Spend Bonded Follower energy as free action to effect rolls/stats. Attack – Spend Bonded Followers energy at 1 Bonded Follower/+1 to melee or ranged attack. Damage – Spend Bonded Followers energy at 1 Bonded Follower/+1 to melee or ranged damage. Vitality – Spend Bonded Follower Energy at 1 Bonded Follower/+2 vitality. Wounds – Spend Bonded Follower Energy at 1 Bonded Follower/+1 wound. Extra vitality and wounds gain with this are removed after Wisdom bonus rounds.
Aid Mystic: Bonded Followers – If participating in invocation to mystic as bonded follower, contribute your own energy to the maximum of Bonded Followers you normally count as. “Take 10” – Wisdom bonus/Session. If participating in invocation as bonded follower and lending at least 1/2 your maximum energy, leader may “Take 10” on complex skill check providing no distractions.
Bonus Feat: Gain any Combat or Mystic feat. Meet requirements.
Nirvana: Gain +2 permanent Inherent Wisdom bonus. Add Wisdom bonus to melee and ranged attacks.
|2||+1||+3||+3||+3||+2||+2||2||1||Path of inner peace (mind)|
|4||+3||+4||+4||+4||+3||+3||4||2||Aid mystic (bonded followers), bonus feat|
|7||+5||+5||+5||+5||+6||+6||7||3||Path of inner peace (spirit), empower (vitality)|
|8||+6||+6||+6||+6||+6||+6||8||4||Aid mystic (take 10), bonus feat|