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.
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 bo