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Vanguard

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You are a nigh-unstoppable force of nature; a juggernaut brimming with fundamental energies that allow you to hold the front line of any conflict. The entropy within the universe—the level of chaos within any system—is at your disposal, and you channel it into potent combat abilities and steely resolve. In your hands, the cosmic forces that control how suns form and galaxies die allow you to bolster yourself and your allies against damaging effects, manipulate basic aspects of nature to turn the tide of battle, and infuse your very fist with the destructive power of the cosmos.

To you, the inevitable decay of the galaxy is anything but terrifying. It is instead a force to shape, control, and even temporarily reverse. The ability to choose when and how things change is at the forefront of all your philosophy and power, allowing you to turn blows that would fell lesser beings into ticking time bombs of destruction you simply have not yet released.

Hit Points: 8

Stamina Points: 8 + Constitution modifier

Key Ability Score: Your Constitution determines the limits of your ability to control matter at an atomic level, the DCs of your abilities, the damage dealt by your entropic strike, and your general hardiness, so Constitution is your key ability score. A high Dexterity helps you act early in combat, avoid damage when you need to, and successfully attack with your entropic strike.

Class Skills: Acrobatics ( Dex) Athletics ( Str) Culture ( Int) Diplomacy ( Cha) Intimidate ( Cha) Life Science ( Int) Medicine ( Int) Mysticism ( Wis) Perception ( Wis) Physical Science ( Int) Profession ( Cha, Int, or Wis) Survival ( Wis)

Skill Ranks per Level: 6 + Intelligence Modifier

Proficiencies Armor-light armor, heavy armor, and shields; Weapons-basic melee weapons, advanced melee weapons, small arms

Table: Vanguard
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features Strike Damage
1st +1 +2 +2 +0 Entropic pool, entropic strike, primary vanguard aspect (aspect insight) 1d3
2nd +2 +3 +3 +0 Mitigate, vanguard discipline 1d3
3rd +3 +3 +3 +1 Reactive 1/day, weapon specialization 1d4
4th +4 +4 +4 +1 Aspect embodiment, vanguard discipline 1d4
5th +5 +4 +4 +1 Entropic attunement (weapon special property) 1d6
6th +6 +5 +5 +2 Vanguard discipline 2d6
7th +7 +5 +5 +2 Entropic attunement (critical hit effect), uncanny agility 2d6
8th +8 +6 +6 +2 Secondary vanguard aspect (secondary aspect insight), vanguard discipline 2d8
9th +9 +6 +6 +3 Reactive +1/day 3d6
10th +10 +7 +7 +3 Entropic attunement (reach), vanguard discipline 3d6
11th +11 +7 +7 +3 Flashing strikes 3d8
12th +12 +8 +8 +4 Aspect catalyst, vanguard discipline 4d6
13th +13 +8 +8 +4 Entropic attunement (blast) 5d6
14th +14 +9 +9 +4 Vanguard discipline 6d6
15th +15 +9 +9 +5 Reactive +1/day, uncanny speed 7d6
16th +16 +10 +10 +5 Aspect finale, entropic attunement (radius), vanguard discipline 8d6
17th +17 +10 +10 +5 Secondary aspect embodiment 9d6
18th +18 +11 +11 +6 Vanguard discipline 10d6
19th +19 +11 +11 +6 Agent of change, entropic attunement (severe wound) 11d6
20th +20 +12 +12 +6 Invulnerability, vanguard discipline 12d6

Class Features

Entropic Pool (Su) 1st Level

You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. Exerting such control takes incredible fortitude and reserves of energy, but you can absorb, store, and redirect this energy as a result of certain events in combat. This energy takes the form of a pool of Entropy Points (EP).

When combat begins, you have 0 Entropy Points. While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP if you are 10th level or higher). Each time you take damage equal to or greater than twice your level from a single attack or effect from a significant enemy, you gain 1 EP. If you take damage from a critical hit, you gain 1 additional EP, on top of any gained from the attack’s normal damage. You can have a maximum number of EP in your entropic pool equal to your Constitution modifier.

As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class.

At the end of combat, you lose any Entropy Points you have gained. You can’t gain Entropy Points outside of combat.

Entropic Strike (Su) 1st Level

You master order and disorder in your vicinity, and you can tax your body to focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage comes not primarily from the power of the impact but from the focused waves of entropic energy that unbind and dissolve your target, crush it, or both. While most humanoids use a fist or foot (and more uniquely shaped species rely on head butts, tail lashes, or something else more alien), you can make this attack with nearly any body part and do not need a hand free to use this ability. Your entropic strike is a melee attack that counts as a magical advanced melee weapon with the block and operative weapon special properties and that targets EAC (even when dealing bludgeoning damage, as described on page 11). For any calculation that requires the item level of your entropic strike (including those gained from entropic attunement; see page 12), treat your vanguard level as your entropic strike’s item level. Although you do not need a free hand to use your entropic strike, it counts as a one-handed weapon for other purposes.

You can also deliver an entropic strike with any melee weapon with which you are proficient or any shield that allows you to make unarmed attacks. When you do this, the attack acts as your entropic strike (targeting EAC, gaining the block and operative weapon special properties, and dealing the damage of your entropic strike). Your entropic strike is considered to be made of whatever material the weapon or shield is made of for the purposes of bypassing DR or creature weaknesses. If the melee weapon or shield is no more than 2 item levels below your vanguard level, you can also apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike.

At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier. For each attack, you can choose for this to deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 1–2 above). If you are 10th level or higher, you can also add your Strength modifier to the damage of your entropic strike.

When you score a critical hit with entropic strike against a significant enemy during combat, you can forgo dealing the extra damage from the critical hit to gain 1 Entropy Point.

Additionally, beginning at 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver against an adjacent creature, you can target their EAC + 8 (rather than their KAC + 8) to determine success.

Primary Vanguard Aspect (Su) 1st Level

You understand that entropy’s various interactions with the physical world control and define every energy system, natural phenomenon, and physical object. You have focused on one specific aspect of how entropy impacts and interacts with the universe, building a philosophy that goes far beyond mere physics. As you grow in power, embodying this aspect grants you an expanded command of the universe around you and teaches you important insights about matters that most people never connect to entropy.

You must select one vanguard aspect when you take your first level of vanguard. Once made, this choice can’t be changed. Descriptions of the aspects you can choose from appear on pages 13–14. If an aspect ability allows a saving throw to resist its effects (including spell-like abilities), the DC is equal to 10 + half your vanguard level + your Constitution modifier, unless stated otherwise.

Aspect Insight 1st Level

Your understanding of a specific element of entropy gives you insights into combat and one specific skill in a way non-vanguards rarely understand. You gain the Improved Combat Maneuver feat for the listed combat maneuver. Additionally, you gain a +2 insight bonus to checks with one skill determined by your aspect.

Aspect Embodiment 4th Level

You gain an additional means of generating Entropy Points. If your aspect embodiment requires any interaction with another creature, that creature only qualifies if it is a significant enemy.

Aspect Catalyst 12th Level

You have learned to create significant effects when certain conditions are met, guiding powerful forces with your subconscious mind. You gain an ability that you can use as a reaction the first time you suffer a critical hit in combat, or you can activate it as a standard action by expending 4 Entropy Points. You can’t use the ability again until you take a 10-minute rest to regain Stamina Points.

You also gain an improved version of the ability that you can use without taking an action the first time you reach 0 Stamina Points or Hit Points in a combat, expending all Entropy Points you have, if any. Once you use the improved version of the ability, you can’t use the improved version again for 24 hours.

Aspect Finale 16th Level

You gain a powerful ability unique to your aspect.

Mitigate (Ex) 2nd Level

As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level. If you do, you can’t gain any Entropy Points from that attack. You can’t reduce damage to less than 0 with this ability.

Vanguard Discipline 2nd Level

Your close attention to the multivariate interactions between countless systems of order and disorder, combined with your study of advanced combat techniques, allow you to manipulate the mundane in surprising ways. You learn your first vanguard discipline at 2nd level, and you learn an additional discipline every 2 levels thereafter.

If a vanguard discipline allows a saving throw to resist its effects, the DC is equal to 10 + half your vanguard level + your Constitution modifier. The list of vanguard disciplines appears on page 14. Unless otherwise specified, you can’t select the same discipline more than once.

Reactive (Ex) 3rd Level

Once per day, you can take an additional reaction during one round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, though not during a surprise round in which you are unable to act.

At 9th level and again at 15th level, you can use this ability one additional time per day, though you can never use this ability to take more than two reactions in a round or one per triggering event.

Weapon Specialization (Ex) 3rd Level

You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. You also gain a special form of weapon specialization for your entropic strike, allowing you add a bonus to your damage equal to your vanguard class level plus half of any other class levels you have.

Entropic Attunement (Su) 5th Level

As you learn to exert finer control over your entropic strike, you can enhance it to devastating effect. The saving throw DC for any of these effects that allow a saving throw is 10 + half your vanguard level + your Constitution modifier.

At 5th level, choose one of the following weapon special properties: breach*, bright, feint*, force*, or penetrating. Alternatively, you can select the extinguish* or gravitation* weapon special properties, but using either requires you to expend 1 Entropy Point per attack (and does not expend weapon charges, in the case of extinguish). Once made, this choice can be changed only when you gain a new vanguard level. As long as you have at least 1 Entropy Point, your entropic strike has the chosen special property.

At 7th level, choose one of the following critical hit effects: corrode (1d8 for every 3 vanguard levels you have), knockdown, or staggered. Once made, this choice can be changed only when you gain a new vanguard level. Your entropic strike gains this critical hit effect as long as you have at least 1 Entropy Point. If your entropic strike has another critical hit effect, when you score a critical hit, you can choose either the entropic attunement critical hit effect or the other critical hit effect. Alternatively, you can expend 1 Entropy Point to apply both critical hit effects.

At 10th level, you can extend your field of entropy enough that your entropic strike gains the reach weapon special property. The range granted by this property increases by 5 feet at 13th level, 16th level, and 19th level.

At 13th level, just before making an attack, you can spend 2 Entropy Points to grant your next attack the blast weapon special property with a range of 20 feet. At 16th level, this range increases to 30 feet, and at 19th level, it increases to 60 feet.

At 16th level as a standard action, you can use your entropic strike to strike the ground or clap your hands together to deal damage in a radius. Make a single melee attack roll and compare it to the EAC of creatures and objects within 20 feet (other than yourself). You damage all creatures and objects with an EAC equal to or lower than the attack result. You can expend 1 EP to exclude a number of targets equal to your Constitution modifier (minimum 1).

At 19th level, as long as you have 1 Entropy Point, your entropic strike gains a second weapon special property, selected from those listed at 5th level, and when you score a critical hit with your entropic strike, you can apply either the severe wound critical hit effect or any one of the critical hit effects listed at 7th level.

Uncanny Agility (Ex) 7th Level

You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Secondary Vanguard Aspect (Ex) 8th Level

Your understanding of the many ways entropy can control the physical world expands. Select a second vanguard aspect, which must be different from your primary vanguard aspect. Once made, this choice cannot be changed.

Secondary Aspect Insight (Ex) 8th Level

You gain the benefits of aspect insight with your secondary vanguard aspect. If you already have the bonus feat granted by this aspect insight, you can instead select any other feat for which you meet the prerequisites.

Flashing Strikes (Ex) 11th Level

Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee attacks, you take a –3 penalty instead of the normal –4 penalty.

Uncanny Speed (Ex) 15th Level

When making a full attack, you can also take a separate move action to move. The movement can occur before, after, or between the attacks from the full attack. All the movement must occur at the same time. This is a haste effect.

Secondary Aspect Embodiment (Ex) 17th Level

You gain the aspect embodiment of the secondary vanguard aspect you selected at 8th level.

Agent of Change (Su) 19th Level

You begin each combat with 3 Entropy Points.

Invulnerability (Su) 20th Level

Once per day as a reaction, you become immune to all weapon special properties that impose conditions or penalties on you or that grant an attacker bonuses against you, as well as combat maneuvers, conditions, critical hits, and critical hit effects for 1 minute, and you can take three reactions each round.

Vanguard Aspects

The following represent the most commonly adopted vanguard aspects.

Adiabatic

You embody the preservation of existing positions and energy states through controlled limitation of entropy.

Aspect Insight (Ex): You gain Improved Combat Maneuver (grapple) as a bonus feat and a +2 insight bonus to Diplomacy checks.

Aspect Embodiment (Ex): Once per combat, when you don’t move from a space for two full turns, you can gain 1 Entropy Point without taking any additional action.

Aspect Catalyst (Su): You create a field that makes it difficult for negative changes to affect you and your allies. You and all allies within 30 feet gain cover for 1d4 rounds.

Improved: You and all allies within 60 feet gain cover for 1d6+1 rounds.

Aspect Finale (Sp): You can spend 1 Entropy Point to cast hold monster.

Boundary

You embody the forces that keep a system separated from its surroundings, isolating the reach of its entropy.

Aspect Insight (Ex): You gain Improved Combat Maneuver (sunder) as a bonus feat and a +2 insight bonus to Perception checks.

Aspect Embodiment (Ex): Once per combat, when an attack misses you or hits you but fails to damage you, or you succeed at a saving throw that negates an effect, you can gain 1 Entropy Point without taking any additional action.

Aspect Catalyst (Su): Each ally within 30 feet gains the ability to use your mitigate class feature without spending Entropy Points once within the next 10 rounds, using your vanguard level to determine the amount of damage reduced.

Improved: Each ally within 30 feet can instead use your mitigate ability twice in the next 10 rounds.

Aspect Finale (Su): When you use your mitigate ability, it applies to all attacks against you until the end of your next turn. This does not apply to allies using it as a result of your aspect catalyst.

Cascade

You embody a single change in the balance of a system’s entropy causing additional, progressively greater, changes.

Aspect Insight (Ex): You gain Improved Combat Maneuver (sunder) as a bonus feat and a +2 insight bonus to Acrobatics checks.

Aspect Embodiment (Ex): Once per combat, when you hit multiple creatures with an attack or effect that requires an attack roll, you can gain 1 Entropy Point without taking any additional action.

Aspect Catalyst (Su): Foes within 10 feet must succeed at a Reflex saving throw or gain the blinded condition for 1d4 rounds.

Improved: Foes within 30 feet must succeed at a Reflex saving throw or gain the blinded condition for 1d4 rounds.

Aspect Finale (Su): When you damage a target with your entropic strike, as a reaction you can spend 1 Entropy Point to apply one of the following effects to that target: –2 AC, –2 to saving throws, –2 to attack rolls, or halve the value of all DR and energy resistance. These penalties do not stack, but you can apply multiple penalties to a single target with multiple successful attacks. The effect lasts until you apply one of these effects to a new target or until the end of your next turn. If you successfully damage a target with one of these penalties, the penalty’s duration is extended until the end of your next turn.

Exergy

You embody the total amount of potential work the energy in a system can perform when accessed by entropy.

Aspect Insight (Ex): You gain Improved Combat Maneuver (bull rush) as a bonus feat and a +2 insight bonus to Intimidate checks.

Aspect Embodiment (Ex): Once per combat, when you take the charge action, you can gain 1 Entropy Point without taking any additional action.

Aspect Catalyst (Su): Foes within 30 feet must attempt a Fortitude saving throw. On a failed save, a creature takes an additional 1d6 damage per 2 vanguard levels from the next damaging attack that hits it within the next minute.

Improved: The additional damage is 1d6 per vanguard level.

Aspect Finale (Su): When you hit a foe with your entropic strike and the attack roll is a natural 18 or 19 (the d20 shows an 18 or 19), you can apply one critical hit effect of that attack to your target. You do not do double damage. This critical hit effect is treated as a critical hit for purposes of abilities that affect critical hits. If you roll a natural 20, the normal critical hit rules apply instead.

Inevitable

You embody the inexorable progress of entropy that cannot be stopped.

Aspect Insight (Ex): You gain Improved Combat Maneuver (bull rush) as a bonus feat and a +2 insight bonus to Athletics checks.

Aspect Embodiment (Ex): Once per combat, when you move an enemy out of its space, you can gain 1 Entropy Point without taking any additional action.

Aspect Catalyst (Su): All foes within 10 feet must succeed at a Fortitude saving throw or gain the staggered condition for 1d4 rounds.

Improved: All foes within 10 feet must succeed at a Fortitude saving throw or be stunned for 1 round. At the end of that round, each stunned target must succeed at a second Fortitude save or gain the staggered condition for 1d4 rounds.

Aspect Finale (Sp): You can spend 1 Entropy Point to cast flight as a 4th-level spell.

Inversion

You embody the manipulation of entropy within systems to reverse their normal progression.

Aspect Insight (Ex): You gain Improved Combat Maneuver (reposition) as a bonus feat and a +2 insight bonus to Medicine checks.

Aspect Embodiment (Ex): Once per combat, when you regain Hit Points or Stamina Points, you can gain 1 Entropy Point without taking any additional action.

Aspect Catalyst (Su): All allies other than yourself within 60 feet regain Stamina Points equal to twice your vanguard level. Creatures without Stamina Points (such as most NPCs) do not regain Hit Points from this ability.

Improved: All allies other than yourself within 60 feet regain Hit Points equal to triple your vanguard level. If the creature reaches maximum Hit Points before using this full value, any excess restores the target’s Stamina Points.

Aspect Finale (Ex): When you fail a saving throw, as a reaction you can spend 1 or more Entropy Points to reroll your saving throw. You gain a bonus to this saving throw equal to the number of Entropy Points you spend.

Momentum

You embody energy states that are preserved in ongoing motion, isolated from entropy.

Aspect Insight (Ex): You gain Improved Combat Maneuver (bull rush) as a bonus feat and a +2 insight bonus to Culture checks.

Aspect Embodiment (Ex): Once per combat, when you spend two move actions to move your speed in one turn or use the run full action, you can gain 1 Entropy Point without taking any additional action.

Aspect Catalyst (Su): Creatures you select in a 60-foot radius are pushed away from you. Targeted creatures move 30 feet directly away from you, but they can attempt a Fortitude saving throw to halve the distance.

Improved: Targeted creatures that fail their Fortitude saves are also knocked prone and take 1d6 bludgeoning damage per 2 vanguard levels.

Aspect Finale (Sp): You can cast telekinetic projectile at will as a spell-like ability. Rather than dealing the spell’s normal damage, both the target and projectile take damage as if you struck them with your entropic strike. Additionally, you can spend 2 Entropy Points to cast telekinesis as a spell-like ability, but only using its combat maneuver option.

Reaction

You embody the change entropy brings about through chemical and molecular reactions, such as rust and rot.

Aspect Insight (Su): You gain Improved Combat Maneuver (dirty trick) as a bonus feat and a +2 insight bonus to Physical Science checks.

Aspect Embodiment (Su): Once per combat, when you inflict a condition on an enemy, you can gain 1 Entropy Point without taking any additional action.

Aspect Catalyst (Su): Each foe within 30 feet must succeed at a Fortitude saving throw or gain the sickened condition for 1 round per vanguard level.

Improved: One target of your choice within this ability’s range is also nauseated for 1 round if it fails its Fortitude save.

Aspect Finale (Su): You can spend 2 Entropy Points as a reaction to expose a creature you injure to the entropic toxin poison. The save DC is determined as normal for an aspect ability. Once you apply this poison to a target, the target is immune to further applications of your entropic toxin for 24 hours.

Entropic Toxin

Type poison (injury, special); Save Fortitude (DC varies)

Track choose Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma (special); Frequency 1/round for 3 rounds; Effect target cannot progress beyond impaired/stiffened on progression track

Cure 1 save

Vanguard Disciplines

You learn your first vanguard discipline at 2nd level, and you learn an additional discipline every 2 levels thereafter. Some disciplines require you to meet additional prerequisites, such as having another discipline. In addition, some disciplines interact with shields, a new type of equipment (see page 17 for more information on shields).

2nd Level

You must be at least 2nd level to choose these disciplines.

Accelerate (Su)

You can boost the entropic release of energy in a violent reaction. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to add a +1 bonus per die to the damage dealt to every other creature in the area. You do not gain Entropy Points from damage dealt to you by the effect.

At 6th level, you can spend 2 Entropy Points to add +2 per die to the damage, and at 10th level, you can spend 3 Entropy Points to add +3 per die to the damage.

Attracting Shield (Su)

You can create stronger links in the paths of energy release between a shield you are wielding and any attack that comes near you. If you take a move action to align a shield against a specific attacker, you can grant the shield bonus gained from doing so to both yourself and any one adjacent ally.

Constant Vigilance

Your constant study of the most effective moment to use entropy to change the universe around you has taught you to act quickly. You gain Improved Initiative as a bonus feat.

Controlled Mental Degradation (Su)

You can force energies affecting your mind to unravel much more quickly. As a reaction when you are affected by a mind-affecting effect with a duration measured in rounds, you can spend 1 or more Entropy Points. You reduce the duration of the effect by 1 round per Entropy Point spent (to a minimum of 0 rounds of duration).

Curative Deconstruction (Su)

You can control the entropy of microorganisms and toxins within your body, causing them to break down quickly and more easily than normal. When you succeed at a saving throw against a disease or poison, you treat it as two consecutive successes for the purposes of curing that disease or poison.

Dampen (Su)

You can dampen the entropic release of energy in a violent reaction. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to cause it to do half damage. You do not gain Entropy Points from damage dealt by the effect.

At 6th level, if the effect allows a saving throw and you succeed, you can spend 2 Entropy Points to allow creatures that successfully save against the effect to take no damage.

At 10th level, if the effect allows a saving throw and you succeed, you can spend 3 Entropy Points to cause the effect to deal minimum damage.

Evasion (Ex)

If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Flatten Bullets (Su)

When you would be hit by a ranged attack with a weapon that deals kinetic damage, you can spend 1 Entropy Point as a reaction to attempt a Fortitude save (DC = 10 + 1-1/2 the CR or level of the attacker) to take half damage. You can use this ability only when wearing heavy armor or powered armor, or carrying a shield, and you can’t use it if you are helpless or otherwise unable to move.

Friendly Fire (Su)

You have learned how to bleed energy from the attacks of your allies when they affect you. You reduce the damage you take from the attacks and effects of your allies by an amount equal to twice your vanguard level, to a minimum of 0.

Interfere (Su)

You can cause waves of unstable reactions that make it difficult for a specific foe to land a blow on a nearby ally. As a move action, you can select one foe you are observing and one ally that is adjacent to you. As long as the ally remains adjacent to you, they gain a +2 bonus to their AC against attacks from that foe until the end of your next turn.

Intervene (Su)

As a reaction when an adjacent ally is damaged by an attack, you can take half the attack’s damage, and your ally takes the remaining damage. This doesn’t prevent your ally from suffering related effects, nor does it cause such effects to apply to you. If you have the Bodyguard feat and you take a reaction to apply it to an adjacent ally who is then hit by the attack, you can activate intervene for that attack without taking an additional action.

Jump on a Grenade (Su)

You can force all the reactions of a high-volatility device to interact only with you. As a reaction when a grenade lands in a grid intersection within 5 feet of you, you can forgo your Reflex save and fall prone. If you do so, you take the grenade’s damage and effects, with no further saving throws allowed, and other creatures take no damage and suffer no effects. At 6th level, you can use this ability when a grenade lands at a grid intersection within 10 feet, moving to the closest square that has the grenade’s target intersection as a corner before falling prone.

Metabolic Stability

Your control of the chemical processes in your own body gives you significant vigor. You gain Diehard as a bonus feat.

Systems Knowledge (Su)

Your deep understanding of the general organizing principles of the universe gives you special insight into the workings of many natural systems. Once per day as a reaction, you can reroll a failed Life Science, Medicine, Physical Science, or Survival check. You can use this ability again by spending 1 Entropy Point.

Zero-Gravity Scuffler (Su)

You can control how small amounts of momentum are added or removed from you. As a swift action, you can spend 1 Entropy Point to negate the off-kilter or off-target conditions. Additionally, when your movement causes you to run into an enemy in zero gravity, you can forgo your Acrobatics or Athletics check to avoid gaining the off-kilter condition. If you do, that enemy automatically fails its check to avoid becoming off-kilter, gaining that condition. In addition, while in zero gravity, you can steady yourself if you are adjacent to any creature.

6th Level

You must be at least 6th level to choose these disciplines.

Draw Fire (Su)

As a reaction when you are in the area of an attack or effect that requires an attack roll, you can spend 1 Entropy Point to grant allies in the area cover against the attack or effect.

Blindsense (Su)

You can detect even subtle abnormalities in the natural exchange of heat around you. You have blindsense (heat) with a range of 30 feet.

Energize (Su)

You can absorb harmful energies, converting them to potential energy you use for entropic manipulation. As a reaction when you are hit by an attack or effect that deals energy damage, you gain 1 Entropy Point and can attempt a Fortitude save (DC = 10 + 1-1/2 the CR or level of the attacker) to take half damage. Once you use this ability, you cannot use it again until you regain Stamina Points during a 10-minute rest.

Entropic Charge (Su)

When you charge, you can attempt any combat maneuver for which you have the Improved Combat Maneuver feat in place of the normal melee attack. In addition, you can spend 1 Entropy Point as part of the charge to ignore the normal charge penalties to your attack and AC, and to gain the ability to charge through difficult terrain.

Guarded Combatant (Ex)

You take a –3 penalty to your attacks when you take the fighting defensively standard or full action, instead of a –4 penalty. If you are wielding a shield when you do this, its shield bonus to AC is also increased by 1 until the beginning of your next turn.

Item Guard (Su)

When an item in your possession takes damage that would cause it to break, as a reaction you can take that damage instead and gain 1 Entropy Point. Once you have used this ability, you cannot use it again until you recover Stamina Points during a 10-minute rest.

Powerful Attunement (Su)

You can select two weapon special properties from the list available at 5th level with entropic attunement (see page 12). You can change one or both of these when you gain a new vanguard level.

Shimmer Guard (Su)

As part of any move action, you can cause the air around you to shimmer with heat. Squares adjacent to your space provide soft cover to allies. This ability lasts until you end it as a reaction, are knocked unconscious, or are killed.

Vanguard Ferocity (Ex)

Once per day when your Hit Points are reduced to 0, you can act normally until the end of your next turn, at which point, if you are still at 0 Hit Points, you become unconscious as normal. This does not stack with similar abilities from other sources. After you use this ability for the day, you can use it again by spending 4 Entropy Points.

10th Level

You must be at least 10th level to choose these disciplines.

Blindsight (Su)

Your ability to detect anomalous atomic vibration improves. You have blindsight (heat) with a range of 60 feet. You must have selected the blindsense discipline or have blindsense (heat) from another source before you select this discipline.

Break Fall (Ex)

As a reaction when you fall onto a solid surface while conscious, you can reduce the damage taken from the fall by 50% and you don’t fall prone.

Clothesline (Ex)

When a foe provokes an attack of opportunity from you by leaving a square you threaten, rather than make a normal melee attack, you can attempt a trip combat maneuver. If you succeed, the enemy ends all its movement for the round and drops prone.

Drain Heat (Su)

As a standard action while you are grappled, pinned, or engulfed by a creature, or while you have a creature grappled, you can spend Entropy Points to rapidly draw the heat from that creature, dealing an amount of cold damage equal to 2d6 for each Entropy Point spent, plus your vanguard level.

Exclusion Zone (Su)

As a reaction, you can spend 1 Entropy Point to exclude one or two allies from an area of effect you create with a weapon, spell, feat, or class feature. At 15th level, you can exclude up to three allies. At 20th level, you can exclude up to four allies.

Improved Evasion (Ex)

When you fail a Reflex save against an effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must have evasion to learn this discipline.

Road Hazard (Su)

If a vehicle uses the ram action against you, you can forgo your Reflex save as a reaction to take half the vehicle’s collision damage. If you do so, the vehicle takes double its collision damage. Additionally, if a foe charges you, you can spend 1 Entropy Point as a reaction to take half damage from the attack and cause the attacker to take the remaining damage.

14th Level

You must be at least 14th level to choose these disciplines.

Arrest (Su)

As a full action, you can spend Entropy Points to force each enemy within 20 feet to succeed at a Fortitude saving throw or gain the entangled condition. This condition lasts for a number of rounds equal to the number of Entropy Points spent.

At 18th level, creatures that fail their saving throw are entangled as though tethered by an opposing force (and are therefore unable to move).

Poison Inured (Su)

You are immune to poison and low-level radiation. Additionally, you treat each other category of radiation as one step lower (for example, you treat high radiation as medium radiation).

Quick Quaff (Ex)

You’ve scraped by through enough close calls that you’ve learned to drink quickly. You can retrieve and drink a serum as a single standard action.

Reflexive Shield (Su)

Once per day when you or an ally within 15 feet would be hit by an attack, you can spend Entropy Points as a reaction to create a powerful field of protective energy in a 15-foot sphere around you that lasts until the beginning of your next turn, or until it takes damage equal to 10 × the number of Entropy Points spent (whichever comes first). Any attack against a creature within this area that originates outside this area damages the shield before damaging any other target. If an attack reduces the shield to 0 HP, any remaining damage applies to the original target. Creatures inside this area can move within it and leave the affected area, but it otherwise blocks nonmagical movement.

18th Level

You must be at least 18th level to choose these disciplines.

Absolute Zero (Su)

One per day as a standard action, you can spend Entropy Points to become immobile for up to a number of rounds equal to the number of Entropy Points spent. For the duration, you can’t be moved by any nonmagical effect; you are immune to cold damage; and any creature that touches you, hits you with a melee attack with a natural weapon, or starts their turn within 20 feet of you takes 3d6 cold damage per Entropy Point spent. Any creature that takes this damage is affected as though by slow (no save) until the damage is healed. You can dismiss this effect as a reaction.

Internal Reservoir (Ex)

When you take a 10-minute rest, even if you do not recover Stamina Points, you gain 1 Entropy Point which lasts until it is spent or you take another 10-minute rest. Additionally, your maximum number of Entropy Points increases by 2.

Living Effigy (Su)

Once per day as a standard action, you can spend Entropy Points to be affected as though by haste for up to a number of rounds equal to the number of Entropy Points spent. For the duration, you can’t be slowed or have your movement reduced by any nonmagical effect; you are immune to fire damage; and any creature that touches you, hits you with a melee attack with a natural weapon, or starts their turn within 20 feet of you takes 2d6 fire damage per Entropy Point spent. You can dismiss this effect as a reaction.

Altered or Replaced Vanguard Class Features

For any level at which an archetype provides an alternate class feature, a vanguard who takes the archetype alters or replaces the listed class features.

2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain a discipline.

9th Level: You don’t gain an additional use of reactive.

Section 15: Copyright Notice

Starfinder Character Operations Manual Playtest © 2018, Paizo Inc.; Authors: Amanda Hamon Kunz, Jason Keeley, and Joe Pasini.