Allies are one of the most valuable assets to have on any battlefield. While most would-be adventurers and gallant heroes must seek out comrades, the few choose instead to make one. Sometimes accidentally, sometimes with intent, a person may find within themselves the spark of creation, animating their constructed companions almost instinctively. These creators, known as vanguards, form a close bond with their companion, their magical essence fueling and empowering the construct. This bond is not one of master and servant, however; vanguards and companions fight as equals, supporting each other and their allies against all odds. Role: Vanguards provide both magical power and physical strength, standing alongside their allies in the thick of battle. The magic they cast is best served to support and enhance the strength of the group, using both traditional spell and mystical resonances of power from their companions to achieve victory. Alignment: Any. Hit Die: d8. Starting Age: Self-taught Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class SkillsThe vanguard’s class skills are Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 4 + Int modifier.
Contents
Class FeaturesAll of the following are class features of the vanguard.Weapon and Armor ProficiencyA vanguard is proficient with all simple and martial weapons, and
with all firearms. Vanguards are also proficient with
light armor, medium armor, and shields (except tower
shields). A vanguard can cast vanguard spells while
wearing light armor or medium armor and using a shield
without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a vanguard wearing
heavy armor incurs a chance of arcane spell failure if the
spell in question has a somatic component. A multiclass
vanguard still incurs the normal arcane spell failure
chance for arcane spells received from other classes. SpellsA vanguard casts arcane spells drawn from
the vanguard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a
spell, a vanguard must have a Charisma score equal to
at least 10 + the spell level. The Difficulty Class for a
saving throw against a vanguard’s spell is 10 + the spell
level + the vanguard’s Charisma modifier. A vanguard can cast only a certain number of spells of each spell level each day. His base daily spell allotment
is given on Table: Vanguard. In addition, he receives
bonus spells per day if he has a high Charisma score (see
the Ability Scores section in Chapter 1 of the Pathfinder
Roleplaying Game Core Rulebook). A vanguard’s selection of spells is extremely limited. A vanguard begins play knowing four 0-level spells and
two 1st-level spells of the vanguard’s choice. At each
new vanguard level, he gains one or more new spells as
indicated on Table: Vanguard Spells Known (Unlike
spells per day, the number of spells a vanguard knows
is not affected by his Charisma score. The numbers on
Table: Vanguard Spells Known are fixed.). These new
spells can be common spells chosen from the vanguard
spell list, or they can be unusual spells that the vanguard
has gained some understanding of through study.
Upon reaching 5th level, and at every third vanguard level thereafter (8th, 11th, and so on), a vanguard can
choose to learn a new spell in place of one he already
knows. In effect, the vanguard “loses” the old spell in
exchange for the new one. The new spell’s level must
be the same as that of the spell being exchanged, and
it must be at least one level lower than the highest-level
vanguard spell he can cast. A vanguard may swap out
only a single spell at any given level and must choose
whether or not to swap the spell at the same time that he
gains new spells known for the level. A vanguard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he
has not used up his allotment of spells per day for the
spell’s level. CantripsVanguards learn a number of cantrips, or 0-level spells, as noted on Table: Vanguard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Construct Companion
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Dwarves | Select one item creation feat known by the vanguard. Whenever crafting an item using that feat, the amount of progress made in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted. |
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Elves | Add one spell known from the vanguard spell list. This spell must be at least one level below the highest spell level the vanguard can cast. |
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Gnomes | Add +1 hit point or +1 skill point to the vanguard's construct companion. |
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Half-Elves | Add +5 feet to the range of the construct companion's link and greater link abilities. |
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Half-orcs | Add a +1 bonus on concentration checks to cast vanguard spells. |
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Halflings | Add +1 hit point or +1 skill point to the vanguard's construct companion. |
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Humans | Add one spell known from the vanguard spell list. This spell must be at least one level below the highest spell level the vanguard can cast. | PI | |||||||||||||||||||||||||||
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Aasimar | Add +1/2 to the vanguard's level for the purpose of the determining the effects of one resonance. |
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Tiefling | The vanguard's construct companion gains resistance 1 against either cold, electricity, or fire. Each time the vanguard selects this reward, he increases his companion's resistance to one of those energy types by 1 (maximum 10 for any one energy type). |
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Archetypes & Alternate Class Features
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
Vanguards apply their metal magics in a variety of ways. Some choose to focus on morphing the physical structure of objects, while others forgo their construct companion to strengthen their own combat ability.
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Cantrips | Construct Companion | Augmentation | Resonance | Imbue | Intuitive Construction | Bonus Feat | Vanguard Tactics | Vanguard Arcana | Repurpose | Improved Imbue | Rapid Construction | Greater Imbue | Perfect Resonance | |||||||||||||||||||||
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Steelbound Warden |
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Transmuter |
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Archetypes & Other Class Options
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Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore