Vanguard

<color=Gold>**Vanguard**</color>

A Vanguard is a proud, skilled melee combatant who is always the first into battle and dedicates themselves to shielding their allies from dangers. A Vanguard relies on more than a sharp sword and a stout suit of armor to defeat her foes. Her drive, determination, and fighting spirit allow her to control the battlefield in ways that others cannot match.

<color=Gold>Class Features:</color>

- **Hit Die:** d10.

- **Base Attack Bonus:** High.

- **High Saves:** Fortitude.

- **Weapon Proficiencies:** Simple and martial weapons.

- **Armor Proficiencies:** All armor and shields.

- **Skill Points:** 2 + Int Modifier.

- **Skills:** Craft Alchemy/Armor/Trap/Weapon, Diplomacy, Intimidate, Lore, Parry, Taunt.

- **Bulwark of Defense:** At 1st level, you gain -1/ DR while using a Heavy or Tower shield. Your strict vigilance and active defensive maneuvers force your opponents to move with care. This bonus increases by an additional 1 point every 3 levels after to a maximum of -10/ DR. [Stacks with other DR sources.]

- **Defensive Fighting Style:** At 2nd level, a Vanguard reduces their penalty for Combat Expertise/Improved Combat Expertise by 1 every 3 levels of Vanguard for a maximum reduction of -6 at 18th level. This benefit is lost if the Knight is not using a shield or wearing heavy armor.

- **Armor Training:** Starting at 3rd level, you are able to wear your armor like a second skin. Your armor check penalty imposed by heavy armor and shields for all skills is reduced by 1. This penalty decreases decreases by an additional 1 point at 8th, 16th, and 24th level to a maximum of a reduction of 4.

- **Test of Mettle:** Starting at 4th level, you gain the Taunt Feat. You can issue a challenge to all enemies, taunting all enemies around you to attack you. At 11th level you automatically gain the Improved Taunt feat.

- **Bonus Feat:** At 5th level, you gain a bonus feat chosen from the following list: Blind Fight, Combat Expertise, Improved Combat Expertise, Dodge, Improved Combat Expertise, Knockdown, Improved Knockdown, Toughness, Improved Toughness, Faster Healing, Armor Skin, Epic Prowess, Great Constitution, Great Charisma, Epic Damage Reduction, Epic Endurance, Epic Toughness, Last Stand, Improved Vanguard Stance, Practiced Vanguard, and Rescue.

You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 10th level, 15th, 20th, 22nd, 24th, 26th, 28th, and 30th level.

- **Vigilant Defender:** Starting at 6th level, you stand your ground against all enemies. You gain +1 dodge bonus to AC while using a Shield. This increases to +1 additionally every 6 levels after up to a maximum of +5.

- **Shield Ally:** Starting at 7th level, you can protect two selected allies within 30 feet. This protection acts as the shield other spell. The only difference with the spell is that the target only takes 30% damage (instead of 50%). Every 4 levels after you can protect one additional ally up to a maximum of 6.

- **Shield Bearer:** At 8th level, the Vanguard learns her first line of defense and offense is her shield. She gains a +1 bonus to attack rolls while using a shield, increasing to +2 at 18th level, and +3 at 28th level. Additionally, those who strike the Vanguard while she has a shield equipped take 1d6 physical damage, +1 per two levels of the Vanguard class (rounded down), to a maximum of 1d6+15 at level thirty.

- **Uncanny Dodge:** At 9th level, the Vanguard character becomes more aware of her surroundings and retains her dex bonus to AC when attacked by an invisible creature.

- **Vanguard's Spirit:** Starting at 10th level, if you take levels in the Defender or a Knight class they will count towards progressing these feats: Bulwark of Defense and Vigilant Defender.

- **Daunting Challenge:** Starting at 12th level, your taunt ability also strikes fear into the hearts of your enemies. Those who are under the effect of Taunt gain a -1 penalty to AC and AB and they must also pass a fortitude save [levels in Vanguard + 10 + CON Modifier] or be knocked down. The penalty increases by an additional -1 at 18th and 24th level. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

- **Vanguard Stance:** Starting at 13th level, the Vanguard can take a defensive stance. When they activate this mode they lose -5 AB and cannot move, but gain 35% damage reduction against physical attacks. There is a 10 second cooldown between activations.

- **Shield Party:** At 14th level, your ability to absorb damage increases. Once every 3.5 minutes you can shield yourself and your party to absorb an amount of physical damage equal to 1/3rd your hitpoints [up to a maximum of 300] for an amount of rounds equal to half your CON modifier at a minimum of 1 round. Starting at 18th level, your loyalty to your comrades endures even in the face of powerful magic. Your Shield Party ability functions like Spell Mantle and absorbs all incoming spells and spell-like abilities up to a maximum of to 1d8+8 spell levels before collapsing. [You must be in a party for this effect to work.]

- **Improved Uncanny Dodge:** At 15th level, the Vanguard can no longer be flanked. This defense denies another character the option to sneak attack the character by flanking her.

- **Loyal Beyond Death:** At 17th level, if you are reduced to 0 or fewer hit points you are able to remain conscious and are healed for 15% of your maximum hitpoints. This ability can only activate once per rest period.

- **Shielded Respite:** At 18th level, any shield you equip is granted the Holy Light Enchantment. Holy light is a chance on hit to heal the party for 2d6 when struck.

- **Vanguards Challenge:** At 19th level, while in your Vanguard Stance you entice others to fight you. You automatically cast taunt against targets within 8 meters of you if they are not already attacking you once every two rounds (does not cause Daunting Challenge).

- **Impetuous Endurance:** Starting at 20th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You gain +3.5 bonus hit points for each level of Vanguard that you have and while in a party you gain an additional 10% movement speed and they gain half of your Vanguard class damage reduction as a bonus.