Eldritch Vanguard (Samurai/Wizard)

In certain schools of training, the art of the samurai is augmented with training in the arcane arts. Through this specialized training, the samurai’s sharp mind for magic grants him the ability to teleport and magically increase the speed of his movements. (Original Concept by Alfray and Iorthol)

Primary Class: Samurai.

Secondary Class: Wizard.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The eldritch vanguard may select three wizard skills to add to his class skills in addition to the normal samurai class skills. The eldritch vanguard gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The eldritch vanguard is proficient with all simple and martial weapons, plus the katana, naginata , and wakizashi. He is also proficient with light and medium armor, and with shields (except tower shields).

Arcane Bond (Ex or Sp): At 1st level, an eldritch vanguard forms a powerful bond with a weapon or a creature. This bond can take one of two forms: a mount (see the Mount entry in the samurai class description) or a bonded weapon. A mount is exactly like the samurai’s ability of the same name, while a bonded weapon is an item an eldritch vanguard can use to cast additional spells or to serve as a magical item. Once an eldritch vanguard makes this choice, it is permanent and cannot be changed.

Eldritch vanguards who select a bonded weapon begin play with one at no cost, and must be a weapon with which he is proficient. This weapon is always masterwork quality, but is not made of any special material.

Starting at 5th level, a bonded weapon can be used once per day to cast expeditious retreat. As the eldritch vanguard gains experience, he gains access to additional spells he can cast with his bonded weapon. At 8th level, he can cast blur. At 11th level, he can cast blink. At 11th level, he can cast displacement. Only one of these spells can be cast in his once per day bonded weapon spell slot. These spells are treated like any other spell cast by a wizard equal to his eldritch vanguard level, including casting time, duration, and other effects dependent on the caster’s level. These spells cannot be modified by metamagic feats or other abilities.

An eldritch vanguard can add additional magic abilities to his bonded weapon as if he had the Master Craftsman feat and if he meets the level prerequisites of the feat. For example, an eldritch vanguard with a bonded katana must be at least 5th level to add magic abilities to the katana (see Craft Magic Arms and Armor feat). The magic properties of a bonded weapon, including any magic abilities added to the weapon, only function for the eldritch vanguard who owns it. If a bonded weapon's owner dies, or the item is replaced, the weapon reverts to being an ordinary masterwork item of the appropriate type.

If a bonded weapon is damaged, it is restored to full hit points the next time the eldritch vanguard rests to regain his daily uses of his battlefield shift ability. If a bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per eldritch vanguard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded weapon. An eldritch vanguard can designate an existing magic item as his bonded weapon. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

This ability otherwise functions as and replaces mount.

Battleground Shift (Su): Starting at 1st level, the eldritch vanguard gains the ability to teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. The eldritch vanguard must be able to see the space that he is moving into. He cannot take other creatures with him when he uses this ability (except for familiars). An eldritch vanguard can move 5 feet for every two eldritch vanguard levels he possesses (minimum 5 feet). An eldritch vanguard can use this ability once per day at 1st level, plus one additional time per day for every two eldritch vanguard levels beyond 1st. This ability only functions when he is wearing light armor, medium armor, or no armor, and carrying a light load. He cannot take other creatures with him when he uses this ability.

Due to the mental training required to harness the arcane energies magic used to power this ability, an eldritch vanguard must get 8 hours of sleep and spend 1 hour in meditation to regain his daily usage of this ability. This ability replaces resolve.

Dimensional Style (Ex): Starting at 1st level, an eldritch vanguard is trained in the arcane art of dimensional combat. An eldritch vanguard can select any of the following feats as those gained from normal advancement: Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant, Disruptive, Spellbreaker, Teleport Tactician. The eldritch vanguard must meet the feats requirements as normal. The eldritch vanguard uses his level and his battleground shift class feature for the purpose of any class, class feature, or level requirements to qualifying for these feats.

Order: This is exactly like the samurai ability of the same name, except that an eldritch vanguard may also choose the new Order of the Lighting Warrior.

Combat Reflexes: At 4th level, an eldritch vanguard gains Combat Reflexes as a bonus feat. This ability replaces mounted archer.

Field Banner (Ex): At 5th level, an eldritch vanguard’s banner becomes a rally point to his allies and companions. As long as the eldritch vanguard’s banner is planted securely in the ground and clearly visible, all allies within 60 feet receive a +2 morale bonus on all initiative checks. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger, planted securely in the ground, and the eldritch vanguard be within 60 feet of it to function. The samurai does not need to carry the banner. This ability replaces banner.

Bonus Feats: This is exactly like the samurai ability of the same name, except that the eldritch vanguard may also select any feat listed in his Dimensional Style ability as a bonus feat. He must meet the requirements of his chosen feat as normal.

Greater Battleground Shift (Su): At 9th level, an eldritch vanguard can spend one use of his dimensional shift ability to teleport up to 30 feet per eldritch vanguard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. The eldritch vanguard can bring other willing creatures (including his mount) with him, but he must expend an equal amount of distance for each additional creature brought with him. This ability replaces greater resolve.

Dimensional Guard (Su): At 11th level, an eldritch vanguard can spend one use of his battleground shift to activate an aura of that blocks any extradimensional travel within a 30 feet radius. This functions as the target being affected by the dimensional anchor spell. This effect lasts for a number of rounds equal to the eldritch vanguard’s level. This ability replaces honorable stand.

Greater Field Banner (Ex): At 14th level, the area immediately around an eldritch vanguard’s banner becomes charged with dimensional energy. Once per day, an eldritch vanguard can switch places with an ally within 60 feet of his banner. He chooses a single ally within range. This allows the eldritch vanguard to teleport to his ally's space while his ally teleports to the eldritch vanguard’s former space. This functions as the king’s castle spell. An eldritch vanguard can use this ability twice per day at 17th level, and three times per day at 20th level. This ability replaces greater banner.

True Battleground Shift (Su): At 17th level, an eldritch vanguard can spend uses of his battleground shift to avoid death. If he has at least two uses of his battleground shift remaining, he can spend all of the daily uses of his battleground shift that he has available to him to avoid death and teleport to a safe location (such as a sanctuary, town, or behind allied lines) within 30 miles. Regardless of the source of the attack that would have killed him, he is left alive, at –1 hit points (or lower if he was already below –1), unconscious, and stable. This ability has no effect on abilities that kill without dealing damage. This ability replaces true resolve.

Dimensional Warrior (Su): At 20th level, an eldritch vanguard, can once per day, as a full-round action, use the full attack action two times in succession against the target of his challenge. He must take the first full attack as normal. Once these attacks are resolved, he can then take another full attack action. He must resolve these actions separately. He cannot combine the attacks provided by both actions as he wishes. Instead, he must take them separately and in order as normal for a full attack. These full attacks may be combined with the Dimensional Dervish feat as normal. If the target of his challenge is killed before both full attacks are resolved, the eldritch vanguard may challenge another target as a free action. This ability replaces last stand.

Table: Eldritch Vanguard