Augmentations (Vanguard)

The following represent the available augmentations a vanguard can learn. Each one is divided into three parts: prerequisites, effect, and resonance.

**Prerequisites**: A vanguard must meet all prerequisites in order to learn an augmentation. Typically, this is simply a level requirement, though other requirements may be listed. If the prerequisite lists an ability score requirement, it is referring to the construct companion’s ability scores, not the vanguard’s ability scores.

**Effect**: The benefits listed under the augmentation’s effect always apply to the construct companion so long as the vanguard has learned that augmentation. Some require action on part of the construct to be used, while others are always active.

**Resonance**: Each augmentation lists a resonance effect. The effects listed here are only triggered when the vanguard causes a resonance (see the vanguard class description). A vanguard can only use one of his available resonances at a time.

A vanguard cannot select an augmentation more than once, unless otherwise stated.

#### **ABILITY AUGMENTATION (EX)**

**Prerequisites**: Level 7

**Effect**: The companion becomes stronger, faster, or more intelligent. Choose a single ability score (except for Constitution). That ability score increases by +2. At 16th level, the bonus increases by an additional +2. This augmentation can be chosen multiple times. Each time it is, it must be applied to a different ability score.

**Resonance**: The strength of the construct resonates with those nearby. All allies within 30 feet of the construct companion receive a +2 enhancement bonus to the same ability score that was chosen with this augmentation. At 16th level, the enhancement bonus increases to +4. The resonance lasts for 1 minute.

#### **ABLATIVE SHIELDING (SU)**

**Prerequisites**: Level 10

**Effect**: A magical barrier of force surrounds the construct companion, mitigating incoming damage. The barrier grants the construct companion temporary hit points equal to twice its total Hit Dice. As long as the barrier has at least 1 temporary hit point remaining, the barrier restores 5 temporary hit points each round, back up to the its normal maximum. If the barrier is ever reduced to 0 hit points, it breaks and does not regain hit points for 1 minute, after which it is restored to 1 hit point.

**Resonance**: The barrier supercharges and can affect multiple allies. The temporary hit points of the barrier are restored to triple its normal maximum. The barrier protects nearby allies; if an attack would harm an ally within 30 feet of the companion, half of the damage is redirected to the construct’s barrier instead. The resonance lasts for either 1 minute or until the barrier runs out of hit points. This resonance cannot be used if the ablative shielding is already at 0 hit points. Once the resonance ends, any temporary hit points in the barrier over its normal maximum are lost.

#### **ARMOR EMPOWERMENT (SU)**

**Prerequisites**: Level 4

**Effect**: The construct companion’s body becomes magically enhanced, as if it were enchanted armor. The companion’s AC increases by +1. This bonus increases by +1 for every four levels past 4th, to a total of +5 at 20th level.

**Resonance**: A field of energy hardens the armor of nearby allies, increasing the AC bonus of the armor they are wearing by +2. This bonus increases by +1 at 10th and 16th levels. This benefit lasts for 1 minute. Clothing counts as armor with an AC of 0 for the purpose of this ability.

#### **COMBAT ANALYSIS (SU)**

**Prerequisites**: Level 7, Intelligence 14

**Effect**: The construct companion’s vision is enhanced via divination magic to better assess opponents. The companion gains a competence bonus on Knowledge checks to identify a creature equal to 1 + half its Hit Dice and can make such checks untrained.

**Resonance**: The construct fully divines the weaknesses of a creature within 60 feet of it that it can see. If the construct previously failed to identify (or has not yet identified) that creature with a Knowledge check, it makes one immediately to identify the creature. If it identifies the target (or already had identified the target previously), the construct learns the target’s lowest saving throw, what damage type bypasses its damage reduction (if any), and any vulnerabilities it has (including general vulnerabilities to damage types or specific vulnerabilities, such as a wight’sB1 weakness to *raise dead*). The resonance lasts only as long as it takes to make the Knowledge check, but any learned information is retained afterwards.

**TABLE: COMBAT RIG**
 8th-11th
 12th-15th
 16th-19th
 20th

#### **COMBAT RIG (EX)**

**Prerequisites:** Level 4, Strength 12

**Effect**: The companion is rebuilt to strike with more impact. Its slam damage increases to 1d6. The slam damage continues to scale as it grows in level, as shown on **Table: Combat Rig**.

**Resonance**: The companion springs into action, letting it use an immediate action to make a single weapon attack or natural attack. This attack gains a +1 morale bonus to its attack and damage rolls, plus an additional +1 for every three levels past 4th. The resonance ends after the attack is made.

#### **DETECTION FIELD (SU)**

**Prerequisites**: Level 13, Intelligence 18

**Effect**: An aura of magic detection surrounds the companion, granting it blindsense out to 30 feet.

**Resonance**: The aura latches onto creatures nearby, making hiding impossible. Each creature within 30 feet has any invisibility removed (similar to *invisibility purge*) and cannot turn invisible as long as the resonance lasts. Additionally, the construct companion gains the benefits of *locate creature* on all affected targets as long as the resonance lasts. This resonance lasts for 10 minutes.

#### **DISRUPTION FIELD (SU)**

**Prerequisites**: Level 10

**Effect**: The construct emits a short-range field that disrupts magical energy. Creatures attempting to cast a spell while threatened by the companion take a -4 penalty to all concentration checks.

**Resonance**: The disruption field grows larger and more potent, but only briefly. Any creature within 30 feet that attempts to cast a spell (including the vanguard or the construct companion) must make a concentration check (DC 10 + the companion’s Hit Dice + the level of the spell) or lose the spell. This resonance lasts for only 1 round.

#### **ELDRITCH BOOST (SP)**

**Prerequisites**: Charisma 10

**Effect**: The companion gains the ability to cast a small number of low-level spells. Choose any three 0-level spells from the vanguard spell list. The construct companion can cast these spells at-will. The caster level for these spells is equal to the companion’s Hit Dice, and the save DC for these spells is equal to 10 + the companion’s Charisma modifier.

**Resonance**: The companion emits an energy that boosts magic. Allies within 30 feet receive a +1 bonus on concentration checks and to caster level checks to overcome Spell Resistance. This bonus increases by +1 at 7th level and every six levels thereafter, to a maximum of +4 at 19th level. This resonance lasts for 1 minute.

#### **ELDRITCH CASTER (SP)**

**Prerequisites**: Charisma 11, Level 4

**Effect**: The companion gains the ability to cast a small number of spells. Choose a single 1st-level spell from the vanguard spell list. The construct companion can cast the chosen spell once per day. For every three vanguard levels past 4th, the construct can choose an additional spell from the vanguard spell list to cast once each day. It can instead choose a spell it already knows to gain an additional casting of that spell each day. The caster level for these spells is equal to the companion’s Hit Dice, and the save DC for these spells is equal to 11 + the companion’s Charisma modifier.

**Resonance**: The companion’s magical expertise resonates to allies, making them more able to resist magic. All allies within 30 feet of the companion gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 at 10th and 16th levels. The resonance lasts for 1 minute.

#### **ELDRITCH MIGHT (SP)**

**Prerequisites**: Eldritch Caster, Level 7, Charisma 14

**Effect**: The companion gains the ability to cast more potent magic. Choose a 2nd-level spell from the vanguard spell list. The construct companion can cast this spell once per day. For every four vanguard levels past 7th, the construct can choose an additional spell from the vanguard spell list to cast once each day. It can instead choose a spell it already knows to gain an additional casting of that spell each day. The caster level for these spells is equal to the companion’s Hit Dice, and the save DC for these spells is equal to 12 + the companion’s Charisma modifier.

**Resonance**: The companion emits a field of power that strengthens nearby magic. The DC of any spells cast by allies within 30 feet of the companion increases by +1; this includes the DC of spell-like abilities cast by the construct companion from the eldritch boost, eldritch caster, eldritch might, and eldritch power augmentations. This increases by an additional +1 at 15th level. The resonance lasts for only 1 round.

#### **ELDRITCH POWER (SP)**

**Prerequisites**: Eldritch Might, Level 13, Charisma 18

**Effect**: The companion gains the ability to cast powerful magic. Choose a 3rd-level spell from the vanguard spell list. The construct companion can cast this spell once per day. At 18th level, the construct can choose an additional spell from the vanguard spell list to cast once each day. It can instead choose a spell it already knows to gain an additional casting of that spell each day. The caster level for these spells is equal to the companion’s Hit Dice, and the save DC for these spells is equal to 13 + the companion’s Charisma modifier.

**Resonance**: The companion creates a field that greatly strengthens the magic of allies. Upon creating the resonance, the vanguard must choose one of the following metamagic effects: Enlarge Spell, Extend Spell, Piercing SpellUM, Silent Spell, or Still Spell. Spells cast by allies within 30 feet of the companion are affected by the chosen metamagic without increasing their level or casting time. This resonance lasts for 1 round.

#### **ENERGY DISCHARGE (SU)**

**Prerequisites**: None

**Effect**: The companion can create bolts of arcane energy to attack foes. The vanguard must select either acid, cold, electricity, or fire. As a standard action, the companion can fire a bolt at a single target within close range (25 ft. + 5 ft./2 levels, using the vanguard’s level) as a ranged touch attack. On a hit, the bolt deals damage of the chosen type equal to 1d6 + 1 + the companion’s Charisma modifier. The damage increases by 1d6 + 1 when it gains for every two Hit Dice it has above 1st (2d6 + 2 at 3 HD, 3d6 + 3 at 5 HD, and so on). Energy discharge counts as a weapon attack for the purpose of abilities and augmentations. It also counts as a weapon for feats such as Weapon Focus, though the companion cannot use energy discharge in conjunction with Vital Strike feats. The companion is never considered to be wielding the energy discharge and does not threaten with it. This augmentation can be chosen more than once. Each time it is selected, the companion can use an additional energy type.

**Resonance**: The companion discharges a large amount of energy towards the vanguard. The vanguard and his companion must be within 60 feet of each other and have line of effect to each other to use this resonance. When used, a blast of energy is fired towards the vanguard in a 5-foot wide line, harming all creatures caught in a line connecting both the vanguard and his companion. Each creature caught in the area takes damage as if hit by the companion’s energy discharge attack. A Reflex save halves the damage (DC 10 + 1/2 the companion’s Hit Dice + its Charisma modifier). The resonance ends once the damage is dealt.

#### **ENERGY SHIELDING (EX)**

**Prerequisites**: None

**Effect**: The companion is shielded from harmful energies. The vanguard must choose from acid, cold, electricity, or fire. The companion gains resistance 5 against that energy type. This resistance increases by 5 at 5th level and every five vanguard levels thereafter. This augmentation can be chosen more than once. Each time it is gained, it must be applied to a different energy type.

**Resonance**: The companion dampens energy effects nearby. **Effect**s within 30 feet of the companion that deal damage of the chosen type have their damage reduced by half (50%), rounded down. This resonance lasts for 1 minute.

#### **ENERGY STRIKE (SU)**

**Prerequisites**: Level 7

**Effect**: The companion’s strikes are augmented with energy. The vanguard must choose one of the following weapon properties: *corrosive*, *flaming*, *frost*, or *shock*. The companion’s natural attacks and weapon attacks are treated as having that weapon property. At 15th level, the *corrosive*, *flaming*, *frost*, and *shock* abilities improve to be *corrosive burst*, *flaming burst*, *icy burst*, and *shocking burst*, respectively. This augmentation can be chosen multiple times. Each time it is chosen, a different property must be selected. The companion can only apply one of the properties available to it to an individual attack.

**Resonance**: The energy attack spreads to nearby allies. Natural attacks and weapon attacks made by allies within 30 feet are treated as having the same weapon property granted to the companion. This resonance lasts for 1 minute.

#### **EXTRADIMENSIONAL ARSENAL (SU)**

**Prerequisites**: Level 4

**Effect**: The companion gains an extradimensional storage space within its body. This functions as a *bag of holding type I*. The companion can draw items from the space as a move action. It can allow others to reach into the space to retrieve an item, though doing so is a full-round action for the other creature. At 11th level, it is instead treated a *bag of holding type II*. If the companion is shut down or broken, the items within the arsenal are not destroyed but cannot be retrieved until the construct is functional again; if the companion is ever annihilated or replaced, items left in the arsenal are lost forever.

**Resonance**: The vanguard can retrieve or store any item within the extradimensional arsenal. By using this resonance, the vanguard can teleport a single item to or from the arsenal weighing no more than 10 pounds per vanguard level, as if by means of a *teleport object* spell. An object teleported out of the arsenal appears in the vanguard’s hands or in the nearest open space (vanguard’s choice). The vanguard must have line of effect to his companion to use this resonance. The resonance ends once the item is teleported.

#### **HEAVY IMPACT (EX)**

**Prerequisites**: Level 7, Strength 14

**Effect**: The companion strikes with lethal force. Double the critical threat range of its weapon and natural attacks. This does not stack with other effects that increase the critical threat range of a weapon, such as Improved Critical.

**Resonance**: Allies within 30 feet have their weapons enhanced, doubling the critical threat range of their attacks. This does not stack with other effects that increase the critical threat range of a weapon, such as Improved Critical. This resonance lasts for 1 minute.

#### **MENDING TOUCH (SP)**

**Prerequisites**: None (automatically gained at 1st level)

**Effect**: The companion can touch an object to restore its hit points. This functions as *mending*, though it restores 1d6 hit points, plus an additional 1d6 hit points for every three Hit Dice possessed by the companion (max 6d6). The companion can use this three times per day, plus an additional time for every three Hit Dice it obtains (max 8 uses per day). This cannot be used to repair damage done to a construct (including itself), nor can it restore a destroyed magic item.

**Resonance**: Restorative energy washes over the companion’s frame, healing it for 1d6 hit points of damage, plus an additional 1d6 hit points for every two vanguard levels past 1st (max 10d6). The resonance ends once the companion is healed. Mending touch does not function if the companion is already at 0 hit points.

#### **MENTAL LINK (SU)**

**Prerequisites**: Level 10, Intelligence 16

**Effect**: The companion forms a magical link between itself and the vanguard, allowing them to communicate telepathically. This functions out to any range, including through walls, so long as the companion is not shut down.

**Resonance**: The mental link expands to allies within 30 feet, letting them communicate as a *telepathic bond* spell. They do not need to remain within 30 feet to continue communicating. The resonance lasts for 10 minutes per vanguard level.

#### **MUNITIONS GENERATION (SP)**

**Prerequisites**: Level 4

**Effect**: The companion can spontaneously replicate ammunition provided to it. As long as the companion has at least 1 piece of ammunition integrated into it, the companion can generate more ammunition, as if benefiting from an *abundant ammunition*UC spell. While this can duplicate magic ammunition, it does not copy the ammunition’s magical properties (only its material properties, if any).

**Resonance**: Allies within 30 feet generate their own ammunition, enhancing their ammunition containers by an *abundant ammunition*UC spell. The resonance lasts for 1 minute.

#### **POWERFUL CONSTRUCTION (EX)**

**Prerequisites**: Strength 10

**Effect**: The companion has a heavy frame, letting it carry and lift more. Its carrying capacity is doubled (including how much it can lift, drag, or carry). The companion’s increased bulk also grants it a +1 bonus to its CMB and CMD. This bonus increases by +1 at 7th, 13th, and 19th levels.

**Resonance**: The companion’s build grows massively in scale. This causes the companion to grow one size category (as enlarge person, but affecting a construct). This resonance lasts for 1 minute per vanguard level.

#### **REINFORCEMENT (EX)**

**Prerequisites**: Level 13, Strength 18

**Effect**: The companion’s frame is hardened with heavy, magically-enhanced plating, doubling its weight and granting it DR 5/adamantine. At 19th level, this increases to DR 10/adamantine.

**Resonance**: A magical barrier protects a select few allies nearby. One ally within 30 feet gains the benefit of a *stoneskin* spell, using the companion’s Hit Dice as its caster level. The ally must remain within 30 feet to benefit from the effect. An additional ally can be targeted at 16th and 19th levels. The resonance ends after 1 minute, though it ends on an individual once it has prevented enough damage (as outlined in *stoneskin*).

#### **TACTICAL REPOSITION (SU)**

**Prerequisites**: Level 13

**Effect**: The companion can rapidly teleport itself. As a move action, the companion can teleport a distance equal to half its base speed.

**Resonance**: The vanguard and the companion can teleport to each other or change places. This functions as a *dimension door* spell. The vanguard can teleport to his companion or the companion can teleport to the vanguard; they must arrive as close as possible to the other. The vanguard and his companion can choose to swap places, instead: they must occupy the same space the other was just in, or as close as possible if not able. If the companion is out of range of the *dimension door* effect, the resonance is wasted. The resonance ends once the teleportation completes.

#### **TECHNICAL KNOWLEDGE (EX)**

**Prerequisites**: Intelligence 10

**Effect**: The companion gains additional knowledge. The vanguard selects any two skills. Those skills become class skills for the companion, if they weren’t already. In addition, the companion gains a number of skill ranks in those skills equal to its Hit Dice; this cannot grant it more ranks than it has Hit Dice. This augmentation can be gained multiple times. Each time it is gained, the companion gets two more skills to treat as class skills along with skill ranks in those skills equal to its Hit Dice.

**Resonance**: The companion shares its knowledge with nearby allies. All allies within 30 feet of the companion (including the companion itself) gain a +2 bonus on checks made with a particular skill. This bonus increases to +3 at 7th level, +4 at 13th level, and +5 at 19th level. The skill must be one that was selected for this augmentation. The resonance lasts for 10 minutes.

#### **TERRAIN ADAPTATION (EX)**

**Prerequisites**: Level 10

**Effect**: The companion gains a new form of movement. The vanguard chooses one of the following movement types: fly 30 feet (average), climb 50 feet, swim 60 feet, or +30 feet to ground speed.

**Resonance**: The companion grants its form of movement to a nearby ally. A single ally within 60 feet gains the chosen form of movement. At 10th, 13th, 16th, and 19th levels, it can grant the movement form to an additional ally. The resonance lasts for 10 minutes.

#### **WEAPON EMPOWERMENT (SU)**

**Prerequisites**: None

**Effect**: The companion’s weapons are filled with magical energy. All natural attacks and weapon attacks made by the companion are treated as magic for the purpose of bypassing damage reduction. At 7th level, the weapons are treated as silver and cold iron, and at 16th level they are treated as adamantine.

**Resonance**: The construct companion empowers the weapons of nearby allies. All allies within 30 feet gain a +1 competence bonus to weapon attack and damage rolls. This bonus increases by +1 at 7th level and every six levels thereafter, to a maximum of +4 at 19th level. The resonance lasts for 1 minute.