[RGG] Brainstorming Vanguard archtypes


Homebrew and House Rules

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Ok, the Vanguard is one of my favourite 3pp (that isn't Dreamscarred) so I've been looking at archtypes for it.

I'm thinking..

  • A witch archtype, drops the arcane bond for familiar and hexes, but not sure of a good balance. Maybe drop the arcane blast for hexes and make the bonded weapon also hold spells like the bonded witch archtype? It would likely be an int based caster so, the bonded item also works as a spell book, like the witch.

  • An arcanist version. I'm thinking keep the spells/day the same, but unsure yet how many spells prepared. Remove the teamwork feats and the Vanguard tactics for adding arcane exploits, one at 3rd level, and add the extra Arcanist exploit to the list of Spell Maneuver options. I'm thinking giving him an arcane pool of 2 + 1/2 level, and the pool starts each day at 1 + 1/4th level. This one should be able to remain a charisma based caster.

  • An Occult adventures version. Pretty straight forward would be replace 'sorcerer/wizard' with 'psychic' I'd not give them the phrenic pool though.

    Anyone want to see these?

  • Liberty's Edge

    I'd sure be interested! :)

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Ok, here's what I think the mechanics for a Vanguard Arcanist would look like. Call it the Vanward.

    Vanward Archetype:

    Vanward
    Spells: A vanward casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. A vanward must prepare his spells ahead of time, but unlike a wizard, his spells are not expended when they’re cast. Instead, he can cast any spell that he has prepared consuming a spell slot of the appropriate level, assuming he hasn’t yet used up his spell slots per day for that level.
    To learn, prepare, or cast a spell, the vanward must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a vanward’s spell is 10 + the spell’s level + the vanward’s Intelligence modifier.
    A vanward can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1. In addition, he receives bonus spells per day if he has a high intelligence score (see Table 1–3 in the Core Rulebook).
    A vanward may know any number of spells, but the number he can prepare each day is limited. At 1st level, he can prepare four 0-level spells and two 1st-level spells each day. At each new vanward level, the number of spells he can prepare each day increases, using the Vanguard Spells Known table for the number of spells prepared. Unlike the number of spells he can cast per day, the number of spells a vanward can prepare each day is not affected by his Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a vanward can prepare.
    A vanward must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the vanward decides what spells to prepare and refreshes his available spell slots for the day.
    Like a sorcerer, a vanward can choose to apply any metamagic feats he knows to a prepared spell as he casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). However, he may also prepare a spell with any metamagic feats he knows and cast it without increasing casting time like a wizard. He cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.
    This alters the Spells and Cantrips class features.

    Arcane Reservoir (Su): A vanward has an innate pool of magical energy that he can draw upon to fuel his arcanist exploits and enhance his spells. The vanward’s arcane reservoir can hold a maximum amount of magical energy equal to 2 + 1/2 the vanward’s level. Each day, when preparing spells, the vanward’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/4 his vanward level. Any points he had from the previous day are lost. He can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
    Initially, the Vanward has limited uses for this arcane reservoir. The Vanward can expend 1 point from his arcane reservoir as a free action whenever he casts a vanguard spell. If he does, he can choose to increase the caster level by 1 or increase the spell’s DC by 1. He can expend no more than 1 point from his reservoir on a given spell in this way.
    As the Vanguard gains levels, he may also use the arcane reservoir to fuel any arcane exploits he knows.
    This ability replaces vanguard blast and the blast improvements gained at higher levels.
    Arcanist Exploits: The Vanward has limited access to arcanist exploits. At 3rd level the vanguard gains the arcane weapon exploit. He gains another arcane exploit at levels 8, 13, and 18th level. Also at 13th and 18th level, the vanward may select a greater arcane exploit instead.
    This replaces Vanguard Tactics.


    Technically the arcane pool is more balanced with vanguard tactics while the exploits are more balanced with the blast, but I don't want to swap out features before they're gained. I decided to go with Int Based. Makes it a little more MAD, with the bonded weapon tricks based off Cha still, but my design philosophies sees a 'half caster' just fine with a 14 casting stat.

    Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / [RGG] Brainstorming Vanguard archtypes All Messageboards

    Want to post a reply? Sign in.
    Recent threads in Homebrew and House Rules