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Vanguard

Level Advancement: Vanguard
Level B.A. Fort Ref Will Special Abilities
1st +0 +0 +2 +0 skirmish +1, trapfinding
2nd +1 +0 +3 +0 uncanny dodge, great fortitude
3rd +2 +1 +3 +1 fast movement +10ft, 1st favored terrain
4th +3 +1 +4 +1 bonus feat
5th +3 +1 +4 +1 evasion, skirmish +2
6th +4 +2 +5 +2 flawless step (Nimble Moves)
7th +5 +2 +5 +2 2nd favored terrain
8th +6/+1 +2 +6 +2 camoflage, bonus feat
9th +6/+1 +3 +6 +3 quick step, skirmish +3
10th +7/+2 +3 +7 +3 flawless step (Acrobatic Steps), blindsense 30ft.
11th +8/+3 +3 +7 +3 fast movement +20ft., 3rd favored terrain
12th +9/+4 +4 +8 +4 bonus feat
13th +9/+4 +4 +8 +4 skirmish +4
14th +10/+4 +4 +9 +4 hide in plain sight
15th +11/+6/+1 +5 +9 +5 flawless step (+10 ft.), 4th favored terrain
16th +12/+7/+2 +5 +10 +5 bonus feat
17th +12/+7/+2 +5 +10 +5 skirmish +5
18th +13/+8/+3 +6 +11 +6 unfettered
19th +14/+9/+4 +6 +11 +6 fast movement +30ft., 5th favored terrain
20th +15/+10/+5 +6 +12 +6 blindsight 30ft, master skirmisher, bonus feat
The vaguard ranges the wilderness alone, at the head of a army on the move, or ahead of his companions. The consumate loner, the vanguard is known by many names in many cultures: scout, ranger, forester, woodsman, even bandit, highwayman, or scourge. Always on the move, the vanguard is difficult to pin down, a trait the vanguard exploits to great advantage.

Alignment:Any.

Hit Die: d8.

Class Skills
The vanguards's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Knowledge (dungeoneeriong), Knowledge (geography), Knowledge (nature), Perception (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 8 + Int modifier.

Class Features

The following are class features of the vanguard.

Weapon and Armor Proficiency: The vanguard is proficient with all simple weapons plus the shortbow, short sword, hand axe, throwing axe, kukri, and starknife. A vanguard is also proficient with light armor and with shields (except tower shields).

Skirmish: A vanguard relies on movement and mobility in combat, both offensively and defensively. The vanguard gains a +1 dodge bonus to AC; this bonus increases by +1 every four levels beyond 1st, to a maximum of +5 at 17th level.

As a free action during movement, the vanguard can convert his skirmish dodge bonus to extra damage dice in any round in which he moves at least 10 feet. The vanguard loses his skirmish dogde bonus to AC until the beginning of his next turn, but he adds to his damage a number of extra d6s equal to his skirmish bonus on his very next attack after moving at least 10 feet. Should the vanguard score a critical hit with a skirmish attack, this extra damage is not multiplied. Ranged attacks can only gain benefit from skirmish if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a vanguard can make a skirmish attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a skirmish attack, not even with the usual 4 penalty.

The vanguard must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A vanguard gains no extra damage from skirmish while striking a creature with concealment. The extra damage from skirmish is precision damage.

The vanguard loses the skirmish ability (both the defensive and offensive option) when wearing medium or heavy armor, or carrying a medium or heavy load.

Trapfinding: A vanguard adds his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A vanguard can use Disable Device to disarm magic traps.

Uncanny Dodge: At 2nd level, a vanguard gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A vanguard with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Fast Movement: A vanguard's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, and not carrying a medium or heavier load. Apply this bonus before modifying the vanguard's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the vanguard's land speed.

Favored Terrain: At 3rd level, a vanguard may select a type of terrain from the Favored Terrains table. The vanguard gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A vanguard traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the vanguard may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the vanguard's bonuses do not stack; he simply uses whichever bonus is higher.

Bonus Feat: At 4th level and every four levels thereafter, a vanguard gains a bonus feat, which must be selected from the following list: Acrobatic, Alertness, Athletic, Blind-Fight, Combat Expertise, Dodge, Endurance, Far Shot, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track, and Vital Strike. The vanguard must meet all the prerequisites for the chosen feat.

Evasion: At 5th level and higher, a vanguard can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the vanguard is wearing light armor or no armor. A helpless vanguard does not gain the benefit of evasion.

Flawless Step: The vanguard gains Nimble Moves as a bonus feat. In addition, the vanguard may add his Intelligence bonus (if any) to Acrobatics checks made to move across narrow surfaces and unven ground. At 10th level the vanguard gains Acrobatic Steps as a bonus feat. At 15th level the vanguard increases the amount of difficult terrain he can ignore by +10 feet.

Camoflage: A vanguard of 8th level can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Quick Step: A vanguard of 9th level can give up one attack of his full attack action to move 5 feet.

Blindsense 30ft.: At 10th level, the vanguard gains blindsense out to 30 feet.

Hide in Plain Sight: While in any of his favored terrains, a vanguard of 14th level or higher can use the Stealth skill even while being observed.

Unfettered: At 18th level, a vanguard can slip out of bonds, grapples, and similar effects easily. For a number of rounds per day equal to the vanguard's Dexterity bonus, the vanguard can act as though under the effects of a freedom of movement spell. Activating this ability is an immediate action. The rounds need not be consecutive.

Blindsight 30ft.: At 10th level, the vanguard gains blindsight out to 30 feet. This replaces blindsense gained at 10th level.

Master Skirmisher: The vanguard no longer loses his dodge bonus to AC from skirmish when he deals extra damage.
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