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=Overview= | |||
To be a vanguard is to live and breath battle, to be a master of the art of war. Vanguards stand above other warriors and fighters through their skill at arms and their iron resolve, the first to enter the fray and the last to leave. They are warmasters, commanders, inspirational heroes or terrifying foes. | |||
'''Playstyle''': Unlike the fighter, the vanguard isn't reliant on the dice roll result to trigger powers; instead you choose which of your techniques you wish to use and expend your Resolve to fuel them. Knowing when to spend Resolve, and how much, is key to managing the class. The Vanguard is both a heavy melee combatant and a leader of warriors, thus you can both aid your allies and pitch into where the fighting is at its thickest. | |||
'''Ability Scores''': Strength and Constitution are the most important abilities for the vanguard as the former lets you hit harder and the latter keeps you alive. Charisma is also significant for some of the techniques available. | |||
Vanguards gain a +2 class bonus to Strength, Constitution or Charisma, as long as it isn't the same ability you increased with your +2 racial bonus. | |||
'''Races''': Any species can produce the mixture of fighting prowess and authority that makes a great vanguard, but half-orcs, humans and dwarves are most suited to the role. Half-elves also make fine vanguards when they focus on commanding and aiding others. | |||
'''Backgrounds''': Battle captain, assault trooper, first-into-the-breach, rebel leader, bodyguard, standard bearer, monster-hunter, noble warrior, battle chieftain, veteran soldier, merciless reaver, weaponsmaster. | |||
'''Icons''': Vanguards are most commonly associated with the Emperor, Crusader and Dwarf King; those of a particularly dark bent serve the Orc Lord or the Lich. | |||
=Vanguard Level Progression= | |||
{| class="wikitable" | |||
|- | |||
!Level | |||
!Hit Points | |||
!Techniques | |||
!Resolve | |||
!Max Resolve per turn | |||
|- | |||
|1 | |||
|(8 + Con Mod) x3 | |||
| | |||
| | |||
| | |||
|- | |||
|2 | |||
|(8 + Con Mod) x4 | |||
| | |||
| | |||
| | |||
|- | |||
|3 | |||
|(8 + Con Mod) x5 | |||
| | |||
| | |||
| | |||
|- | |||
|4 | |||
|(8 + Con Mod) x6 | |||
| | |||
| | |||
| | |||
|- | |||
|5 | |||
|(8 + Con Mod) x8 | |||
| | |||
| | |||
| | |||
|- | |||
|6 | |||
|(8 + Con Mod) x10 | |||
| | |||
| | |||
| | |||
|- | |||
|7 | |||
|(8 + Con Mod) x12 | |||
| | |||
| | |||
| | |||
|- | |||
|8 | |||
|(8 + Con Mod) x16 | |||
| | |||
| | |||
| | |||
|- | |||
|9 | |||
|(8 + Con Mod) x20 | |||
| | |||
| | |||
| | |||
|- | |||
|10 | |||
|(8 + Con Mod) x24 | |||
| | |||
| | |||
| | |||
|} | |||
=Vanguard Stats= | |||
'''Ability Bonus''' +2 Str, Con or Cha | |||
'''Armour Class''' (Heavy) 15 | |||
'''Armour Class''' (Heavy + Shield) 16 | |||
'''Base PD''' 10 | |||
'''Base MD''' 10 | |||
'''Hit Points''' (8 + Con Mod) x level modifier | |||
'''Recoveries''' (probably) 8 | |||
'''Recovery Dice''' (1d10 x level) + Con Mod | |||
'''Talents''' 3 | |||
'''Feats''' 1/level | |||
==Gear== | |||
At 1st level, vanguards start with one or two melee weapons of their choice, armour that's either shining and clean or battered and well-worn, and any standard non-magical gear suggested b their backgrounds. A vanguard may, if they desire, also start with a ranged weapon of some sort. | |||
A vanguard who has carefully prepared for war starts with 25gp; those who have recently seen victory or defeat can begin with 1d6 x 10gp instead. | |||
===Armour=== | |||
Vanguards usually rely on heavy armour of some kind to see them through the rigours of battle. Steel scale or plate is most common, but some cultures produce vanguards with stranger protection – carefully treated carapace or colourful lacquered armour, for example. | |||
'''Vanguard Armour and AC''' | |||
{| class="wikitable" | |||
|- | |||
!Armour Type | |||
!Base AC | |||
!Attack Penalty | |||
|- | |||
|None | |||
|10 | |||
| - | |||
|- | |||
|Light | |||
|13 | |||
| - | |||
|- | |||
|Heavy | |||
|15 | |||
| - | |||
|- | |||
|Shield | |||
| +1 | |||
| - | |||
|} | |||
===Melee Weapons=== | |||
Pretty much anything is lethal in the hands of a vanguard, but their chosen weapons are commonly possessed of particular significance or excellent craftsmanship. Most vanguards choose either the raw power of a hefty two-handed weapon such as a polearm or greatsword, or the defensive capacit of a single-hander and a shield; fighting with a weapon in each hand is generally eschewed for more practical options. Vanguards fight aggressively but with lethal efficiency. | |||
'''Vanguard Melee Weapons''' | |||
{| class="wikitable" | |||
|- | |||
!One-handed | |||
!Two-handed | |||
|- | |||
|Small | |||
| | |||
|- | |||
|1d4 dagger | |||
|1d6 club | |||
|- | |||
|Light or Simple | |||
| | |||
|- | |||
|1d6 hand-axe or shortsword | |||
|1d8 spear | |||
|- | |||
|Heavy or Martial | |||
| | |||
|- | |||
|1d8 broadsword or one-handed warspear | |||
|1d10 greatsword or greathammer | |||
|} | |||
===Ranged Weapons=== | |||
A vanguard is capable of using a myriad of ranged weapons to devastating effect, but rarely focus on such armaments; few become master archers. A crossbow or bow is common enough for those situations that demand it, but plenty of vanguards prefer a heavy throwing axe or javelin that they can loose as they close on the foe. | |||
'''Vanguard Ranged Weapons''' | |||
{| class="wikitable" | |||
|- | |||
!Thrown | |||
!Bow | |||
!Crossbow | |||
|- | |||
|Small | |||
| | |||
| | |||
|- | |||
|1d4 dagger | |||
|1d4 hand crossbow | |||
| | |||
|- | |||
|Light or Simple | |||
| | |||
| | |||
|- | |||
|1d6 throwing axe, javelin | |||
|1d6 crossbow | |||
|1d6 shortbow | |||
|- | |||
|Heavy or Martial | |||
| | |||
| | |||
|- | |||
| | |||
|1d8 heavy crossbow | |||
|1d8 longbow | |||
|} | |||
==Basic Attacks== | |||
Vanguards make use of basic attacks in battle, augmented with powerful Techniques that are fuelled by their Resolve. | |||
'''Melee Attack'''<br> | |||
At Will<br> | |||
'''Target''': One Enemy<br> | |||
'''Attack''': Strength + Level vs. AC<br> | |||
'''Hit''': Weapon + Strength damage<br> | |||
'''Miss''': Damage equal to your level<br> | |||
'''Ranged Attack'''<br> | |||
At Will<br> | |||
'''Target''': One Enemy<br> | |||
'''Attack''': Dexterity + Level vs. AC<br> | |||
'''Hit''': Weapon + Dexterity damage<br> | |||
'''Miss''': –<br> | |||
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Revision as of 23:19, 12 October 2013
Overview
To be a vanguard is to live and breath battle, to be a master of the art of war. Vanguards stand above other warriors and fighters through their skill at arms and their iron resolve, the first to enter the fray and the last to leave. They are warmasters, commanders, inspirational heroes or terrifying foes.
Playstyle: Unlike the fighter, the vanguard isn't reliant on the dice roll result to trigger powers; instead you choose which of your techniques you wish to use and expend your Resolve to fuel them. Knowing when to spend Resolve, and how much, is key to managing the class. The Vanguard is both a heavy melee combatant and a leader of warriors, thus you can both aid your allies and pitch into where the fighting is at its thickest.
Ability Scores: Strength and Constitution are the most important abilities for the vanguard as the former lets you hit harder and the latter keeps you alive. Charisma is also significant for some of the techniques available.
Vanguards gain a +2 class bonus to Strength, Constitution or Charisma, as long as it isn't the same ability you increased with your +2 racial bonus.
Races: Any species can produce the mixture of fighting prowess and authority that makes a great vanguard, but half-orcs, humans and dwarves are most suited to the role. Half-elves also make fine vanguards when they focus on commanding and aiding others.
Backgrounds: Battle captain, assault trooper, first-into-the-breach, rebel leader, bodyguard, standard bearer, monster-hunter, noble warrior, battle chieftain, veteran soldier, merciless reaver, weaponsmaster.
Icons: Vanguards are most commonly associated with the Emperor, Crusader and Dwarf King; those of a particularly dark bent serve the Orc Lord or the Lich.
Vanguard Level Progression
Level | Hit Points | Techniques | Resolve | Max Resolve per turn |
---|---|---|---|---|
1 | (8 + Con Mod) x3 | |||
2 | (8 + Con Mod) x4 | |||
3 | (8 + Con Mod) x5 | |||
4 | (8 + Con Mod) x6 | |||
5 | (8 + Con Mod) x8 | |||
6 | (8 + Con Mod) x10 | |||
7 | (8 + Con Mod) x12 | |||
8 | (8 + Con Mod) x16 | |||
9 | (8 + Con Mod) x20 | |||
10 | (8 + Con Mod) x24 |
Vanguard Stats
Ability Bonus +2 Str, Con or Cha
Armour Class (Heavy) 15
Armour Class (Heavy + Shield) 16
Base PD 10
Base MD 10
Hit Points (8 + Con Mod) x level modifier
Recoveries (probably) 8
Recovery Dice (1d10 x level) + Con Mod
Talents 3
Feats 1/level
Gear
At 1st level, vanguards start with one or two melee weapons of their choice, armour that's either shining and clean or battered and well-worn, and any standard non-magical gear suggested b their backgrounds. A vanguard may, if they desire, also start with a ranged weapon of some sort.
A vanguard who has carefully prepared for war starts with 25gp; those who have recently seen victory or defeat can begin with 1d6 x 10gp instead.
Armour
Vanguards usually rely on heavy armour of some kind to see them through the rigours of battle. Steel scale or plate is most common, but some cultures produce vanguards with stranger protection – carefully treated carapace or colourful lacquered armour, for example.
Vanguard Armour and AC
Armour Type | Base AC | Attack Penalty |
---|---|---|
None | 10 | - |
Light | 13 | - |
Heavy | 15 | - |
Shield | +1 | - |
Melee Weapons
Pretty much anything is lethal in the hands of a vanguard, but their chosen weapons are commonly possessed of particular significance or excellent craftsmanship. Most vanguards choose either the raw power of a hefty two-handed weapon such as a polearm or greatsword, or the defensive capacit of a single-hander and a shield; fighting with a weapon in each hand is generally eschewed for more practical options. Vanguards fight aggressively but with lethal efficiency.
Vanguard Melee Weapons
One-handed | Two-handed |
---|---|
Small | |
1d4 dagger | 1d6 club |
Light or Simple | |
1d6 hand-axe or shortsword | 1d8 spear |
Heavy or Martial | |
1d8 broadsword or one-handed warspear | 1d10 greatsword or greathammer |
Ranged Weapons
A vanguard is capable of using a myriad of ranged weapons to devastating effect, but rarely focus on such armaments; few become master archers. A crossbow or bow is common enough for those situations that demand it, but plenty of vanguards prefer a heavy throwing axe or javelin that they can loose as they close on the foe.
Vanguard Ranged Weapons
Thrown | Bow | Crossbow |
---|---|---|
Small | ||
1d4 dagger | 1d4 hand crossbow | |
Light or Simple | ||
1d6 throwing axe, javelin | 1d6 crossbow | 1d6 shortbow |
Heavy or Martial | ||
1d8 heavy crossbow | 1d8 longbow |
Basic Attacks
Vanguards make use of basic attacks in battle, augmented with powerful Techniques that are fuelled by their Resolve.
Melee Attack
At Will
Target: One Enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength damage
Miss: Damage equal to your level
Ranged Attack
At Will
Target: One Enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
Miss: –