Vanguard is a class in Pathfinder: Wrath of the Righteous. Skilled at tracking down targets, Vanguards are consummate hunters, living for the chase and the deadly stroke that brings it to a close. Vanguards spend most of their time honing their weapon skills, studying the habits and anatomy of foes, and practicing combat maneuvers.
"Vanguards are battlefield commanders who focus on the brutality of combat and lead their allies to bloody victory. Quick to react to danger, a vanguard is a valuable scout, capable officer, and skilled tactician."
- Base Class: Slayer
- High saves: Fortitude, Reflex
- Class skills: Stealth, Mobility, Perception, Athletics, Knowledge (World), Lore (Nature), Persuasion.
- A Slayer is proficient with all simple and Martial Weapons, as well as with Light Armor, Medium Armor, and Shields (except tower shields).
|1||Slayer Proficiencies, Studied Target|
|2||Vanguard Tactician, Teamwork Feat,|
|6||Slayer Talents, Sneak Attack|
|7||Studied Target (Swift), Uncanny Dodge|
|10||Studied Target, Slayer Talents, Advanced Talents|
|12||Slayer Talents, Sneak Attack|
|14||Slayer Talents, Quarry|
|15||Studied Target, Sneak Attack|
|18||Slayer Talents, Sneak Attack|
|20||Studied Target, Slayer Talents, Master Slayer|
A character can study an opponent he can see as a bonus move action. The character then gains a +1 bonus on weapon attack and damage rolls against it. The save DCs of character class abilities against that opponent increase by 1.
If a character deals sneak attack damage to a target, he studies that target, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th amd 20th levels, the bonuses on weapon attack rolls, damage rolls and to character save DCs against a studed target increase by 1.
At 7th level, a character can study an opponent as a move or Swift Action.
As a Slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a Slayer gains one slayer talent.
After 2nd level, the Slayer can select a ranger combat style (such as archery or two-weapon combat) and gains a combat Feat from the first feat list of that style. He can choose Feats from his selected combat style, even if he does not have the normal prerequisites. After 6th level, he may select this talent again and add the 6th-level Ranger combat Feats from his chosen style to the list. After 10th level, he may select this talent again and add the 10th level Ranger combat Feats from his chosen style to the list.
At 13th level, a Slayer can once per day increase his movement speed by 30 ft, and his movement doesn't provoke attacks of opportunity. At 17th level, he can do this twice per day.
A character can, as a standard action, denote one target within his line of sight as his Quarry. He receives a +2 insight bonus on attack rolls made against his Quarry, and all critical threats are automatically confirmed. A character can have no more than one Quarry at a time.
At 20th level, the slayer becomes a master at capturing or killing his studied targets. As a standard action, he can make a single attack against a studied target at his full attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude saving throw or suffer the additional effect. The DC for this save is 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier. Whether or not the target succeeds, it cannot be targeted by this ability again (by any slayer) for 24 hours.
After 10th level, a character can choose one of the Advanced Rogue Talents in a place of a Rogue Talent.
At 2nd level, a Vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a Standard Action, the Vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the Vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the Vanguard is able to select a new Slayer Talent, he can instead choose to gain an additional use per day of this ability.
This ability replaces the Slayer Talent gained at 2nd level.
At 2nd level, a Vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the Vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the Vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the Vanguard is able to select a new Slayer talent, he can instead choose to gain an additional use per day of this ability.
This ability replaces the slayer talent gained at 2nd level.
At 4th level, a vanguard forms a bond with his fighting companions. As a move action, he can choose one of his current studied targets and grant half his studied target bonus against the target to all allies. This bonus lasts for a number of rounds equal to the Slayer's Intelligence modifier (minimum 1).
This ability replaces the slayer talent gained at 4th level.
The character can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-Footed, nor does he lose his Dexterity Bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A character with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a character already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
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