Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
Suishen abilities: airwalk: 2/3, see invisibility: 2/3
resist cold: 2/3, daylight:3/3
Active effects: Blind, bull str, M Image (6), stnskin (38), keen, res cold 30/acid 10, airwalk, grt inv, end elem, see inv, lt fort, all-round vision, vitriolic mist)[/ooc][/list][/spoiler]
Male Human Vanguard 13 (AC:28 (35); F:14 R:10 W:12, Perc:+24)[spoiler=Status][ooc][list]
Vanguard Blast: 7/7
Swift Spell: 1/5
Enhance Weap 13/13
Male human vanguard 14
N Medium humanoid (human)
Init +3; Senses Perception +25
AC 28, touch 17, flat-footed 25 (+6 armor, +3 deflection, +3 Dex, +1 insight, +5 shield)
hp 143 (14d8+51)
Fort +15 (+5 circumstance bonus vs. cold weather), Ref +10, Will +13
Defensive Abilities fortification 25%
Speed 40 ft.
Melee katana +11/+6 (1d8+13/18-20) or
. . guardian of the amatatsu suishen (PA and Arcane strike) +13/+8 (1d8+15/18-20 plus 1d6 fire)
Special Attacks arcane smite, vanguard blast, vanguard's spell penetration, weapon channel
Vanguard Spell-Like Abilities (CL 14th; concentration +18)
. . 3/day—vanguard blast
. . —arcane smite
. . —vanguard's spell penetration
. . —weapon channel
Vanguard Spells Known (CL 14th; concentration +18)
. . 5th (2/day)—echolocation[UM], geniekind, siphon magic
. . 4th (5/day)—bestow curse (DC 18), greater invisibility, stoneskin, vitriolic mist[UM]
. . 3rd (5/day)—countless eyes[UM] (DC 17), force punch[UM] (DC 17), keen edge, resinous skin[UC], vampiric touch
. . 2nd (6/day)—belker's claws, bull's strength, ghoul touch (DC 16), invisibility, mirror image
. . 1st (6/day)—chill touch (DC 15), corrosive touch[UM], feather fall, touch of gracelessness[APG] (DC 15), true strike
. . 0 (at will)—detect magic, mending, resistance, root[UM], touch of fatigue (DC 14), touch of lethargy (DC 14)
Str 18, Dex 16, Con 16, Int 7, Wis 12, Cha 18
Base Atk +10; CMB +11; CMD 31
Feats - Custom Feat -, Accursed Critical[UM], Arcane Strike, Blind-fight, Combat Casting, Critical Focus, Exotic Weapon Proficiency (katana), Lunge, Power Attack, Shield Focus, Skill Focus (Perception), Step Up, Vital Strike
Traits childhood crush, killer
Skills Acrobatics +2 (+6 to jump), Climb +7, Fly +6, Handle Animal +8, Intimidate +20, Knowledge (arcana) +2, Knowledge (engineering) +2, Linguistics +2, Perception +25, Ride +6, Spellcraft +2, Stealth +15, Survival +5, Swim +7
Languages Common, Tien
SQ arcane bond weapon, arcane strike, enhance bond weapon, iron grip, spell maneuvers (advanced maneuvers, spell block, spell grapple, spell sunder), swift spell, vanguard's tactics
Combat Gear jingasa of the fortunate soldier[UE], potion of vanish, terra-cotta talisman, warrior, unfettered shirt[UE], bladeguard[APG], vermin repellent[UE] (2), water purification sponge[UE], weapon blanch (silver)[APG] (4); Other Gear +2 mithral chain shirt, +2 light fortification heavy steel shield, guardian of the amatatsu suishen[UC], katana[UC], belt of incredible dexterity +2, boots of striding and springing, chaincloth cloak, dusty rose prism ioun stone, glove of storing, headband of alluring charisma +2, necklace of adaptation, pink rhomboid ioun stone, portable hole, bear trap[APG] (2), cold weather outfit, flint and steel, masterwork backpack[APG], pesh (4), scarf[UE], silk rope (50 ft.), skates, skis and poles, snowshoes[APG], wandermeal[UE] (5), waterproof bag[UE], waterskin, winter blanket, platinum arm ring, 4,821 gp, 5 sp
Accursed Critical Confirm a critical hit and cast a curse as part of the attack
Arcane Bond Weapon (Katana) (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 vanguar
Arcane Smite (Swift Action) (Sp) Expend a spell slot to store raw magical energy in his bonded weapon as a swift action.
Arcane Strike At 1st level, a vanguard gains Arcane Strike as a bonus feat.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Critical Focus +4 to confirm critical hits.
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: defending, flaming, frost, ghost touch, shock or thundering. The vanguard may only have one such quality in effect
Fortification 25% You have a chance to negate critical hits on attacks.
Iron Grip +7 (Ex) +7to his CMD when defending against opponents' attempts to disarm or sunder his bonded weapon
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Spell Block (3/day) (Sp) As an immediate action the vanguard can attempt to block certain spells with his arcane bond weapon. This is treated as though the vanguard was using a quickened dispel magic with the changes noted below.
The vanguard must make a dispel check (1d20
Spell Grapple (Sp) When the vanguard successfully uses his spell block ability, he stores the blocked spell in his bonded weapon. As a full round action, the vanguard can release the stored spell, making all decisions necessary to cast it and using his own caster level
Spell Sunder (Sp) The vanguard can attempt to dispel spell effects with his arcane bonded weapon. As a standard action the vanguard attacks one target with his bonded weapon. If the attack succeeds, the weapon deals normal damage and the vanguard makes a dispel check
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Swift Spell (3/day) (Su) Vanguard Blast +6d4 (3/day) (Sp) +6d4 damage as a standard action.
Vanguard's Spell Penetration +2 (Sp) Additional +2 bonus to caster level checks made to penetrate spell resistance.
Vanguard's Tactics (Ex) Beginning at 3rd level, as a full round action a vanguard may grant a circumstance bonus equal to his Int bonus to critical hit confirmation rolls, combat maneuver checks, Spellcraft checks, and initiative checks to all allies within 30 feet who can
Vital Strike Standard action: x2 weapon damage dice.
Weapon Channel (Full Attack) (Sp) Can use weapon channel ability as part of a full attack action