Mysterious Guardian ArchetypeThough they work in teams, some Sentai wish to defend their allies above and beyond aiding them with attacking foes. These warriors are known as Mysterious Guardians.
A Mysterious Guardian Sentai has the following features.
Hit Die: A Mysterious Guardian is sturdier than normal Sentai, allowing him to take a few more hits for his teammates. His hit die is increased to a d12.
Maneuvers: The Mysterious Guardian Sentai loses access to the White Raven discipline. He gains access to the
Scarlet Bravura discipline.
Heroic Guardian (Ex): The first line of defense for his teammates, a Mysterious Guardian often redirects damaging blows from his comrades to himself. At 2nd level, once per encounter, he may redirect one harmful targeted ability (an attack, spell, or other ability which targets a creature) from an ally within 5 feet to himself. At 5th level and every five levels thereafter, he gains an additional use of this ability each encounter.
This ability replaces Team Player.
Swift Takedown (Ex): The best defense is a good offense, and taking down a foe quickly can save the Mysterious Guardian the hassle of having to redirect their attacks. At 8th level, he may make a special attack to knock an opponent out, rendering them harmless for a few minutes. In order to make an attack, he must spend two consecutive rounds studying his target, losing his move action for each round. He may then, as a standard action, make an attack with a melee or ranged weapon which deals normal damage, and forces the target to make a Fortitude save (DC 10+1/2 Sentai level+the higher of the Sentai's Wis or Cha mods) or be knocked unconscious for a number of minutes equal to the Mysterious Guardian's Wisdom modifier. If the target makes the save, they take nonlethal damage equal to half of their hit points. This ability only works on creatures not immune to nonlethal damage.
This ability replaces Double Team.
Righteous Guardian (Ex): Nothing gets a Mysterious Guardian's blood boiling like attacking a defenseless person. At 14th level, if he is targeting a creature that has 0 or fewer hit points, is denied its Dex bonus to AC, or unable to take actions with his Heroic Guardian ability, he gains a +3 Morale bonus to all saving throws against any effects he redirects to himself, and halves all damage dealt to him by those effects. The Morale bonus increases by 1 at 16th level and every four levels thereafter.
This ability replaces The Power of Teamwork.
Impossible Guardian (Ex/Su): The sheer determination of the Mysterious Guardian to defend his team knows no bounds. He no longer fails saving throws on a natural one, though if his result does not meet the DC he still fails the save. This part of the ability is Extraordinary. Furthermore, he may designate up to his Wisdom modifier in allies as protectorates each day. As long as the protectorates are within close range of the Mysterious Guardian, they are treated as though they were the target of a
shield other spell cast by him, with the resistance bonus to saves being increased to equal the Mysterious Guardian's Charisma modifier, instead of being a flat +1. If they leave close range, but then return to it, they regain the benefits of this when they reenter the area. This part of the ability is Supernatural, and is lost if the Mysterious Guardian loses his Sentai powers for some reason.
This ability replaces True Allies of Justice.