Vanguard (D20 Modern Class)
From D&D Wiki
The Vanguard is a powerful combatant, able to combine the offensive powers of the Adept and the Soldier. They have access to various weapons and armor, as well as biotics.
Making a Vanguard
Vanguards are the front line of the squad. Their biotic powers focus on combat potential - disabling the enemy, making their armor ineffective, and shielding themselves from harm so that they can get close enough to go to work.
Abilities: exterity allows the Vanguard to remain in the thick of battle, helping them both avoid injury and inflict it. Wisdom aids the Vanguard, and all Biotics, in harnessing the powers of Dark Energy.
Races: Humans and Asari make very good Vanguards, due to their varied nature, best able to combine the harshness of combat with the sheer power of Biotics. Nearly all Krogan biotics are Vanguards, due to the warlike nature of the Krogan.
Requirements Personal Firearms Proficiency, Light Armor Proficiency, BAB +2, 1+ Cybernetic Enhancement
|Saving Throws||Special|| Defense
|5th||+3||+3||+1||+3||Assault Training, Medium Armor Proficiency||+4||+4||12|
|10th||+7/+2||+5||+3||+5||<-any class features gained at this level->||+6||+6||20|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the vanguard.
Weapon and Armor Proficiency: A vanguard is has personal firearms proficiency and light armor proficiency.
Biotic Points: Vanguards can only use their abilities a certain amount of times per day before they become too tired to continue. The Biotic Points are a way to keep track of how many times your vanguard can use the abilities per day. Each time a vanguard uses Lift, Warp, Barrier, or Throw she uses up one of these Biotic Points.
Throw: Manifestation Time: Attack action; Range: Short (20 ft. + 10 ft./level); Damage: 1d6 per additional 10ft; Target: 1 + 1 per 2/CL; Duration: Instantaneous; Saving Throw: Fortitude half; Power Resistance: Yes; Biotic Point Cost: 1
Throw is mostly used in combat to keep opponents at a distance, by either launching them away or knocking them over, rendering them helpless when they land. In certain areas Throw will knock enemies off ledges so they fall to their death. If used near destructible objects, Throw can break them and hit enemies with debris. Any moveable boxes can also be Thrown into them, injuring them further because their shields cannot absorb the damage.
Warp: Manifestation Time: Attack action; Range: Short (20 + 10 ft./level); Radius: Small (5 ft. Per 2/levels); Damage: 1d6 per level; Target: One individual; Duration: 2 rounds + 1/CL; Saving Throw: Fortitude half; Power Resistance: Yes; Biotic Point Cost: 1
Warp works by creating rapidly shifting mass effect shields that damage all those nearby. When combined with Lift, the targets remain stuck in the Warp Radius for the duration of Lift.
Lift: Manifestation Time: Attack action; Range: Short (20 ft. + 10 ft./level); Target: One individual + 1 per 2/CL; Duration: 2 rounds + 1/CL Saving Throw: Fortitude; Power Resistance: Yes; Biotic Point Cost: 1
Using Lift will cause enemies to float helplessly in the air, making them more vulnerable to attack. Momentum is also conserved; for example, using Lift on a charging enemy will cause them to go flying over your head, possibly into a wall or off a cliff. It can also bring enemies out from behind cover to give a clear shot. If used in a low-gravity environment Lift can cause enemies to float off into space.
Barrier: Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 round per level; Biotic Points: 1
Barrier surrounds the user with a high-gravity mass effect field essentially strengthening the player's shields for a certain period of time. The barrier provides +1 Defense per two class levels, however barriers do not protect against physical damage like melee attacks, debris or environmental hazards.
Medium Armor: <-class feature game rule information->