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gooddragon1
2017-07-13, 02:42 PM
The Vanguard

“I am the sword of the steadfast and the shield of the meek.”

The Vanguard defends others on the front lines through resilience and fervor. Their abilities function from a combination of faith and a desire to protect others.

Adventures: A vanguard travels the world to defend others wherever they feel called to do so. This can also take a more active role in seeking out danger and potential threats.
Characteristics: A vanguard is capable of withstanding a wide variety of attacks while assaying attacks from enemies by their increasing compulsion to protect others.
Alignment: Vanguards have a strong need to protect others which is usually found in good aligned individuals, but can also occur in non-evil neutral aligned individuals.
Religion: Vanguards tend towards deities who promote community, family, or protection, but they may also be devoted to an ideal itself.
Background: Vanguards who follow a deity are generally raised up through their religion. Vanguards who follow an ideal can occasionally have tragic histories that motivate them or it can be a result of their upbringing.
Other Classes: Vanguards view less physical combat oriented classes as wards to be protected and more physically combat oriented classes as having a responsibility to protect others. They share a kindred spirit with classes such as paladins who also have a desire to protect others.
Role: The vanguard discourages intelligent enemies from attacking their allies and punishes enemies who do attack them with ever increasing fervor. They also possess some healing capacity which they can use to keep either themselves or their allies in the fight. Outside of combat they can use their skills to warn their allies of both societal and actively hostile dangers.

GAME RULE INFORMATION
A vanguard has the following game statistics.
Abilities: A vanguard must be able to stay in the fight as long as possible which means that a high constitution score is as important to them as a high strength score. However, some of their faith driven abilities benefit from their charisma as well.
Alignment: Any non-evil.
Hit Die: d12
Starting Age: As sorcerer.
Starting Gold: As fighter.

Class Skills
A vanguard's class skills (and the key ability for each skill) are
Climb (Str), Craft (Int), Heal (Wis), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str).
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Vanguard


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Fervor
Greater Fervor


1st

+0

+2

+2

+2
Retaliation +1/+2, smite 1/day

1

2


2nd

+1

+3

+3

+3
Divine grace

1

4


3rd

+2

+3

+3

+3
Armor training, lay on hands

2

6


4th

+3

+4

+4

+4
Improved divine grace

2

8


5th

+3

+4

+4

+4
Smite 2/day

3

10


6th

+4

+5

+5

+5
Sense peril +1

3

12


7th

+5

+5

+5

+5
Armor training, damage reduction 1/-

4

14


8th

+6/+1

+6

+6

+6
Sudden fervor 1/day

4

16


9th

+6/+1

+6

+6

+6
Vexed fervor

5

18


10th

+7/+2

+7

+7

+7
Retaliation +1/+3, smite 3/day

5

20


11th

+8/+3

+7

+7

+7
Armor training, compulsive fervor +1

6

22


12th

+9/+4

+8

+8

+8
Sense peril +2

6

24


13th

+9/+4

+8

+8

+8
Damage reduction 2/-

6

26


14th

+10/+5

+9

+9

+9
Compulsive fervor +2

7

28


15th

+11/+6/+1

+9

+9

+9
Armor training, smite 4/day

7

30


16th

+12/+7/+2

+10

+10

+10
Sudden fervor 2/day

8

32


17th

+12/+7/+2

+10

+10

+10
Compulsive fervor +3

8

34


18th

+13/+8/+3

+11

+11

+11
Sense peril +3

9

36


19th

+14/+9/+4

+11

+11

+11
Armor training, damage reduction 3/-

9

38


20th

+15/+10/+5

+12

+12

+12
Compulsive fervor +4, smite 5/day, vanguard

10

40



Class Features

All of the following are class features of a vanguard.

Weapon and Armor Proficiency

Vanguards are proficient with all simple weapons and with all armor (heavy, medium, and light) and shields (including Tower Shields)

Retaliation (Ex and Su)

Once per round, if a sentinel or one of his allies within 30 feet is successfully attacked (such as by an enemy making a successful attack roll, initiating a grapple, or causing any other sort detrimental effect to an ally) his battle fervor increases by one point. For each point of fervor, the sentinel gains a +1 bonus to attack rolls and damage rolls for the remainder of the combat. An attack against an ally grants two points of fervor instead. The bonuses from this ability that persist for the duration of the combat cannot exceed half his sentinel level (rounded up). However, the sentinel may gain additional greater fervor points once normal fervor capacity is met that persist until 2 rounds have passed where no successful attacks were made against the allies of the sentinel (not himself) within 30 feet. These temporary bonuses from greater fervor can reach up to twice his sentinel level and are in addition to the ordinary fervor bonuses. If in the same round an ally is attacked after the vanguard, the vanguard's fervor count is increased by the appropriate difference to make it as though it were increased due to the ally being attacked. The points of greater fervor are supernatural and can be suppressed (both in accrual of further ones and the ones already in effect) for 1 round by dispel magic or a similar effect against a difficulty of 11+Vanguard level. If the vanguard has improved divine grace he may also use his quasi spell resistance against this suppression attempt. The vanguard senses the danger of others to increase his fervor count through supernatural means and thus it increases as long as they are in range even if he could not ordinarily see their plight. The bonuses to attack and damage rolls are for all attack and damage rolls (though if an effect would deal damage over time or have multiple damage dice the bonus is added only once).

An ongoing detrimental effect such as solid fog or wall of fire will only increase fervor count the first time they affect an ally within range or the vanguard and only once even if other allies or the vanguard are affected later.

At 10th level and every 10 levels thereafter, the amount of fervor points gained when an ally is attacked increase by 1.

Smite (Ex and Su)

Once per day, a vanguard may attempt to smite with one normal melee attack. He deals 1 extra point of damage per vanguard level. If the vanguard smites a creature that has not attacked an ally within the last round there is a 50% chance that this attack receives no extra damage from this ability. Half of the damage added from this ability is supernatural in nature, the other half is from the fervor of the vanguard.

At 5th level, and at every five levels thereafter, the vanguard may smite one additional time per day, as indicated on Table: The Vanguard.

Divine Grace (Su)

At 2nd level, a vanguard gains a sacred bonus equal to his Charisma bonus (if any) on all saving throws and to his armor class. This ability does not stack with other abilities that add charisma to saving throws and/or armor class.

At 4th level, if a vanguard would be subject to an effect that would not allow a saving throw, but does allow spell resistance he may choose to make a will save and use the result in place of his spell resistance. A natural result of 20 on this saving throw renders him immune to the results of the spell. Furthermore, a natural result of 20 on any saving throw the vanguard makes prevents any lesser effects he would incur.

Armor Training (Ex)

Starting at 3rd level, a vanguard learns to be more maneuverable while wearing armor. Whenever they are wearing armor, they reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by their armor by 1. Every four levels thereafter (7th, 11th, 15th and 19th), these bonuses increase by +1 each time, to a maximum -5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.

In addition, a vanguard can also move at their normal speed while wearing medium armor. At 7th level, a vanguard can move at their normal speed while wearing medium or heavy armor.

Lay on Hands (Su)

Beginning at 3rd level, a vanguard with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his vanguard level x his Charisma bonus. A vanguard may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. He may not use this ability to damage undead.

Sense Peril (Su)

At 6th level, the radius of the vanguard's retaliation ability increases by 10 feet and all allies (but not himself) within that radius gain trap sense +1 (as the barbarian class feature). Every 6 levels thereafter (12th, 18th, etc.) the radius of the vanguard's retaliation increases by 10 feet and the bonuses provided increase by +1.

Damage Reduction (Ex)

At 7th level, a vanguard gains damage reduction. Subtract 1 from the damage the vanguard takes each time he is dealt damage from a weapon or a natural attack. At 13th level, and every six vanguard levels thereafter (13th, 19th, etc.), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Sudden Fervor (Su)

At 8th level, a vanguard may choose to treat each attack that occurred or will occur against a chosen ally (not himself) in a given round as providing an increase in fervor for 1 round each day. He may do this as an immediate action, but he would not know in advance how many instances of fervor count this would generate. At 16th level and every 8 levels thereafter (16th, 24th, etc.), the vanguard gains an additional use of this ability per day.

Vexed Fervor (Su)

At 9th level, a vanguard can gain fervor an extra time in a round if when a successful attack of opportunity is made against himself or an ally and this ability has not been triggered in within the last 10 rounds. As such, the first eligible attack of opportunity in a round does not count towards his limit of fervor increase triggers in a round, but it will still grant the appropriate increase to fervor count. Later attacks of opportunity will not revise fervor count upwards if the first eligible attack of opportunity was made against him and the later ones were made against allies.

Compulsive Fervor (Ex)

At 11th level, a vanguard mentally readies themselves whenever they enter combat and as such they start out with 1 point of fervor at the beginning of a combat. At 14th level and every 3 levels thereafter (14th, 17th, etc.) this starting fervor is increased by 1.

Vanguard (Ex and Su)

At 20th level, a vanguard's fervor points may increase up to two times in a round. Furthermore, if an ally of the vanguard within the radius of his retaliation ability would die, the vanguard may choose to have them be affected by a true resurrection effect. This effect can only occur once in a given week.

Code of Conduct

A vanguard that becomes evil in alignment loses access to all the supernatural components of his abilities until he becomes of good alignment again and atones if the alignment conversion was voluntary.

===

Note to DM's: If two or more players choose this class in a party, consider having the vanguards treat each other as only increasing fervor point count by the lesser amount (basically not as allies but as themselves even when the other is affected).
Potential power level reductions:
+Reduce greater fervor to = class level.
+Reduce time for greater fervor to reset.
+Remove or reduce attack roll bonuses for greater fervor (to either = class level or +1 for every 2 points of greater fervor).