Vanguard (3.5e Class)

Summary::They have one purpose in life. Be the one to beat the enemy down. Minimum Level::1 Class Ability::Other Class Ability Progression::Other

Vanguard
A big tough frontliner that's meant to pressure the enemy lines.

Making a Vanguard
The vanguard is somewhere between a barbarian a ranger and a fighter. They thrive on the front line, and at later levels, their damage reduction and fast healing make them more independent. They are there to soak damage and return damage.

Abilities: Strength and Constitution are the two most important stats. These are followed by Dex, Wis, Int, and Cha in that order.

Races: This class is favored by humans, dwarves, and orcs. However even the smallest halfling can be turned into a war machine, and no person willing to try has been turned down.

Alignment: Any

Starting Gold: 5d6*10(175). Starting Age: Moderate

Class Features
All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: A vanguard is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

 : A vanguard’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the vanguard’s speed because of any load carried or armor worn.

 : At 1st level, the vanguard gains the bonus feat improved shield bash.

 : At 1st level the vanguard gains Improved unarmed strike.

 : At 2nd level, a vanguard retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a vanguard already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

 : The vanguard automatically gains two-weapon fighting with a Single-handed weapon and shield at level 2. Shields are treated as light weapons (tower shields do not apply). This improves at levels 6, 12, and 18. The bonuses described require a single weapon and a shield to take effect; even an improvised shield and single weapon will do.

 : At 5th level and higher, a vanguard can no longer be flanked. This defense denies a rogue the ability to sneak attack the vanguard by flanking him, unless the attacker has at least four more rogue levels than the target has vanguard levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

 : The vanguard gains the two-weapon defense feat with a shield and single weapon.

 : Starting at 6th level, the vanguard gains the ability to recover quickly. Fast healing allows the vanguard to recover hit points at a rate of 1/hour. At level 13, this increases to 2/hour, and at level 20, this increases to 3/hour. At level 6, the vanguard, over the course of a day would recover 24 hp. At level 13, this would be 48, and at level 20, the total would be 72 hp. This is non-magic healing, and as such will not heal damage that must be cured through magic, such as vile damage.

 : 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 10th level, and every three vanguard levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

 : At 8th level, the vanguard gains power attack as the feat with shields.

 :At level 8, the vanguard gains improved overrun or improved bull rush as the feat.

 : The Vanguard acquires Improved two-weapon fighting with a shield and single weapon.

 : The vanguar,d at 14th level, improves upon power attack. This allows the vanguard (with a shield, improvised or otherwise) to use their BAB and their AC to deal more damage. Greater Shield bash also allows the vanguard to stun the opponent for 1d4 rounds. The save against this stun is a fort save equal to 10 + damage dealt. Using Greater shield bash allows only for a move action that turn.

 : The Vanguard acquires Greater Two-Weapon Fighting with a shield and single weapon.

Ex-Vanguards
When a vanguard retires, they receive a awesome leather chair and pudding.

Playing a Vanguard
Religion: Vanguards tend to follow the gods of war if any at all.

Other Classes: Everyone appreciates the vanguard for taking the hits. Vanguards yend to dislike but recognize the usefulness of rouges. Bards are considered a treat because they get to jam while they beat people.

Combat: Front line tank and some damage.

Advancement: Barbarians, rogues, and fighters are choices that would work. Rogue-Vanguard makes an interesting combination of stealth and strength. This also provides flanking opportunity and more utility.

Vanguards in the World
"Run in and smash'em. It's more fun that way."

The vanguards tend to be elite troops such as bodyguards and the first line into combat. Some with special training make excellent skirmishers.

Daily Life: Wake up. Beat something. Eat. Beat more stuff. Luncheon. Beat stuff. Lunch. Beat more stuff. Tea time. Beat some more stuff. Repair gear. Beat the ambushers into ground with forehead while repairing gear. Dinner. Sleep. Dream about beating things. Repeat.

Notables: "Oggrunt" The Smasher.

Organizations: The battlefield is the home of many vanguards. They are often mercenaries or part of armies.

NPC Reactions: Npcs will often mistake a vanguard for a fighter or a barbarian.