New Base Class: Vanguard


Homebrew and House Rules

Liberty's Edge

VANGUARD
Masters of the front line, dedicated to protecting those who follow, the vanguard never shrink from a fight. These brave few don armor and shields to wade into battle, bringing the fight to the enemy. The vanguard protects his allies and himself through skillful use of his shield and armor.

Role: Vanguards are front line fighters who can support close allies in several different ways. When forced to move in a tight group, there is no better ally than a vanguard, who can protect those who stay close to him. Vanguards are also often signed to perform escort or bodyguard services for people of high standing or import.

Alignment: Any

Hit Die: d12

Class Skills
The vanguard’s class skills are Climb (Str), Craft (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).

Skill Ranks per Level: 2 + Int modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Bonus feat
2nd +2 +3 +0 +3 Uncanny dodge
3rd +3 +3 +1 +3 Bonus feat, Shield allies
4th +4 +4 +1 +4 Armor training 1
5th +5 +4 +1 +4 Bonus feat
6th +6/+1 +5 +2 +5 Vanguard protection
7th +7/+2 +5 +2 +5 Bonus feat, Under my protection
8th +8/+3 +6 +2 +6 Armor training 2
9th +9/+4 +6 +3 +6 Blood brothers, Bonus feat
10th +10/+5 +7 +3 +7 Vanguard protection 2
11th +11/+6/+1 +7 +3 +7 Bonus feat, Improved uncanny dodge
12th +12/+7/+2 +8 +4 +8 Armor training 3
13th +13/+8/+3 +8 +4 +8 Bonus feat
14th +14/+9/+4 +9 +4 +9 Vanguard protection 3
15th +15/+10/+5 +9 +5 +9 Bonus feat
16th +16/+11/+6/+1 +10 +5 +10 Armor training 4
17th +17/+12/+7/+2 +10 +5 +10 Bonus feat
18th +18/+13/+8/+3 +11 +6 +11 Improved shield allies, Vanguard protection 4
19th +19/+14/+9/+4 +11 +6 +11 Bonus feat
20th +20/+15/+10/+5 +12 +6 +12 Armor mastery

Class Features

All of the following are class features of the vanguard.

Weapon and Armor Proficiency: A vanguard is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and with shields (not including tower shields.)

Bonus Feats: At first level, and every odd level thereafter, a Vanguard gains a bonus feat in addition to those gained from normal advancement. The vanguard must meet all prerequisites when choosing a bonus feat. The feats the Vanguard may choose from are: Double Slice, Greater Overrun, Greater Two-Weapon Fighting, Greater Weapon Focus, Improved Overrun, Improved Shield Bash, Shield Focus, Shield Master, Shield Slam, Spellbreaker, Step Up, Strike Back, Toughness, Two-Weapon Fighting, Two-Weapon Rend, and Weapon Focus

Uncanny Dodge (Ex): At 2nd level, the vanguard gains the ability to react to danger before she would normally be able to. She cannot be caught flat-footed, even if the attacker is invisible. She still looses her Dex bonus if immobilized or if her opponent successfully uses the feint action against her.
If a vanguard already has uncanny dodge from another class, she automatically gains improved uncanny dodge (see below) instead.

Armor Training (Ex): Starting at 4th level, a vanguard begins to master maneuvering in armor. The vanguard reduces the armor check penalty of armor she is wearing by 1 (minimum 0) and increases the maximum Dex bonus allowed by the armor by 1. Every 4 levels, these benefits increase, to a maximum penalty reduction and Dex bonus increase of 4 at 16th level.

Shield Allies (Ex): Beginning at 3rd level, when wearing a shield, the Vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to half of the Vanguard's shield bonus. This ability does not function if the Vanguard is denied his Dex bonus.

Vanguard Protection (Ex): The Vanguard can shield an adjacent allies from an area affect spell or ability, taking the brunt of the damage herself. The Vanguard automatically fails her save when using this ability. At 6th level, one ally may be shielded. At 10th level and every 4 levels thereafter, a Vanguard may shield an additional adjacent ally. Allies protected take half damage on a failed save and no damage if they make their save.

Under My Protection (Su): Starting at 7th level, as a standard action, a Vanguard can declare a willing target to be under her protection. This forms a supernatural bond between the Vanguard and the target. Anyone attempting to attack the target must succeed in a Will save or attack the Vanguard instead. This is a mind-affecting supernatural effect. A Vanguard may have only one target under her protection at any given time. The effect is dispelled if the Vanguard and the target are more than 30' from each other.

Blood Brothers (Sp): Beginning at 9th level, a vanguard can perform a ritual with a willing ally as a full round action that causes 1 point of nonlethal damage to both the vanguard and his ally. The ally is then protected as if by an extended shield other spell cast at the vanguard's level. A vanguard may perform this ritual once per day per 4 levels.

Improved Uncanny Dodge (Ex): Beginning at 11th level, the vanguard cannot be flanked. This defense denies a rogue the ability to sneak attack by flanking unless the attacker has at least four more rogue levels than the target has levels in this class.
If a character already has uncanny dodge from another class, those class levels stack with this one to determine the minimum rogue levels needed to flank the character.

Improved Shield Allies (Ex): At 18th level and higher, when wearing a shield, the vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to the vanguard's shield bonus. This ability does not function if the vanguard is denied his Dex bonus.

Armor Master (Ex): At 20th level, a vanguard gains DR 5/- whenever he is wearing armor or using a shield.

RPG Superstar 2012 Top 32

Looks good! A little heavy on the bonus feats. Might want to add an ability that makes the Vanguard the target of opponents. Maybe a "Come Get Some" ability that requires an opponent or opponents to target the Vanguard first and foremost, maybe Will vs. 10 + 1/2 Vanguard level + Cha modifier.

Maybe "Come Get Some" at 1st level, bonus feats at levels 3, 7, 11, 15, and 19, and some kind of boost to the "Come Get Some" ability at levels 5, 9, 13, and 17.


I like the class, but have to agree that it has too many bonus feats for all the benefits you already get. Tone it down and I think you got a winner here.


I like it, very well done. I could actually see my self playing a PC like this.

A few things though...

1. I agree with the above posts, a bit heavy on the bonus feats.

2. Take a look at the ol' Dwarven Defender PrC or the Knight class in 3.5. Both of those might give a few idea on what to put in place of some of those bonus feats.

3. I understand why Two-Weapon is on the bonus feat list, since it helps when attacking with a shield too, but perhaps consider making a 'Sword & Shield' class ability that as the Vanguard advances in level he automatically learns to fight with a sword and shield a la Two-Weapon Fighting limited to only a shield in his off hand. This could replace a few of those bonus feats with advanced weapon and shield training.

Perhaps even...
Brothers in Arms (Su): At XX Level any willing participant under the effects of the Vanguard's "Under My Protection" ability is also affected by a Shield Other spell.


Reckless wrote:
Shield Allies (Ex): Beginning at 3rd level, when wearing a shield, the Vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to half of the Vanguard's shield bonus. This ability does not function if the Vanguard is denied his Dex bonus.

This needs to be reworded to, "when using a shield". otherwise having a shield strapped to his back gives his friends a shield bonus.

Liberty's Edge

Thanks for the feedback, some good ideas there. I also have to reword Vanguard's Protection to say that it must be declared before any saves are rolled, and that it is an immediate action/reaction whathaveyou. Once this weekend is over(retail manager), I'll post a revision.

RPG Superstar 2012 Top 32

I'd also limit the bonus feats to Shield specialization feats, Save boosts (Great Fortitude, Improved Great Fortitude, Iron Will, Improved Iron Will, Lightning Reflexes, Improved Lightning Reflexes), Endurance, Diehard, Toughness, and maybe Dodge. And that feat that helps Combat Manuver Defense. Stuff like that. Maybe Step Up.

I see the Vanguard's role as getting in the way of the opposition, and then taking the hits that he can't avoid or resist.

Liberty's Edge

VANGUARD

Masters of the front line, dedicated to protecting those who follow, the vanguard never shrink from a fight. These brave few don armor and shields to wade into battle, bringing the fight to the enemy. The vanguard protects his allies and himself through skillful use of his shield and armor.

Role: Vanguards are front line fighters who can support close allies in several different ways. When forced to move in a tight group, there is no better ally than a vanguard, who can protect those who stay close to him. Vanguards are also often signed to perform escort or bodyguard services for people of high standing or import.

Alignment: Any

Hit Die: d12

Class Skills

The vanguard’s class skills are Climb (Str), Craft (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).
Skill Ranks per Level: 2 + Int modifier

Level Base Attack...Fort...Ref...Will....Special
.............Bonus...... Save...Save...Save

1st..... +1................ +2......... +0..... +2... Shield expertise
2nd..... +2................ +3......... +0..... +3 Uncanny dodge
3rd..... +3................ +3......... +1..... +3 Shield allies
4th..... +4................ +4......... +1..... +4 Armor training 1, Blood brothers
5th..... +5................ +4......... +1..... +4 Vanguard protection
6th..... +6/+1............. +5......... +2..... +5 Shield expertise
7th..... +7/+2............. +5......... +2..... +5 Under my protection
8th..... +8/+3............. +6......... +2..... +6 Armor training 2
9th..... +9/+4............. +6......... +3..... +6 Improved uncanny dodge
10th..... +10/+5........... +7......... +3..... +7 Vanguard protection 2
11th..... +11/+6/+1........ +7......... +3..... +7 Shield expertise
12th..... +12/+7/+2........ +8......... +4..... +8 Armor training 3
13th..... +13/+8/+3........ +8......... +4..... +8
14th..... +14/+9/+4........ +9......... +4..... +9 Advanced armor training
15th..... +15/+10/+5....... +9......... +5..... +9 Vanguard protection 3
16th..... +16/+11/+6/+1.... +10........ +5..... +10 Armor training 4
17th..... +17/+12/+7/+2.... +10........ +5..... +10 Shield expertise
18th..... +18/+13/+8/+3.... +11........ +6..... +11 Improved shield allies
19th..... +19/+14/+9/+4.... +11........ +6..... +11 Armor mastery
20th..... +20/+15/+10/+5... +12........ +6..... +12 Vanguard protection 4

Class Features

All of the following are class features of the vanguard.

Weapon and Armor Proficiency: A vanguard is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and with shields (not including tower shields.)

Shield Expertise: Vanguards train heavily in the use of shields, both for defense and offense. At first level, a vanguard gains Improved Shield Bash and Shield Focus as bonus feats. At 6th level, she gains Shield Slam and may make a shield bash as an extra attack as if with the two-weapon fighting feat. At 11th level, she gains Shield Master, and may make two shield bash attempts as if with the improved two-weapon fighting feat. At 17th level, she may make three shield bashes as if with the greater two-weapon fighting feat. She does not need to meet the prerequisites for these feats.

Uncanny Dodge (Ex): At 2nd level, the vanguard gains the ability to react to danger before she would normally be able to. She cannot be caught flat-footed, even if the attacker is invisible. She still looses her Dex bonus if immobilized or if her opponent successfully uses the feint action against her.
If a vanguard already has uncanny dodge from another class, she automatically gains improved uncanny dodge (see below) instead.

Shield Allies (Ex): Beginning at 3rd level, when wearing a shield, the Vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to half of the Vanguard's shield bonus. This ability does not function if the Vanguard is denied his Dex bonus.

Armor Training (Ex): Starting at 4th level, a vanguard begins to master maneuvering in armor. The vanguard reduces the armor check penalty of armor she is wearing by 1 (minimum 0) and increases the maximum Dex bonus allowed by the armor by 1. Every 4 levels, these benefits increase, to a maximum penalty reduction and Dex bonus increase of 4 at 16th level.

Blood Brothers (Sp): Beginning at 4th level, a vanguard can perform a ritual with a willing ally as a full round action that causes 1 point of nonlethal damage to both the vanguard and his ally. The ally is then protected as if by an extended shield other spell cast at the vanguard's level. A vanguard may perform this ritual once per day per 4 levels.

Vanguard Protection (Ex): The Vanguard can shield adjacent allies from an area affect spell or ability, taking the brunt of the damage herself. The Vanguard automatically fails her save when using this ability. At 5th level, one ally may be shielded. At 10th level and every 5 levels thereafter, a Vanguard may shield an additional adjacent ally. Allies protected take half damage on a failed save and no damage if they make their save. This ability is an immediate action, which must be declared before any saving throws are rolled.

Under My Protection (Su): Starting at 7th level, as a standard action, a Vanguard can declare a willing target within 30’ to be under her protection. This forms a supernatural bond between the Vanguard and the target. Anyone attempting to attack the target must succeed in a Will save (DC= 10+ ½ Vanguard Level + Con modifier) or attack the Vanguard instead. This is a mind-affecting supernatural effect. A Vanguard may have only one target under her protection at any given time. The effect is dispelled if the Vanguard and the target are more than 30' from each other.

Improved Uncanny Dodge (Ex): Beginning at 9th level, the vanguard cannot be flanked. This defense denies a rogue the ability to sneak attack by flanking unless the attacker has at least four more rogue levels than the target has levels in this class.
If a character already has uncanny dodge from another class, those class levels stack with this one to determine the minimum rogue levels needed to flank the character.

Advanced Armor Training(Ex): At 14th level, a vanguard’s armor training allows him to move freely in armor. The vanguard’s speed is not reduced by armor. A vanguard’s speed may still be reduced by encumbrance.

Improved Shield Allies (Ex): At 18th level and higher, when wearing a shield, the vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to the vanguard's shield bonus. This ability does not function if the vanguard is denied his Dex bonus.

Armor Master (Ex): At 19th level, a vanguard gains DR 5/- whenever he is wearing armor or using a shield.

Liberty's Edge

I moved some things around, incorporated specific feats into shield expertise instead of bonus feats, and added in advanced armor training to increase the mobility at later levels.


I think you should rename it. Perhaps you are thinking that 'guard' is a word for a single person. However, 'vanguard' is a noun which refers collectively to the groups of soldiers at the head of any army, not to an individual. It is like referring to a single soldier as a phalanx or cohort.

Couple other things (don't want to be hypercritical, but I know you are looking for feedback, and as a writer myself I know that other people always see stuff you don't see).:

The details of a couple of the features seem a bit vague:

What is the nature of the supernatural bond in 'Under My Protection?' What does declaring the bond entail?
Must the declaration be spoken aloud? How long does declaring take? What is its range? How long does the bond last, if not disrupted by distance? Can it be disrupted by an enemy?

Regarding 'Blood Brothers': What is the nature of the ritual? What is it, how do you learn it, and what specifically does it entail?
You should probably do away with the 1 point of nonlethal damage (especially since it is a 9th level feature--1 hp damage is insignificant to 9th level characters, and would only demand, annoying superfluous record-keeping). And why is it nonlethal? I'm picturing 2 guys chanting and punching each other in the face (but not too hard).

Liberty's Edge

jocundthejolly wrote:

I think you should rename it. Perhaps you are thinking that 'guard' is a word for a single person. However, 'vanguard' is a noun which refers collectively to the groups of soldiers at the head of any army, not to an individual. It is like referring to a single soldier as a phalanx or cohort.

Couple other things (don't want to be hypercritical, but I know you are looking for feedback, and as a writer myself I know that other people always see stuff you don't see).:

The details of a couple of the features seem a bit vague:

What is the nature of the supernatural bond in 'Under My Protection?' What does declaring the bond entail?
Must the declaration be spoken aloud? How long does declaring take? What is its range? How long does the bond last, if not disrupted by distance? Can it be disrupted by an enemy?

Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.

Supernatural Abilities are activated purely mentally, and require no components (somatic, verbal, or material.)

jocundthejolly wrote:

Regarding 'Blood Brothers': What is the nature of the ritual? What is it, how do you learn it, and what specifically does it entail?

You should probably do away with the 1 point of nonlethal damage (especially since it is a 9th level feature--1 hp damage is insignificant to 9th level characters, and would only demand, annoying superfluous record-keeping). And why is it nonlethal? I'm picturing 2 guys chanting and punching each other in the face (but not too hard).

I envision the ritual as cutting small slits in one's wrists and holding the arms together in a grasp of common trust "allowing the blood to mix". Perhaps it should be lethal, but it is meant to be more symbolic than anything.


How about adding this to the Pathfinder Database?

Sczarni

Very nice, just a suggestion thou. The Under my Protection seems oddas a mind affecting ability, perhaps making it a reflex save instead of a will save to ¨avoid striking the vanguard that keeps gettign in the way of hitting the squishy wizard¨. That would make the ability a bit less annoying to use at higher levels when resistance to mind afecting effects becomes common.


I mourned when dwarven defender was lost in translation. This looks like an acceptable replacement, but I'd take vanguard away from fighter a bit more by giving him following special ability:

Shield mobility: Vanguard can make bash attacks with a tower shield. The armour check penalty from shields is lowered by 1

Liberty's Edge

Pathfinder Database Pimp wrote:
How about adding this to the Pathfinder Database?

Sure


Looks alright

I'll rate it 6-8 out of 10.

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