Vanguard

HD: 1d8

Defense Bonus: +3

Starting Credits: 3d4x500

Class Skills: Acrobatics
(Dex), Athletics (Str), Endurance (Con), Engineering (Int), Intimidate (Cha),
Knowledge [Any] (Int), Perception (Wis), Pilot (Dex), Profession (Wis),
Survival (Wis), Treat Injury (Wis), Use Computer (Int)

Skill Points Per Level: 4 +
Int modifier

Starting Feats

Armor Proficiency (Light)

Armor Proficiency (Medium)

Weapon Proficiency (Blaster
Pistols)

Weapon Proficiency (Blaster
Rifles)

Weapon Proficiency (Simple)

Battlefield Medicine

A Vanguard can call upon their
medical knowledge on the battlefield, gaining a pool of Medic points that they
can spend to heal themselves or their allies.
This pool has a number of points equal to their level + their wisdom
modifier (minimum 1).  The pool refreshes
each morning after a long rest (8 hours).

*Combat Medicine:* A
Vanguard can expend 1 point from this Medic pool to touch a creature (or
themselves) and heal them of 1d6 + their wisdom modifier damage.  For every two levels beyond 1st, this
healing increases by an additional 1d6, to a maximum of 10d6 + their wisdom
modifier at 19th level.

*Field Treatment:* A
Vanguard can spend one point from their Medic pool to immediately remove one
condition (such as blindness, deafness, exhaustion, fatigue, paralysis, or
disease) affecting a creature by touching them.
Lastly, a Vanguard can spend one point from their Medic pool to revive a
creature that has been dead no longer than 1 round.  Each of these uses is a standard action,
unless otherwise noted.

*Stand Firm:* A Vanguard
can spend a point from his Surge Pool as a reaction to touch an ally and grant
them a +1 competence bonus to their Defense Score for a number of rounds equal
to twice the Vanguard’s Constitution Modifier (minimum 1 round).  For every four levels gained beyond 1st,
the defense gained increases by an additional +1, to a maximum of +5 at 17th
level.

*Resolute Ally:* A
Vanguard can touch an ally, granting them an additional number of temporary hit
points equal to 1d6 per 2 two levels (round down, minimum 1d6).  These temporary hit points last for 1 minute,
and the Vanguard must wait an additional minute before bestowing these extra
hit points again.  Only one ally may
benefit from this ability at any time.

*Tenacious Defense:* A
Vanguard can, as a reaction to being hit by a critical hit, immediately spend a
Medic point to reduce the amount of damage they would take from the attack by
an amount equal to their level as if they had natural Damage Reduction.

Medic Droid

The Vanguard gains the
services of a tiny sized medical droid to assist them in their endeavors.  This droid’s appearance is usually
standardized to a small probe droid with hovering locomotion.  A Medic Droid has the following statistics

**Starting Statistics:** **Size**
Tiny; **Speed** 5-ft, Fly 30-ft (good); **Attack** Shock Probe (2d6
electricity), **Ability Scores** Str 8, Dex 15, Con 12, Int 10, Wis 10, Cha
6; **Special Qualities** Low-Light Vision; **Languages** Binary only; **Special**
Improved Evasion, Share Effects, Danger Link, Deliver Medicine, Light, Vocabulate with
Master

**4th-Level**
Advancement:Ability Scores **Dex +2, Int +2**

*Hit Dice:* For the purpose of effects related to
number of Hit Dice, use the Vanguard’s class level.

*Hit Points:* The Medic Droid has half the Vanguard’s total
hit points (not including temporary hit points), rounded down.

*Attacks*: Use the Vanguard’s base attack bonus, as
calculated from all of their classes.
Use the medical droid’s dexterity or strength modifier (whichever is
greater) to calculate the Medic Droid’s melee attacks.

*Damage Reduction:* The Medic Droid cannot utilize normal
armor, thus it has DR equal to ½ the Vanguard’s class level (rounded down).

*Saving Throws:* Use the Vanguard’s base saves, but use the
Medic Droid’s ability modifiers.

*Skills:* Use the Vanguard’s skill ranks plus the Medic Droid’s
ability modifier.

*Improved Evasion:* As the Scoundrel Ability.

*Share Effects:* The Vanguard use ability with a target of
“You” on the Medic Droid (as a touch) instead of on themselves.

*Danger Link:* A Vanguard and the Medic Droid can sense when
the other feels danger, out to a distance of 1 mile.  No other communication can be sent via this
link.

*Deliver Medicine:* A Medic Droid can deliver the Vanguard’s
Combat Medicine and Field Treatment abilities for them.  So long as the Vanguard has line of sight
with the Medic Droid and they are within 50-ft of one another, the Medic Droid
can be designated as the “toucher” and use those abilities in the Vanguard’s
stead.  This still uses up the Vanguard’s
action.

*Light:* A Medic Droid has a built in light, which can be used to light up the square that it's within and dimly light the squares adjacent to itself.

*Vocabulate with Master:* The Medic Droid and the Vanguard
can communicate as if they were using a common language.  The Vanguard understand the communications of
the Medic Droid as if he spoke the same language as the Medic Droid, and vice-versa.  Others can potentially understand the
communication if they speak the languages of both the Vanguard and the Medic
Droid.

Triage

A Vanguard adds half of his
level (minimum 1) on all Treat Injury skill checks.

Bonus Feat

At 2nd level, a
Vanguard gains a bonus feat.  This feat
must be a combat feat or skill focus.

Armor Training

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.
For every four levels thereafter (7th, 11th, 15th,
and 19th), these bonuses increase by +1, to a maximum reduction of 5
to their armor check penalty and a +5 increase to the maximum dexterity bonus
allowed.  In addition, a Vanguard can
move at their normal speed while wearing medium armor.  At 7th level, a Vanguard can move
at their normal speed while wearing heavy armor.

Unyielding

Starting at 4th
level, a Vanguard gains a +1 insight bonus to a saving throw of their
choice.  At 8th level (and
again at 12th, 16th, and 20th levels), the
Vanguard gains an additional +1 insight bonus to a saving throw (even choosing
the same saving throw if desired, the Unyielding insight bonus stacks with
itself unlike other insight bonuses).

Empowered Heals

Starting at 9th
level, when a Vanguard uses their Combat Medicine to heal wounds, they multiply
the amount healed by 1.5 (rounding down).

Armor Mastery

At 19th level, a
Soldier gains DR 3/- whenever he is wearing armor.  This bonus stacks with the damage reduction
provided by the armor they’re already wearing.

Master Healer

At 20th level, a
Vanguard automatically maximizes their rolls when using Combat Medicine.