Have you ever considered using initiative as a means to control adrenaline? I always thought of high initiative as someone managing greater control.
Combat is said to be 90% spirit, 10% skill - therefore, much of the time it depends on luck. Just like in D&D - except, consider lowering initiative as a means to control spirit (ie. generate adrenaline).
When you say that instigators have to regulate their adrenaline, did you mean that too much adrenaline means they lose control, kind of like a frenzied berserker? Although, I'd probably just make them fall into bottom initiative.
EDIT: Or you could put the above into another class. :P
Right now, it seems like there's a lot of ways to generate adrenaline, if not too many - although, I haven't tested this.
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Dash (Ex): Starting at level 6, a Guardian may spend 4 adrenaline to gain an additional move action. Every 4 adrenaline spent beyond this grants another move action. This ability may only be used on the Guardian’s own turn. Alternatively, the Guardian may spend 6 adrenaline to grant his mount a move action. Any combination of actions between the Guardian and Mount may be gained, but the total adrenaline spent on this ability in a single turn may not exceed the Guardian’s instigator level.
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Does this include actual movement? Should be specified.
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Indomitable (Ex): In the heat of the action, a Guardian becomes more and more difficult to distract with such petty things as pain. Starting at 3rd level, all damage dealt to the Guardian is reduced by ¼ of his current adrenaline total (round down). In addition, they receive 1/10 of their current adrenaline as a bonus to all saving throws.
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If you don't think that 'round down' goes without saying (the rule in 3.5e is 'always round down'), then you should say 'round down' for every fraction factored into the modifiers. This is really only about consistency.
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Mocking Strike (Ex): At 7th level, a Guardian has a firm understanding of how to humiliate or anger just about anything. When making an attack, he may spend any amount of adrenaline. On a successful hit, the struck creature must make a Will save (DC10+ ½ Instigator level + spent adrenaline) or be forced to attack the Guardian instead of any other target. If they use an area spell or effect to attack, it must include the Guardian within its area. At the beginning of each subsequent turn (after the first turn after the failure), the creature must attempt the Will save again. Success means they may resume acting as normal while failure means the effect continues. Affected creatures are not forced to attack during this time, but if they do, they must attack the Guardian.
At level 15, this ability also offends enemies nearby the target. All enemies within a 30ft radius of the struck foe must also make the Will save (same DC) or be affected.
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The additional will save is at what DC? Should the attack really do damage (or as much damage as normal melee), if it's meant to humiliate instead of wound?
Is the area of effect toggle-able at level 15? I wouldn't want to bring a whole swarm of enemies down on myself accidentally (particularly, if some of them were hiding at the time).
For simplicity, you could just make the effect last 1d4 or 1d6 rounds. If I spent something like 20 adrenaline, the enemy would probably be forced to attack me until the end of time, with no chance of diplomacy, etc.
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Shake it Off (Ex): At level 9, a Guardian can motivate himself or an ally to tough out ailments as a move action. By spending 6 adrenaline, he can suppress the effects of fatigue, exhaustion, and the sickened and nauseated conditions on himself or an ally within 60ft. These conditions are still upon the target, but they suffer none of the associated penalties or action restrictions. In addition, for every additional 3 points of adrenaline spent, they may ignore the penalties associated with a single negative level and 1 point of a penalty to each ability score. Again, the negative levels and penalties are still present, but are temporarily ignored (if a character ever has negative levels equal to or greater than his HD, he still dies, even if some are ignored). Multiple uses of this ability do not stack.
At 13th level, this ability applies to himself and all allies within range.
At 17th level, the range increases to 120 ft and will remove Daze (the Guardian can use this ability even while Dazed).
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How long does this ability last for?
And may as well apply it to all effects at 17th level (apart from direct save-or-suck/die attacks, such as color spray and petrification). The only things you pretty much missed were poison, disease, other combat conditions (prone, grappled, etc.), vital conditions (dying, petrified, stunned, etc.), item curses, and enchantment.
Actually, that sounds like a lot, but shouldn't a guardian be able to survive all those things (maybe for more adrenaline)? Just my two cents.
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Instant Reactions (Ex): At 20th level, a Guardian has an almost supernatural reaction time. He gains an additional immediate action each round. He may also spend 10 adrenaline to take a standard action as an immediate action.
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Not all that powerful of a capstone ability, if the guardian isn't much of a standard action user. The extra standard action counts for damage dealing and spell casting classes - correct me if I'm wrong.
Sure, the extra immediate action is useful, but the standard action seems pointless (unless spending a bigger action means you squeeze more benefit out of it; but that's not in your rules). That's all I'm saying.
A better capstone might be the ability to return from the grave once per month, or something. In fact, countering a save or die once per day (enemy casts the spell, which is ineffective and you get to hit them as a free action, ie.) could be put at lower levels. Just my opinion.
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Another Idea: Super abilities!
Guardian loses all of his adrenaline for a super ability, such as save-or-die counter attack. Depending on what percentage of full he has, he has access to different abilities. Maybe, since he's a guardian, it has to proceed a previous event that occured.
Ie. If a player dies, he can spend all of his adrenaline (must be 90% full at least), to ressurect the ally, but this can only apply on the following round - any time thereafter, and it can't be done. So it still depends on some amount of luck, rather than planning (people don't plan to die; only sometimes, in the case of this ability, probably). And, depending on how the character dies, they might not be able to be ressurected (the spell might be like true resurrection, except that it requires an intact body, ie.).