Vanguard
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Vanguard cannot multiclass into other classes

Allies are one of the most valuable assets to have on any battlefield. While most would-be adventurers and gallant heroes must seek out comrades, the few choose instead to make one. Sometimes accidentally, sometimes with intent, a person may find within themselves the spark of creation, animating their constructed companions almost instinctively. These creators, known as vanguards, form a close bond with their companion, their magical essence fueling and empowering the construct. This bond is not one of master and servant, however; vanguards and companions fight as equals, supporting each other and their allies against all odds.

Role: Vanguards provide both magical power and physical strength, standing alongside their allies in the thick of battle. The magic they cast is best served to support and enhance the strength of the group, using both traditional spell and mystical resonances of power from their companions to achieve victory.

Alignment: Any

Hit Die: 8 hit points per level

The vanguard’s class skills are Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int),Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

blah blah bl Spells Per day
Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 5th 6th
1 +0 1 +2 +0 +2 Cantrips, Construct Companion, Augmentation, Resonance 1
2 +1 1 +3 +0 +3 Intuitive Construction 2
3 +2 1 +3 +1 +3 Teamwork Feat, Vanguard Tactics 3
4 +3 1 +4 +1 +4 Augmentation 3 1
5 +3 1 +4 +1 +4 4 2
6 +4 1 +5 +2 +5 Teamwork Feat 4 3
7 +5 1 +5 +2 +5 Augmentation 4 3 1
8 +6 2 +6 +2 +6 Repurpose 4 4 2
9 +6 2 +6 +3 +6 Teamwork Feat 5 4 3
10 +7 2 +7 +3 +7 Augmentation 5 4 3 1
11 +8 2 +7 +3 +7 5 4 4 2
12 +9 2 +8 +4 +8 Teamwork Feat 5 5 4 3
13 +9 2 +8 +4 +8 Augmentation 5 5 4 3 1
14 +10 2 +9 +4 +9 Rapid Construction 5 5 4 4 2
15 +11 3 +9 +5 +9 Teamwork Feat 5 5 5 4 3
16 +12 3 +10 +5 +10 Augmentation 5 5 5 4 3 1
17 +12 3 +10 +5 +10 5 5 5 4 4 2
18 +13 3 +11 +6 +11 Teamwork Feat 5 5 5 5 4 3
19 +14 3 +11 +6 +11 Augmentation 5 5 5 5 5 4
20 +15 3 +12 +6 +12 Perfect Resonance 5 5 5 5 5 5

Weapon and Armor Proficiency

A vanguard is proficient with all simple, martial weapons, the Rapid crossbows and all firearms. Vanguards are also proficient with light armor, medium armor, and shields (except tower shields). A vanguard can cast vanguard spells while wearing light armor or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a vanguard wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass vanguard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A vanguard casts arcane spells drawn from the vanguard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast spell, a vanguard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a vanguard’s spell is 10 + the spell level + the vanguard’s Charisma modifier. A vanguard can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Vanguard. In addition, he receives bonus spells per day if he has a high Charisma score see Ability Modifiers and Bonus Spells

the Ability Scores section in Chapter 1 of the Pathfinder Roleplaying Game Core Rulebook). A 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, he gains one or more new spells as indicated on Table: Vanguard Spells Known (Unlike spells per day, the number of spells a vanguard knows is not affected by his Charisma score. The numbers on Table: Vanguard Spells Known are fixed.). These new spells can be common spells chosen from the vanguard spell list, or they can be unusual spells that the vanguard has gained some understanding of through study. Upon reaching 5th level, and at every third vanguard level thereafter (8th, 11th, and so on), a vanguard can choose to learn a new spell in place of one he 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, and it must be at least one level lower than the highest-level vanguard spell he can cast. A vanguard may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A vanguard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not used up his allotment of spells per day for the spell’s level.

Cantrips

Vanguards learn a number of cantrips, or 0-level spells, as noted on Table: Vanguard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Construct Companion

A vanguard begins play with the ability to craft a powerful, magically-animated construct companion. A construct companion has the same alignment as the vanguard that creates it and can speak and understand all of his languages. Construct companions are treated as constructs under the vanguard’s control, though unlike most constructs, the companion is intelligent and capable of independent thought and action. The construct companion’s general appearance is up to the vanguard, though it is always in the form of a medium humanoid shape. The construct companion’s Hit Dice, saving throws, skills, feats, and abilities are tied to the vanguard’s class level and increase as the vanguard gains levels.

A vanguard begins play with his construct companion already constructed. The construct companion does not heal naturally. If it is ever reduced to 0 hit points, the construct companion breaks and stops functioning (though it isn’t completely destroyed). The vanguard must spend 24 hours repairing a broken construct companion to fix it, after which it is restored to its full function and hit points. If the construct companion is ever completely annihilated (such as by a disintegrate spell) or is irretrievably lost, the vanguard can spend 1 week crafting a new construct companion to replace his old one. The new construct companion must have the same augmentation abilities as the old one (see below). A vanguard cannot have more than one construct companion at a time.

Construct companion information is listed Here

Augmentation

As a vanguard grows in skill, he gains new ways to improve the abilities of his construct companion. Referred to as augmentations, these abilities allow the vanguard to bind additional magical and physical power to his companion, customizing its capabilities to his liking. At 1st level, the vanguard

grants his companion the mending touch augmentation and one other augmentation of his choice. At 4th level, and every three vanguard levels thereafter, the vanguard selects another augmentation to apply to his companion.
A vanguard cannot select an augmentation more than once, unless otherwise stated.

A List of Augmentations can be found here Augmentations List

Resonance (Su)

The vanguard’s augmentations do not only serve to enhance the strengths of his companion. The vanguard has the ability to create a secondary, more powerful effect by causing a resonance between the construct’s augmentations and the vanguard’s innate magical power. Causing a resonance is a standard action that does not provoke attacks of opportunity. The types of resonance the vanguard can create are based on the augmentations he has bestowed upon his construct companion; each resonance effect is listed under its corresponding augmentation. He may only cause one resonance at a time, regardless of how many resonance effects he can use. If he wishes to use a different resonance, he must dismiss the current resonance (a free action) before creating a new one. The vanguard can create resonances a number of times each day equal to 1/2 his vanguard level + his Charisma modifier (minimum 1).

At 7th level, creating a resonance can be done as a move action, instead of a standard action. At 13th level, it can be done as a swift action. Resonances rely on the construct companion to function; if the construct companion is shut down or destroyed, the vanguard can still use a resonance, but it takes two of his daily uses. In this case, the resonance originates from himself (as if he were the construct companion). If the resonance uses both the construct and the vanguard in tandem (as with the resonance effects for energy discharge or tactical repositioning), he can’t use that resonance at all until the construct is functional again.

Intuitive Construction (Ex)

Starting at 2nd level, a vanguard’s intuition gives him a bonus on Craft checks equal to 1/2 his vanguard level.

Teamwork feat

At 3rd level, and every three vanguard levels thereafter, a vanguard receives a bonus feat. This feat must be chosen from those listed as teamwork feats . He must meet the prerequisites of these feats as normal.

Vanguard Tactics (Ex)

At 3rd level, the vanguard automatically grants his teamwork feats to his construct companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.

Repurpose (Ex)

At 8th level, the vanguard learns how to reconfigure the magical powers bestowed upon his construct companion. By spending 8 hours altering the magic used to animate his companion, he can exchange one of his augmentations for his companion with a different one. The new augmentation must be one he could have qualified for when he gained the exchanged augmentation; for example, if he removes the augmentation he gained at 7th level, he can replace it with any augmentation with a level requirement of 7th level or lower.

Rapid Construction (Ex)

At 14th level, a vanguard learns how to craft items with rapid speed. He uses the 1/10 gp value of mundane items to determine how much time it takes to craft them, and he requires only half the normal amount of time to create magical items. In addition, it now takes him only 4 hours to restore a construct companion reduced to 0 hit points, or 24 hours to create a replacement for a completely destroyed or lost companion.

Perfect Resonance (Su)

At 20th level, a vanguard’s magical resonance with his construct companion reaches new heights of power. Each day when the vanguard regains spells, he can choose a single augmentation his companion has. The vanguard gains the benefit of that augmentation for the entire day. Whenever he uses the resonance ability for that augmentation, he and his companion gain the benefit of battlemind link spell for a number of rounds equal to the vanguard’s Charisma modifier.

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 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 6 4 3
15th 6 6 6 6 4 4
16th 6 6 6 6 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
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