TEXT: 1
  O
  ne of the greatest challenges for any fantasy 
  roleplaying game is finding a way to 
  translate the essence of legends, folktales, 
  and fiction into a set of balanced and playable 
  rules. Perhaps the trickiest area for this effort is that 
  intersection of mundane melee combat and magical 
  abilities. The classic tales we all know abound 
  with heroes who mix swordplay and spellcasting, 
  excelling at both but yet remaining believable, 
  appropriately powered members of their worlds, 
  but game rules often have a difficult time allowing 
  a single character access to both martial and arcane 
  traits without having them become overpowered.
  The vanguard is a new base class, designed for 
  use with the Pathfinder Roleplaying Game. The class 
  blends martial and arcane power, focusing the 
  character’s skill and effort into mastering a single 
  weapon with which he has a strong arcane bond. 
  Spellcasting and martial combat become merged 
  for the vanguard in a way that presents balanced 
  game mechanics in a satisfying conceptual package. 
  You can see in both his powers and their limitations 
  echoes of the magical warriors whose exploits 
  first fired our fascination with fantasy fiction and 
  brought us to the gaming hobby in hopes of forging 
  such adventures for ourselves.
  The Vanguard
  Vanguards 
  are 
  accomplished 
  with 
  both 
  weapons and spells. They also possess a number 
  of signature class abilities and can combine raw 
  spell power and combat ability into an effective 
  and unified whole. This makes the vanguard 
  versatile and, perhaps more importantly, highly 
  adaptable to just about any situation, both in and 
  out of combat. While the vanguard might not be 
  
  2
  able to match the raw damage output of a 
  fighter or the pure spell potential of a wizard 
  or sorcerer, he more than makes up for this 
  in sheer flexibility. This is not to say that a 
  vanguard fails to be a viable spellcaster or 
  warrior, however! The vanguard can still 
  rush into combat and bravely stand shoulder 
  to shoulder with the fighter or paladin on the 
  front line, although he will most likely not 
  have the same resilience or staying power 
  that they do. He can also sling arcane spells 
  with enough skill to earn the respect of even 
  the most jaded wizard or sorcerer, but he will 
  certainly run out of his spells long before 
  either of his purely magical companions do 
  and he will never be able to learn their most 
  powerful spells. The vanguard’s true power 
  lies in the close synergy which comes from 
  the merging of his combat prowess and 
  arcane magic in altogether new, interesting, 
  and unique ways.
  The vanguard forms a deep and powerful 
  arcane bond with his weapon and, over time, 
  unlocks increasingly more formidable ways 
  of combining his spells and fighting abilities. 
  The specific type of arcane bond weapon 
  chosen is extremely important and, once 
  selected, cannot be changed. In fact, together 
  with spell selection, it is the most important 
  choice the vanguard must make and one that 
  will profoundly impact the character for the 
  whole of his career. The weapon selected 
  greatly affects the overall feel the vanguard 
  will have. This actually allows for a great 
  deal of variation among different vanguard 
  characters and helps to insure that no two 
  vanguards are exactly the same. A vanguard 
  that chooses the long bow for his arcane 
  bond, for examples has a very different feel 
  from one with a sword or for his arcane bond 
  weapon, and one with a great axe would be 
  different from either one!
  Table 1: The Vanguard
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  +0 
  +2 
  +0 
  +2 
  Arcane bond weapon, arcane strike, cantrips, vanguard blast 2d4
  1 
  —
  —
  —
  —
  —
  2
  +1 
  +3 
  +0 
  +3 
  Combat casting, iron grip
  2 
  — 
  — 
  — 
  — 
  —
  3
  +2 
  +3 
  +1 
  +3 
  Vanguard tactics, weapon channel (touch spells)
  3 
  — 
  — 
  — 
  — 
  —
  4
  +3 
  +4 
  +1 
  +4  
  Spell maneuver, vanguard blast 3d4
  3 
  1 
  — 
  — 
  — 
  —
  5
  +3 
  +4 
  +1 
  +4 
  Vanguard's spell penetration
  4 
  2 
  — 
  — 
  — 
  —
  6
  +4 
  +5 
  +2 
  +5 
  Swift spell 1/day
  4 
  3 
  — 
  — 
  — 
  —
  7
  +5 
  +5 
  +2 
  +5
  Spell maneuver, vanguard blast 4d4
  4 
  3 
  1 
  — 
  — 
  —
  8
  +6/+1 
  +6 
  +2 
  +6 
  Arcane smite
  4 
  4 
  2 
  — 
  — 
  —
  9
  +6/+1 
  +6 
  +3 
  +6 
  Enhance bond weapon, swift spell 2/day
  5 
  4 
  3 
  — 
  — 
  —
  10
  +7/+2 
  +7 
  +3 
  +7 
  Spell maneuver, weapon channel (save spell), vanguard blast 5d4
  5 
  4 
  3 
  1 
  — 
  —
  11
  +8/+3 
  +7 
  +3 
  +7 
  Vanguard's spell penetration +2
  5 
  4 
  4 
  2 
  — 
  —
  12
  +9/+4 
  +8 
  +4 
  +8 
  Swift spell 3/day
  5 
  5 
  4 
  3 
  — 
  —
  13
  +9/+4 
  +8 
  +4 
  +8  
  Spell maneuver, vanguard blast 6d4
  5 
  5 
  4 
  3 
  1 
  —
  14
  +10/+5
  +9 
  +4 
  +9 
  Weapon channel (full attack)
  5 
  5 
  4 
  4 
  2 
  —
  15
  +11/+6/+1 
  +9 
  +5 
  +9 
  Swift spell 4/day
  5 
  5
  5 
  4 
  3 
  —
  16
  +12/+7/+2 
  +10 
  +5 
  +10
  Spell maneuver, vanguard blast 7d4
  5 
  5 
  5 
  4 
  3 
  1 
  17
  +12/+7/+2 
  +10
  +5
  +10 
  Vanguard's spell penetration +4
  5
  5 
  5 
  4 
  4 
  2 
  18
  +13/+8/+3 
  +11
  +6 
  +11 
  Swift spell 5/day
  5
  5
  5 
  5
  4
  3 
  19
  +14/+9/+4 
  +11
  +6 
  +11 
  Spell maneuver, vanguard blast 8d4
  5 
  5 
  5 
  5 
  5 
  4 
  20
  +15/+10/+5
  +12
  +6
  +12 
  Bond weapon mastery
  5 
  5 
  5 
  5 
  5 
  5 
  
  3
  3
  Role: Vanguards rely on mobility and 
  tactical knowledge as much as their skills 
  with weapons and spells in combat. In fact, 
  because of their typically high intelligence 
  and keen battle sense, most vanguards tend 
  to be very skilled tacticians. In combat, they 
  carefully consider their many options before 
  boldly executing a battle plan. Although 
  rarely reckless, vanguards tend to be among 
  the first into a battle, many times actually 
  leading a charge (after first using protective 
  and utility spells to their best advantage, 
  of course). Very few vanguards are overtly 
  boastful. However, they do tend to think of 
  themselves as belonging to an elite class of 
  warrior and often have a great deal of pride 
  in themselves, their unique abilities, and the 
  vanguard traditions.
  While a vanguard can certainly take the 
  role of a party’s main warrior or primary 
  arcane spell caster, he is often much more 
  effective in a group in which he can be flexible 
  in how he supports the party, switching 
  from a direct combat role to a spellcasting 
  one as each situation warrants. Because the 
  vanguard can deal considerable amounts of 
  damage but lacks long-term staying power, 
  he often takes the role of point-man. By being 
  in front, the vanguard can use his spells, 
  weapon, and armor to strike a harsh blow to 
  an enemy force quickly, softening up major 
  targets or eliminating minor enemies, thus 
  clearing a path for his party’s main combatant 
  to do severe damage to the major foes, and 
  freeing his party’s main spellcaster to focus 
  on complicated magics rather than worrying 
  about crowd control.
  Alignment: Any. While their flexible 
  powers and independent nature often appeal 
  strongly to chaotic characters, vanguards 
  have no alignment restrictions.
  Hit Die: d8.
  Class skills
  The vanguard’s class skills are Appraise 
  (Int), Climb (Str), Craft (Int), Fly (Dex), 
  Handle Animal (Cha), Knowledge (arcana) 
  (Int), Knowledge (dungeoneering) (Int), 
  Knowledge (engineering) (Int), Knowledge 
  (nature) (Int), Intimidate (Cha), Linguistics 
  (Int), Perception (Wis), Profession (Wis), Ride 
  (Dex), Spellcraft (Int), Stealth (Dex),  Survival 
  (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Starting Wealth: 3d6 x 10 gp.
  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. Vanguards are also 
  proficient with light armor and shields 
  (except tower shields). A vanguard can cast 
  spells while wearing light armor and carrying 
  a shield (other than a tower shield) without 
  incurring the normal arcane spell failure 
  chance. Like any other arcane spellcaster, a 
  vanguard wearing medium or heavy armor 
  or carrying a tower shield 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.
  Spells: A vanguard casts arcane spells 
  drawn from the wizard/sorcerer 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.
  Like other spellcasters, a vanguard can cast 
  only a certain number of spells of each spell 
  level per day. His base daily spell allotment 
  Table 2: Vanguard Spells Known
  Class
  Level
  Maximum Spells Known
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  4
  2 
  —
  —
  —
  —
  —
  2
  5 
  2 
  —
  —
  —
  —
  —
  3
  5 
  3 
  —
  —
  —
  —
  —
  4
  5 
  3 
  2 
  —
  —
  —
  —
  5
  5 
  4 
  3 
  —
  —
  —
  —
  6
  5 
  4 
  4 
  —
  —
  —
  —
  7
  5 
  4 
  4 
  2 
  —
  —
  —
  8
  5 
  5 
  4 
  3 
  —
  —
  —
  9
  6 
  5 
  4 
  4 
  —
  —
  —
  10
  6 
  5 
  4 
  4 
  2 
  —
  —
  11
  6 
  5 
  5 
  4 
  3 
  —
  —
  12
  6 
  5 
  5 
  4 
  4 
  —
  —
  13
  6 
  5 
  5 
  4 
  4 
  2 
  —
  14
  6 
  5 
  5 
  5 
  4 
  3 
  —
  15
  6 
  5 
  5 
  5 
  4 
  4 
  —
  16
  6 
  5 
  5 
  5 
  4 
  4 
  2 
  17
  6 
  5 
  5 
  5 
  5 
  4 
  3 
  18
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  19
  6 
  5 
   5 
  5 
  5 
  5 
  4 
  20
  6 
  5 
   5 
  5 
  5 
  5 
  5 
  
  4
  is shown on “Table 1: The Vanguard.” In 
  addition, he receives bonus spells per day if 
  he has a high Charisma score.
  The vanguard’s selection of spells is 
  limited. A vanguard begins play knowing 
  four 0-level spells and two 1st-level spells 
  of his choice. At each new vanguard level, 
  he gains one or more new spells known, 
  as indicated on “Table 2: 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 2 
  are fixed.)
  Upon reaching 5th level, and at every third 
  vanguard level after that (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 spell the 
  vanguard can cast. A vanguard may swap 
  only a single spell at a given level and must 
  choose whether or not to swap the spell at the 
  same time that he gains new spells known for 
  that level.
  A vanguard need not prepare his spells 
  in advance. He can cast any spell he knows 
  at any time, assuming he has not yet used 
  up his allotment of spells per day for the 
  spell’s level.
  Cantrips: Vanguards learn a number of 
  cantrips (or 0-level spells) as noted on “Table 
  1: Vanguard Spells Known.” These spells 
  are cast like any other spell, but they do not 
  consume any slots and may be used again.
  Vanguard Blast (Sp): As a 
  standard action a vanguard can 
  unleash a single bolt of arcane 
  force that automatically strikes a 
  single foe. Except as noted below, 
  this ability acts as a magic missile 
  spell. The vanguard blast deals 
  2d4 points of force damage plus 
  an additional 1d4 for every three 
  additional vanguard levels (2d4 at 
  1st, 3d4 at 4th, 4d4 at 7th and so on) 
  to a maximum of 8d4 at 19th level. 
  The vanguard must be in physical 
  contact with his arcane bond 
  weapon in order to use this ability. 
  A vanguard can use this ability a 
  number of times per day equal to 3 
  + his Charisma modifier.
  At 2nd level, a vanguard may 
  choose to have his vanguard blast 
  deal fire or cold damage, rather than 
  be a force effect. At 5th level, he may 
  choose for it to deal electric damage. 
  At 10th level, he may choose for it 
  to deal acid or sonic damage. The 
  vanguard must make this decision 
  immediately when he gains a new 
  level, and cannot change it until he 
  gains his next level.
  Arcane Bond Weapon (Ex): At 1st 
  level, a vanguard forms a powerful 
  bond with a specific weapon. 
  Should the vanguard ever have to 
  replace the weapon (see below), 
  he must choose another weapon of 
  the same kind (longsword, dagger, 
  short bow, etc.).
  
  5
  5
  This bond allows the vanguard to meld his 
  arcane powers with his fighting ability. It also 
  serves as an increasingly powerful magical 
  weapon. The vanguard begins play with 
  his bonded weapon at no cost. This weapon 
  is of masterwork quality, although it is not 
  made of any special material. The vanguard 
  must wield his bonded weapon in order to 
  make use of its abilities. If a vanguard ever 
  attempts to cast a spell without having his 
  bonded weapon in hand, he must make a 
  concentration check or lose the spell. The DC 
  for this check is equal to 20 + the spell’s level.
  When holding his bonded weapon, the 
  vanguard is treated as having the Eschew 
  Materials feat, allowing him to cast any spell 
  with a material component costing 1 gp or 
  less without needing that component (his 
  bonded weapon effectively takes the place 
  of the material component). He may also 
  cast spells that normally require somatic 
  components solely through arcane gestures 
  made using his bonded weapon. This allows 
  the vanguard to cast spells while wielding 
  his bonded weapon and still leaves his other 
  hand free to handle a shield or other item.
  Beginning at 5th level a vanguard can 
  add additional magic abilities to his bonded 
  weapon as if he had the Craft Magic Arms 
  and Armor feat. This takes half the time 
  of normal magic item creation but still 
  incurs the full cost. The magic properties 
  of a bonded weapon, including any magic 
  abilities added to it, only function for the 
  vanguard who owns it. If a bonded weapon’s 
  owner dies, or the vanguard is separated 
  from his bonded weapon and forced to 
  replace it, the weapon reverts to being an 
  ordinary masterwork weapon.
  If a bonded weapon is damaged, it is 
  restored to full hit points the next time the 
  vanguard rests and regains his spell slots 
  for the day. If the bonded weapon is lost or 
  destroyed, it can be replaced after 1 week in a 
  special ritual that costs 100 gp per vanguard 
  level plus the cost of the masterwork weapon. 
  This ritual takes 8 hours to complete. A 
  weapon replaced in this way possesses all 
  the additional enchantments of the previous 
  bonded weapon. A vanguard can designate 
  an existing magic weapon to be his bonded 
  weapon. This functions in the same way as 
  replacing a lost or destroyed item except 
  that the new magic weapon retains its 
  abilities while gaining the standard benefits 
  and drawbacks of being a bonded weapon; 
  however it does not gain any of the additional 
  enhancements that had been placed on the 
  old bonded weapon.
  Arcane Strike: At 1st level, a vanguard 
  gains Arcane Strike as a bonus feat.
  Combat Casting: At 2nd level, a vanguard 
  gains Combat Casting as a bonus feat.
  Iron Grip (Ex): At 2nd level vanguard 
  adds a bonus equal to half his vanguard 
  level to his CMD when defending against 
  opponents’ attempts to disarm or sunder his 
  bonded weapon.
  Weapon Channel (Su): As a standard 
  action, a vanguard of 3rd level or higher can 
  cast a spell with a range of touch and deliver 
  it through an attack with his bonded weapon. 
  Touch spells channeled in this way must 
  have a casting time of one standard action 
  or less. If the vanguard hits with his bonded 
  weapon, he does damage normally and then 
  the touch spell is resolved. If the vanguard’s 
  attack misses, the spell is lost.
  Channeling touch spells in this way does 
  not provoke an attack of opportunity. As 
  with any touch spell, a channeled spell deals 
  double damage on a successful critical hit.
  A channeled spell may not be enhanced or 
  otherwise altered by metamagic feats.
  At 10th level, a vanguard may make a 
  concentration check as if casting defensively 
  (DC 15 + double the spell’s level) in order to 
  avoid losing the spell if the attack misses.
  The vanguard can make other attacks 
  (using other weapons) and take other actions 
  without using the touch spell, but if he casts 
  another spell or stops wielding his bonded 
  weapon, the channeled spell is lost.
  At 14th level, a vanguard can use his 
  weapon channel ability as part of a full 
  attack action. The spell affects every target 
  the weapon hits during the round and 
  then concludes at the end of that round. In 
  addition, spells the vanguard channels are no 
  longer lost if the attack misses.
  Vanguard’s Tactics (Ex): Beginning at 
  3rd level, as a full round action a vanguard 
  may grant a circumstance bonus equal to his 
  Int bonus to critical hit confirmation rolls, 
  combat maneuver checks, Spellcraft checks, 
  and initiative checks to all allies within 30 feet 
  who can see and hear him. He may also grant 
  any single teamwork feat that he knows to 
  these same allies.
  The vanguard’s allies do not need to meet 
  the prerequisites for this teamwork feat. 
  
  6
  These bonuses last for three rounds, but 
  end immediately if the vanguard is killed 
  or otherwise prevented from taking actions 
  (such as being dazed, helpless, or stunned).
  Spell Maneuvers (Su): Beginning at 
  4th level, the vanguard gains special spell 
  maneuvers, allowing him to use his mastery 
  of both combat and spellcasting to use magic 
  in ways others can’t. The vanguard gains a 
  single spell maneuver at 4th level, and an 
  additional maneuver every 3 levels, to a 
  maximum of 6 at 19th level.
  Advanced Maneuvers: The vanguard gains a 
  bonus feat. He can choose a metamagic feat, a 
  teamwork feat, a combat feat, or Spell Focus. 
  The vanguard must still meet all prerequisites 
  for a bonus feat, including caster level 
  minimums. These bonus feats are in addition 
  to the feats that a character of any class gets 
  from advancing levels. The vanguard may 
  select this spell maneuver more than once.
  Blast Trick (Ex): As a full-round action, the 
  vanguard can change the damage type of 
  his vanguard blast. He must choose from a 
  damage type he could have selected when 
  he gained his current level. The energy 
  type remains until the vanguard changes it 
  again, or he regains his spells for the day. ). 
  The vanguard may use this ability a number 
  of times per day equal to 3 + his Charisma 
  modifier (minimum 1).
  Power Casting (Su): The vanguard can force 
  more eldritch energy into his spellcasting 
  than the spells are intended to handle. Only 
  spells with a casting 
  time of 1 standard 
  action or less can 
  be power cast, and 
  they gain a casting 
  time of 1 round. If 
  any ability is used to 
  reduce this casting 
  time, the vanguard 
  does not gain the 
  benefits of power 
  casting. 
  When 
  a 
  vanguard 
  power 
  casts a spell, he treats 
  his caster level as if 
  it was 2 higher when 
  determining 
  the 
  spell’s effects, and 
  takes a -4 penalty to 
  any 
  concentration 
  check made to cast it defensively. The 
  vanguard may use this ability a number 
  of times per day equal to 3 + his Charisma 
  modifier (minimum 1).
  Spell Block (Su): As an immediate action 
  the vanguard can attempt to block certain 
  spells with his arcane bond weapon. This 
  is treated as though the vanguard was 
  using a quickened dispel magic with the 
  changes noted below.
  The vanguard must make a dispel check 
  (1d20 + caster level) with a DC equal to 11 + 
  the caster level of the spell being blocked. If 
  the check fails, the spell effects are resolved 
  as normal against the vanguard. If the check 
  is successful, the spell has no effect on the 
  vanguard, although it could still affect others 
  if they would normally be affected (such as if 
  they were also targeted by the spell, or are in 
  its area). The vanguard may use this ability 
  a number of times per day equal to 3 + his 
  Charisma modifier (minimum 1).
  Using spell block counts against the number 
  of attacks of opportunity the vanguard can 
  take in a round, and a vanguard unable to 
  take an attack of opportunity (such as if 
  helpless, stunned, or immobilized) cannot 
  use spell block. A vanguard must be at least 
  7th level to select spell block. 
  Spell Charge (Su): The vanguard can cast 
  a spell as part of a charge, in place of the 
  melee attack. The vanguard gains a +2 
  bonus to a concentration check to cast this 
  spell defensively, and treats his caster level 
  as if it were 1 higher when determining the 
  spell’s effects (and suffers the normal -2 
  penalty to AC for charging). The vanguard 
  
  7
  7
  may use this ability a number of times per 
  day equal to 3 + his Charisma modifier 
  (minimum 1).
  Spell Grapple (Su): When the vanguard 
  successfully uses his spell block ability, 
  he stores the blocked spell in his bonded 
  weapon. As a full round action, the vanguard 
  can release the stored spell, making all 
  decisions necessary to cast it and using 
  his own caster level and ability scores. The 
  vanguard can only store a single spell in his 
  bonded weapon at a time, and any stored 
  spell is lost when the vanguard sleeps (or if he 
  is knocked unconscious). A vanguard must 
  have selected spell block before selecting this 
  spell maneuver.
  Spell Mobility (Su): Often in the forefront 
  of a battle, the vanguard has learned to call 
  upon the raw power of his spells to augment 
  his ability to move into and through difficult 
  situations. As a swift action the vanguard 
  can sacrifice a spell slot to gain a bonus to 
  all ability checks or skill checks based on 
  Strength, Dexterity, or Constitution for a 
  limited period of time. The vanguard receives 
  an enhancement bonus to such checks equal 
  to the level of spell slot sacrificed, and the 
  bonus lasts for 10 minutes per caster level.
  Spell Rush (Su): When the vanguard uses 
  his spell charge ability, any target of the spell 
  he casts as part of his charge that fails a saving 
  throw against the spell is pushed back 5 feet, 
  +5 feet for every 2 by which its saving throw 
  failed to meet the save DC. A vanguard must 
  have selected spell charge before selecting 
  this spell maneuver.
  Spell Sunder (Su): The vanguard can 
  attempt to dispel spell effects with his arcane 
  bonded weapon. As a standard action the 
  vanguard attacks one target with his bonded 
  weapon. If the attack succeeds, the weapon 
  deals normal damage and the vanguard 
  makes a dispel check (1d20 + caster level) 
  with a DC equal to 11 + the caster level of 
  the spell effect being sundered. This acts as 
  the targeted dispel use of dispel magic and 
  counts as a use of the vanguard’s spell block 
  ability. A vanguard must be at least 13th level 
  and have selected spell block before selecting 
  this spell maneuver.
  Vanguard’s Spell Penetration (Su): At 5th 
  level any enhancement bonus to attack rolls 
  the vanguard has with his bonded weapon is 
  also added to all caster level checks he makes 
  to overcome a creature’s spell resistance. This 
  bonus stacks with the Spell Penetration and 
  Greater Spell Penetration feats.
  At 11th level, the vanguard gains an 
  additional +2 bonus to caster level checks 
  made to penetrate spell resistance when 
  wielding his bonded weapon, and at 17th 
  level this bonus increases to +4.
  Swift Spell (Sp): Beginning at 6th level, 
  once per day a vanguard wielding his bonded 
  weapon may cast a single spell that he knows 
  as a swift action. Only spells with a casting 
  time of one standard action or less may be 
  cast in this way. He gains one additional 
  daily use of this ability at 9th, 12th, 15th, and 
  18th level.  
  Arcane Smite (Su): Beginning at 8th level, 
  as a standard action a vanguard may expend 
  a spell slot to store raw magical energy in his 
  bonded weapon. The next time he attacks 
  with his bonded weapon, this magical energy 
  is discharged, adding +1d6 damage to the 
  attack per level of the spell slot expended 
  (+1d6 for a first level spell, +2d6 for a second 
  level spell, etc.). If the vanguard’s attack 
  misses, the spell energy is expended with no 
  effect. This damage is of the same type as his 
  vanguard blast ability.
  At 11th level, a vanguard can use Arcane 
  Smite as a move action instead of a standard 
  action. At 12th level, a vanguard can use 
  Arcane Smite as a swift action.
  Enhance Bond Weapon (Su): As a 
  standard action, a vanguard of 9th level or 
  higher may enhance his bonded weapon 
  by adding one of the following weapon 
  qualities: defending, flaming, frost, ghost 
  touch, shock or thundering. The vanguard 
  may only have one such quality in effect 
  at a time, though he can switch from one 
  weapon quality to another as a move action. 
  He may dismiss the enhancement entirely 
  as a free action. The vanguard may use this 
  ability for a number of rounds per day equal 
  to his class level. These rounds do not need 
  to be consecutive.
  Bond Weapon Mastery (Su): A vanguard 
  of 20th level or higher automatically confirms 
  all critical threats with his bonded weapon. 
  Also, his bonded weapon can no longer be 
  the target of disarm or sunder attacks.
  
  8
  new FeaTs
  Although the following new feats are 
  designed for use by the vanguard, they are 
  also suitable for other classes and the GM 
  may want to make them widely available in 
  any Pathfinder game.
  arCane deFense
  Your raw arcane power can protect you in 
  times of need.
  Prerequisites: Arcane bond class feature 
  (bond must be to a weapon), base attack 
  bonus +3, caster level 5th.
  Benefit: As a swift action, you may expend 
  any one prepared spell or spell slot to create 
  a protective magical aura around you. This 
  grants a circumstance bonus to your armor 
  class equal to the level of the spell expended 
  (+1 bonus for a first level spell, +2 for a second 
  level spell, etc.) The bonus lasts for 2 rounds, 
  +1/round per five caster levels. You must be 
  in physical contact with your arcane bond 
  weapon in order to use this feat. If you cease to 
  be in contact with your arcane bond weapon 
  for any reason, the effect immediately ends.
  exTra enhanCemenTs
  You can enhance your arcane bond weapon 
  more often than normal.
  Prerequisite: 
  Enhance 
  arcane 
  bond 
  weapon class feature.
  Benefit: You may use your enhance arcane 
  bond weapon ability an additional six rounds 
  per day.
  Special: You can gain Extra Enhancements 
  multiple times. Its effects stack.
  exTra swiFT spell
  You can use your swift spell ability more 
  often.
  Prerequisite: Swift spell class feature
  Benefit: You can use your swift spell ability 
  two additional times per day.
  Special: You can gain Extra Swift Spell 
  multiple times. Its effects stack.
  greaTer arCane smiTe 
  Your arcane smite attacks are particularly 
  potent and devastating.
  Prerequisite: Improved Arcane Smite.
  Benefit: You deal an additional 2d6 points 
  of damage whenever you use arcane smite. 
  You must use a spell of at least 1st level to gain 
  any damage bonus with your arcane smite.
  improVed arCane smiTe
  You are unusually adept at hitting enemies 
  with your arcane smite attacks.
  Prerequisites: Arcane smite class feature, 
  base attack bonus +7, arcane caster level 10th.
  Benefit: When using arcane smite, you 
  receive a bonus to attack equal to the level of 
  the spell you have expended (+1 for a 1st level 
  spell, +2 for a 2nd level spell etc.). You do not 
  lose the spell energy if the attack misses.
  improVed spell bloCk
  You are more adept at blocking spells with 
  your arcane bond weapon.
  Prerequisite: Spell block class feature
  Benefit: You get a +4 bonus on dispel 
  checks made to counterspell with your 
  arcane bond weapon.
  improVed Vanguard blasT
  Your vanguard blasts deal additional 
  damage.
  Prerequisite: Vanguard blast class feature
  Benefit: Damage from your vanguard 
  blasts deal +2d4 points of damage (to a 
  maximum of 10d4 at 19th level).
  improVed weapon Channel
  You are especially skilled at manipulating 
  spells channeled through your arcane bond 
  weapon.
  Prerequisite: Weapon channel class feature
  Benefit: You can apply any one metamagic 
  feat that you know to a spell you are about 
  to channel into your arcane bond weapon. 
  Although improving the channeled spell in 
  this way does not increase its casting time, 
  you still must use up the appropriate higher-
  level spell slot. You cannot channel a spell 
  whose modified spell level would be above 
  the level of the highest-level spell that you 
  are capable of casting.
  Normal: Spells used with the weapon 
  channel class ability may not be enhanced or 
  otherwise altered by metamagic feats.
  Vanguard heriTage
  You are descended from a long line of 
  vanguards, and some portion of their power 
  flows in your veins.
  Prerequisites: Cha 13, Vanguard 3.
  Benefit: Select one sorcerer bloodline. This 
  bloodline cannot be a bloodline you already 
  have. You gain the 1st level bloodline power 
  for the selected bloodline. For purposes of 
  
  9
  9
  using that power, treat your sorcerer level as 
  equal to your vanguard class level.
  Special: You can take this feat multiple times; 
  each time you take this feat, you gain the next 
  bloodline power in that bloodline’s progression, 
  as long as your vanguard level meets the level a 
  sorcerer would gain that ability.
  Vanguard’s grip
  It is extremely difficult to disarm or sunder 
  your arcane bond weapon.
  Prerequisites: Iron grip class feature, 
  Defensive Combat Training, arcane caster 
  level 9th.
  Benefit: You gain an additional +2 bonus 
  to your CMD when defending against 
  opponents’ attempts to disarm or sunder your 
  bonded weapon. In addition, if any opponent 
  fails an attempted combat maneuver against 
  you, he provokes an attack of opportunity 
  from you, even if he is using an ability or 
  feat such as grab or Improved Disarm. You 
  receive a circumstance bonus to damage on 
  any such attack of opportunity equal to your 
  iron grip bonus. 
  new spells
  Although the following new spells are 
  designed for use by the vanguard, they are 
  also suitable for other spellcasters and the 
  GM may want to make them widely available 
  in any Pathfinder game.
  2nd-Level Sorcerer/Wizard Spells
  Conjuration
  Summon Arcane Bond Object: Summons 
  your near-by arcane bond object to you.
  5th-Level Sorcerer/Wizard Spells
  Conjuration
  Summon Arcane Bond Object, Greater: 
  Summons your arcane bond object directly 
  to your hand from virtually any location.
  summon arCane bond objeCT
  School: conjuration (summoning); Level: 
  sorcerer/wizard 2
  Casting Time: 1 round
  Components: V, S
  Range: see text
  Target: your arcane bond object
  Duration: instantaneous
  Saving Throw: none; Spell Resistance: no
   
  If you possess an arcane bond object (as 
  opposed to a familiar) this spell can summon 
  it to you, causing your arcane bond object to 
  appear in your hands or at your feet (your 
  choice). You can’t use this spell to summon 
  any other object, including another caster’s 
  arcane bond object. You must have a direct 
  line of sight to your arcane bond object and it 
  must be unattended.
  You can summon your arcane bond object 
  from a distance of up to 5 feet per level you 
  have in the class that grants your arcane bond 
  object. You get a +2 bonus to the concentration 
  check necessary to cast this spell without 
  having your arcane bond object in hand.
  summon arCane bond objeCT, 
  greaTer
  School: conjuration (teleportation); Level: 
  sorcerer/wizard 5
  Casting Time: 1 standard action
  Components: V, S, M (black diamond worth 
  1,000 gp)
  Range: see text
  Target: your arcane bond object
  Duration: instantaneous
  Saving Throw: none; Spell Resistance: no
   
  You can call your arcane bond object 
  directly to your hand from virtually any 
  location. When the spell is cast, your arcane 
  bond object appears instantly in your hand. 
  You get a +4 bonus to the concentration check 
  necessary to cast this spell without having 
  your arcane bond object in hand.
  The arcane bond object can be summoned 
  from anywhere on the same plane that 
  you are on, but only if no other creature is 
  physically in possession of it. If your arcane 
  bond object is in the physical possession of 
  another creature, the spell does not work but 
  you instantly gain knowledge of who the 
  possessor is and roughly where that creature 
  is located.
  
  10
  do we really need Vanguards 
  and arChons?
  Fans of the Genius Guide line are likely aware that we 
  have already presented a base class that mixes arcane spells 
  and martial prowess in the form of the archon class, from the 
  Genius Guide to the Archon, and since the original release of 
  the vanguard a new fighting-spellcaster class, the magus, has 
  been introduced in the official game rules.
  It’s a natural question (and one that came up in playtesting) 
  to ask whether a campaign really needs both the archon and 
  the vanguard, and is either necessary now that the magus 
  exists? To which the answer is, of course not. Just like you 
  don’t need both the sorcerer and wizard, both the cleric and 
  oracle, or both the cavalier and the paladin. But if you want 
  a broad range of options for players, the archon, magus, and 
  vanguard produce very different types of play experience 
  and can co-exist in a single party without the characters 
  feeling like repetitive duplicates of one another.
  The most basic difference between the three is obvious—
  the archon has a higher attack bonus and must prepare spells 
  in advance while the magus has a lower attack (but still 
  prepares spells) and the vanguard is a spontaneous caster. In 
  truth, the differences run significantly deeper. The archon’s 
  class abilities are built around adapting spells to work better 
  for a weapon-based combatant, especially with his rivenspell 
  abilities. The magus is closer to a sword-specialized wizard, 
  and has an entire suite of powers with his arcane pool than 
  can alter either his combat or his spellcasting options. The 
  vanguard actually uses the trappings of martial combat 
  to enhance his spell ability, primarily through his bonded 
  weapon and spell maneuvers, and is closer to a sorcerer with 
  a weapon-based bloodline than a fighting wizard. While 
  there will obviously be some overlap between the three, they 
  operate very differently in combat and offer different benefits 
  to any adventuring party that includes them.
  
  11
  11
  we err on The side oF awesome!
  CrediTs
  Designer:
  Marc Radle
  Developer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Interactive Statistics Coordinator:
  John D. Halpin
  Cover Art:
  Joseph J. Calkins and Cerebus Illustrations
  Interior Art:
  Peter Szabo Gabor and Manda Panda
  Graphic Design and Typesetting:
  R. Hyrum Savage and Lj Stephens
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2012 Owen K.C. Stephens
  Used with permission
  For more information about Super Genius Games, and our upcoming products, follow us on  
  Facebook: www.facebook.com/SuperGeniusGames, via Twitter: Owen: @Owen_Stephens,  
  Stan!: @Stannex, and/or Super Genius Games: @SuperGeniusRPG,  
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  All logos are the trademark of Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires  
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  See http://Paizo.com/PathfinderRPG for more information on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
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  The Genius Guide to the Vanguard Revised. Copyright 2012, Super Genius Games, LLC; Author: Marc Radle.
  
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