Vanguard Class


Homebrew and House Rules


I am trying to create a class for the Vanguard from a certain sci-fi series for pathfinder, before someone points out how silly the idea is I know it just was something I fancied doing. So here it is and any advice on how I could make it less awful would be appreciated?

Vanguard
These powerful magical warriors are always the first to enter battle and the last to leave it. They are a class of the forlorn hope always where the fight is the most hopeless and very defying the odds.

Hit Die: D10

Class Skills: Acrobatics (Dex), Climb (Str), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Perception (Wis), Profession (Wis), Survival
(Wis), Swim (Str)

BAB F R W Special

1 +2 +2 +0 Fast Movement
2 +3 +3 +0 Ki Pool
3 +3 +3 +1 Bonus Feat
4 +4 +4 +1 Uncanny Dodge
5 +4 +4 +1 Water Walk (Ki Power)
6 +5 +5 +2 Vanguard Charge
7 +5 +5 +2 Bonus Feat
8 +6 +6 +2 Improved Uncanny Dodge
9 +6 +6 +3 Air Walk (Ki Power)
10 +7 +7 +3 Great Charge
11 +7 +7 +3 Improved Vanguard Charge
12 +8 +8 +4 Abundant Step
13 +8 +8 +4 Greater Walk
14 +9 +9 +4 Forceful Charge
15 +9 +9 +5 Improved Abundant Step
16 +10 +10 +5 Greater Vanguard Charge
17 +10 +10 +5 Bonus Feat
18 +11 +11 +6 Cleaving Charge
19 +11 +11 +6 Fearless
20 +12 +12 +6 Explosive Charge

Weapons and Shield Proficiency: Vanguards are proficient with all simple and martial weapons with all types of Armour (heavy, medium and light) and with Bucklers and Light Shields.

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

Ki Pool (Su): At the Second Level a Vanguard gains a pool of Ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the vanguard’s Ki pool is equal to her Charisma Modifier + half her Vanguard Level.

The vanguard can as a swift action spend a point of Ki to boost her movement speed by 20ft for a round this stacks with any other bonuses to the Vanguard’s Land Speed.

The Vanguard can also spend a Ki Point as a swift action to add a +20 to a single acrobatics roll.

Bonus Feats: A Vanguard gains a bonus combat feat at levels 3, 7, 17,

Uncanny Dodge (Ex): At 4th level, a Vanguard gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Vanguard with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Water Walk (Su)From the 5th level by spending a point of Ki as a swift action a Vanguard can walk across water (as water walk spell) for a number of rounds equal to their vanguard level.

Vanguard’s Charge (Ex) At 6th Level a vanguard does double damage with a melee weapon whilst charging. This ability does not stack with any bonus that effects mounted charging.

Improved Uncanny Dodge (Ex): At 8th level and higher, a Vanguard can no longer be flanked. This defence denies rogues the ability to deal sneak attack damage by flanking the Vanguard unless the attacker has at least 4 more rogue levels than the Vanguard has Vanguard Levels.

Air Walk (Su) At 9th level and beyond a Vanguard can spend a Ki point as a swift action so that Vanguard can walk on air (as air walk spell) for a number of round equal to their vanguard level.

Great Charge (Ex): A tenth level and higher Vanguard does not suffer any penalties to AC from charging and gets an attack bonus of +4 on a charge (instead of the usual +2).

Improved Vanguard Charge (Ex): At the 11th Level and onwards a vanguard does triple damage with a melee weapon whilst charging. This ability does not stack with any bonus that effects mounted charging.

Abundant Step (Su): At 12th level or higher, a Vanguard can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Greater Walk (SU): From the 13th level both the Vanguards Air Walk and
Water Walk Ki Powers now have an increased duration of 10 minutes per level instead of 1 round.

Forceful Charge (Ex): From the 14th Level you can do carry out as a free action a knockdown or trip manoeuvre alongside your charge attack, this manoeuvre benefits from your charge attack bonus and does not provoke an attack of opportunity.

Improved Abundant Step (SU): From the 15th level a Vanguard can use Abundant Step as a swift action and as part of a charge.

Greater Vanguard Charge: At the 16th Level and onwards a vanguard does quadruple damage with a melee weapon whilst charging. This ability does not stack with any bonus that effects mounted charging.

Cleaving Charge (Ex): From the 18th Level a Vanguard gets a free attack on an adjacent enemy if his charge killed an opponent applying all the benefits of greater Vanguard Charge to the attack.

Mind of Steel (Ex) A vanguard from level 19 is immune to fear (both magical and mundane) and gains a +4 bonus vs mind affecting effects.

Explosive Charge (Ex): From the 20th Level a vanguard can make whirlwind attack on the end of a charge applying all the benefits of greater vanguard charge to the attack.

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