Vanguard
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Vanguards are accomplished with both weapons and spells. They also possess a number of signature class abilities and can combine raw spell power and combat ability into an effective and unified style. This makes the vanguard versatile and, perhaps more importantly, highly adaptable to just about any situation, both in and out of combat. Originally, Vanguards were only found among the Vada and Elves; however, over the years, the art was passed down to other races.

Role:
While a vanguard can certainly take the role of a party’s main warrior, or primary arcane spell caster, he is often much more effective in a group in which he can be flexible in how he supports the party - switching from a direct combat role to a spellcasting one as each situation warrants. Because the vanguard can deal considerable amounts of damage, but lacks long-term staying power, he often takes the role of point-man. By being in front, the vanguard can use his weapon and spells to strike a harsh blow to an enemy force quickly, softening up stronger targets or outright eliminating weaker enemies. This results in clearing a path for his party’s main combatant to do massive damage to the major foes, and freeing his party’s main spellcaster to focus on complicated magics rather than worrying about crowd control.

Some vanguards also become "Anti caster" and are able to handle and apprehend caster that have become problematic in some kingdoms. every known major city is known to have these types of vanguards amongst their ranks.

Alignment: Any

Hit Die: 8 hit points per level

Note: Vanguard Cannot Multi-Class

The vanguard’s class skills are Appraise (Int), Climb (Str), Craft (Int), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge(nature) (Int), Intimidate (Cha), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special Spell Points Max spell level
1 +0 1 +0 +2 +2 Arcane bond weapon, cantrips, vanguard blast 2d4 3 1
2 +1 1 +0 +3 +3 Craft bonded weapon 5 1
3 +2 1 +1 +3 +3 weapon channel (touch spells) 7 1
4 +3 1 +1 +4 +4 vanguard blast 3d4 10 2
5 +3 1 +1 +4 +4 Spell maneuver 13 2
6 +4 1 +2 +5 +5 Swift spell 1/day 16 2
7 +5 1 +2 +5 +5 vanguard blast 4d4 20 3
8 +6 2 +2 +6 +6 iron grip 24 3
9 +6 2 +3 +6 +6 Enhance bond weapon, Swift spell 2/day 29 3
10 +7 2 +3 +7 +7 Spell maneuver, vanguard blast 5d4 35 4
11 +8 2 +3 +7 +7 42 4
12 +9 2 +4 +8 +8 Swift spell 3/day 50 4
13 +9 2 +4 +8 +8 vanguard blast 6d4 59 5
14 +10 2 +4 +9 +9 weapon channel (full attack) 69 5
15 +11 3 +5 +9 +9 Spell maneuver, Swift spell 4/day 80 5
16 +12 3 +5 +10 +10 vanguard blast 7d4 92 6
17 +12 3 +5 +10 +10 95 6
18 +13 3 +6 +11 +11 Swift spell 5/day 98 6
19 +14 3 +6 +11 +11 vanguard blast 8d4 101 6
20 +15 3 +6 +12 +12 Spell maneuver, Bond weapon mastery 105 6
21 +15 3 +7 +12 +12 105 6
22 +16 4 +7 +13 +13 vanguard blast 9d4 105 6
23 +17 4 +7 +13 +13 105 6
24 +18 4 +8 +14 +14 105 6
25 +18 4 +8 +14 +14 Spell maneuver, vanguard blast 10d4 105 6
26 +19 4 +8 +15 +15 105 6
27 +20 4 +9 +15 +15 105 6
28 +21 4 +9 +16 +16 vanguard blast 11d4 105 6
29 +21 4 +9 +16 +16 105 6
30 +22 4 +10 +17 +17 Spell maneuver 105 6

Weapon and Armor Proficiency

A vanguard is proficient with all simple and martial weapons. Vanguards are also proficient with light armor and shields (except tower shields). A vanguard can cast spells while wearing light armor and carrying a shield (other than a tower shield) without incurring the normal arcane spell failure chance (Somatic spell restrictions still apply).

Vanguard Spell-Point Spellcasting

A Vanguard is a spontaneous spellcaster that casts arcane spells drawn from the wizard/Sorcerer spell list. She can cast any spell she knows as long as she has spell points to do so. To learn or cast a spell, a Vanguard must have a Charisma score equal to at least 10 + the spell level. A Vanguard gains bonus spell points equal to her Charisma bonus (to a maximum of the highest level spell she knows). The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. A Vanguard has a limited number of spell points in a spell pool. To cast a 1st level or higher spell she knows, a Vanguard must expend a number of spell points equal to the spell’s level +1. Thus, to cast a 1st level spell a Vanguard must expend 2 points from her spell pool, and casting a 3rd level spell requires the Vanguard to expend 4 points from her spell pool

Each time the Vanguard casts a spell it leaves some small traces on her magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a sorcerer’s aura is generally too faint to actually set off detect magic). This residue, known as Eldritch Dissonance , makes it difficult for the Vanguard to cast the same spell multiple times in the same day, as its arcane trail interferes with the casting process. Because a sorcerer’s spells are internalized to her aura (they are innate magic powers gained through the sorcerer’s artistic nature), only a little Eldritch Dissonance is created by each spellcasting. As a result, each time a Vanguard casts the same spell since restoring her spell pool, it costs one additional spell point. This additional spell point cost is removed when the Vanguard refocuses herself and regains her spell points for the day.

The Vanguard’s selection of spells is extremely limited. A Vanguard begins play knowing four 0-level spells and two 1st-level spells of the Vanguard’s choice. At each new Vanguard level, she gains one or more new spells (as indicated on the table Vanguard Spells Known ). Unlike spell points, the number of spells a Vanguard knows is not affected by her Charisma score.

Upon reaching 4th level, and at every even numbered Vanguard level after that (6th, 8th, and so on), a Vanguard can choose to learn a new spell in place of one she already knows. In effect, the Vanguard loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A Vanguard may swap only a single spell at any given level, and must choose whether or not to swap the spell
at the same time that she gains new spells known for the level

Arcane Bond Weapon (Ex)

At 1st level, a vanguard forms a powerful bond with a specific weapon. Should the vanguard ever have to replace the weapon (see below), he must choose another weapon of the same kind (longsword, dagger, short bow, etc.).This bond allows the vanguard to meld his arcane powers with his fighting ability. It also serves as an increasingly powerful magical weapon. The vanguard begins play with his bonded weapon at no cost. This weapon is of masterwork quality, although it is not made of any special material, Nor can it be a firearm or any weapon that is considered ammunition *(such as shurikens and darts) if they choose a exotic weapon, they must be proficient with it in the case of weapons such as a bastard sword, that is treated as a two handed weapon without proficiency they still must have the feat this represents the vanguards mastery of the weapon. The vanguard must wield his bonded weapon in order to make use of its abilities. If a vanguard ever attempts to cast a spell without having his bonded weapon in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

When holding his bonded weapon, the vanguard is treated as having the Eschew Materials feat which allows him to cast any spell with a material component costing 1 gp or less without needing that component (his bonded weapon effectively takes the place of the material component). He can also cast spells that normally require somatic components solely through arcane gestures made using his bonded weapon. This allows the vanguard to cast spells while wielding his bonded weapon and still leaves his other hand free to handle a shield or other item.

Beginning at 5th level, a vanguard can add additional magic abilities to his bonded weapon as if he had the Craft Magic Arms and Armor feat ( Default Limit is +2 enchantment and +2 ability and must follow the Magic item limitation Rules however it does not count towards the Vanguards Magic item limitation. DM will allow higher limit as they see fit to avoid accidental unbalance) This takes half the time of normal magic item creation but still incurs the full cost. The magic properties of a bonded weapon, including any magic abilities added to it, only function for the vanguard who owns it. If a bonded weapon’s owner dies, or the vanguard is separated from his bonded weapon and forced to replace it, the weapon reverts to being an ordinary masterwork weapon.

If a bonded weapon is damaged, it is restored to full hit points the next time the vanguard rests and regains his spell slots for the day. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 100 gp per vanguard level plus the cost of the masterwork weapon. This ritual takes 8 hours to complete. A weapon replaced in this way possesses all the additional enchantments of the previous bonded weapon. A vanguard can designate an existing magic weapon to be his bonded weapon. This functions in the same way as replacing a lost or destroyed item except that the new magic weapon retains its abilities while gaining the standard benefits and drawbacks of being a bonded weapon; however it does not gain any of the additional enhancements that had been placed on the old bonded weapon.

Cantrips

Cantrips: A Vanguard knows a number cantrips, or 0-level spells, as determined on the table Vanguard Spells Known . As long as the Vanguard has 1 spell point available, she may cast her cantrips freely. They do not have a spell point cost, and do not suffer from eldritch dissonance. If a Vanguard has no spell points left, she cannot cast cantrips.

Vanguard Blast (Sp)

As a standard action a vanguard can unleash a single bolt of arcane force that automatically strikes a single foe. Except as noted below, this ability acts as a magic missile spell. The vanguard blast deals 2d4 points of force damage plus an additional 1d4 for every three additional vanguard levels (2d4 at 1st, 3d4 at 4th, 4d4 at 7th and so on) to a maximum of 7d4 at 19th level. The vanguard must be in physical contact with his arcane bond weapon in order to use this ability. A vanguard can use this ability a number of times per day equal to 3 + his Charisma modifier. At 2nd level, a vanguard may choose to have his vanguard blast deal fire or cold damage, rather than be a force effect. At 5th level, he may choose for it to deal electric damage. At 10th level, he may choose for it to deal acid or sonic damage. The vanguard must make this decision immediately when he gains a new level, and cannot change it until he gains his next level.

Craft Bonded Weapon (Ex)

at 2nd level a vanguard can modify and craft their own bonded weapons instead of just bonding with a masterwork weapon. he does not need to have the craft (weaponsmith) skill to do this and only pays 33% of the initial material cost. this includes magical and special properties as long as they follow the magic item limitation rules and is a enchantment from the weapon shop the vanguard can only do this to their bonded weapon only.

Weapon Channel (Su)

As a standard action, a vanguard of 3rd level or higher can cast a spell with a range of touch and deliver it through an attack with his bonded weapon (Not ranged touch). Touch spells channeled in this way must have a casting time of one standard action or less. If the vanguard hits with his bonded weapon, he does damage normally and then the touch spell is resolved. If the vanguard’s attack misses, the spell is lost. Channeling touch spells in this way does not provoke an attack of opportunity. As with any touch spell, a channeled spell deals double damage on a successful critical hit. A channeled spell may not be enhanced or otherwise altered by metamagic feats.

At 10th level, a vanguard may make a concentration check as if casting defensively (DC 15 + double the spell’s level) in order to avoid losing the spell if the attack misses. The vanguard can make other attacks (using other weapons) and take other actions without using the touch spell, but if he casts another spell or stops wielding his bonded weapon, the channeled spell is lost.

At 14th level, a vanguard can use his weapon channel ability as part of a full attack action. The spell affects the first target it hits and is discharged. In addition, spells the vanguard channels are no longer lost if the attack misses.

Spell Maneuvers (Su)

Beginning at 4th level, the vanguard gains special spell maneuvers, allowing him to use his mastery of both combat and spellcasting to use magic in ways others can’t. The vanguard gains a single spell maneuver at 4th level, and an additional maneuver every 3 levels Unless otherwise noted in the spell maneuver.

Click Here for Spell Maneuvers

Swift Spell (Sp)

Beginning at 6th level, once per day a vanguard wielding his bonded weapon may cast a single spell that he knows as a swift action. Only spells with a casting time of one standard action or less may be cast in this way. He gains one additional daily use of this ability at 9th, 12th, 15th, and 18th level.

Iron Grip (Ex)

At 8th level vanguard adds a bonus equal to half his vanguard level to his CMD when defending against opponents’ attempts to disarm or sunder his
bonded weapon.

Enhance Bond Weapon (Su)

As a standard action, a vanguard of 9th level or higher may enhance his bonded weapon by adding one of the following weapon qualities: Flaming, Frost, Ghost Touch, Shock orThundering. The vanguard may only have one such quality in effect at a time, though he can switch from one weapon quality to another as a move action. He may dismiss the enhancement entirely as a free action. The vanguard may use this ability for a number of rounds per day equal to his class level. These rounds do not need to be consecutive.

Bond Weapon Mastery (Su)

A vanguard of 20th level or higher his bonded weapon can no longer be the target of Sunder as long as is in the possession of the Vanguard however effects such as Disintegrate and other types of energy can still hurt the weapon the weapon still takes energy damage for example, if someone attempts to sunder their weapon with a Flaming longsword the bonded weapon does not take the longsword damage but takes the fire damage as pet the damaging object rules (so 1/2 of the energy damage before hardness is calculated).

Spells Known

To cast spells, a Concentration check may be needed.

Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 5 4 - - - - -
4th 5 3 2 - - - -
5th 5 4 3 - - - -
6th 5 4 4 - - - -
7th 5 4 4 2 - - -
8th 5 5 4 3 - - -
9th 5 5 4 4 - - -
10th 5 5 4 4 2 - -
11th 5 5 5 4 3 - -
12th 5 5 5 4 4 - -
13th 5 5 5 4 4 2 -
14th 5 5 5 5 4 3 -
15th 5 5 5 5 4 4 -
16th 5 5 5 5 4 4 2
17th 5 5 5 5 5 4 3
18th 5 5 5 5 5 4 4
19th 5 5 5 5 5 5 4
20th 5 5 5 5 5 5 5
21th 6 5 5 5 5 5 5
22nd 6 5 5 5 5 5 5
23rd 6 6 5 5 5 5 5
24th 6 6 5 5 5 5 5
25th 6 6 6 5 5 5 5
26th 6 6 6 5 5 5 5
27th 6 6 6 6 5 5 5
28th 6 6 6 6 5 5 5
29th 6 6 6 6 6 5 5
30th 6 6 6 6 6 6 5

Spell cost

Spells cost the following spell power to cast.

Spell Level Spell Point Cost
1 2
2 3
3 4
4 5
5 6
6 7
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