TEXT: The Vauntguard
  
  The Vauntguard
  Written and Designed by 
  Adam Meyers &  
  Isaac Ellsworth 
  Editing and Layout by Rachel Meyers
  Cover Artwork by Jacob Blackmon
  Interior Artwork by Peter Temesi as well 
  as Storn Cook, copyright Louis Porter, Jr. 
  Design. Used with permission.
  
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
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  The Vauntguard  
  5
  “Most people don’t pay enough attention to mundane objects. Take your drink, for example; if you 
  were to really pay attention, you would taste the years of dedication that brewer put into learning 
  his craft. You would also taste the poison I slipped into your mug while you weren’t looking.
  And now, my friend, shall we discuss your master’s location?” 
  Like the paladin, cleric, or inquisitor, the vauntguard is a 
  soldier in the service of a higher cause. Unlike the aforemen-
  tioned, however, It is usually a government, organization, or 
  a personal sense of justice that he serves, rather than a god or 
  church.  A vauntguard is a troubleshooter, using his expertise 
  to root out enemies, uncover plots, and enact missions of the 
  highest delicacy.  In a dangerous world, it is his job to be the 
  first line of defence, to go where no one else will, and to stop 
  threats before they start.  While some vauntguards may work 
  independent from an employer as contract bounty hunters, 
  thief catchers, or spies for hire, the common thread that 
  binds all vauntguards is their dedication, and their uncanny 
  ability to overcome any obstacle, no matter what the situa-
  tion.
  The Vauntguard
  Role: Vauntguards are specialists, traveling from place to 
  place as they work to neutralize threats, ferret out informa-
  tion, and eliminate enemies.  Because Vanguards spend so 
  much of their time undercover or in extreme situations, they 
  The Vauntguard
  are tactical fighters who use whatever they can find around 
  them to protect themselves and overcome obstacles.  Some 
  Vanguards may work alone, but many travel in teams with 
  other adventurers and experts, sometimes to mask their iden-
  tities as vauntguards, and other times simply because they 
  know a good team helps ensure success. 
  Alignment: Any.
  Hit Die: d10
  Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The Vanguard’s class skills are Bluff (Cha), Climb (Str), Craft 
  (Int), Diplomacy (Cha), Disable Device (Dex), Disguise 
  (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), 
  Knowledge (Nobility) (Int), Knowledge (Engineering) (Int), 
  Linguistics (Int), Perception (Wis), Profession (Wis), Sleight 
  of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic 
  Device (Cha).
  Skill Ranks per Level: 6 + Int modifier.
  
  The Vauntguard  
  6
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Vauntguard Traps, Force of Personality
  2nd
  +2
  +3
  +3
  +0
  Skillful Infiltrator, Trapfinding, Aptitude
  3rd
  +3
  +3
  +3
  +1
  Improvised Equipment, Versatile Improvisation
  4th
  +4
  +4
  +4
  +1
  Uncanny Dodge, Improv Everything, Aptitude
  5th
  +5
  +4
  +4
  +1
  Weaponized Traps, True Devotion
  6th
  +6/+1
  +5
  +5
  +2
  Aptitude
  7th
  +7/+2
  +5
  +5
  +2
  Awareness
  8th
  +8/+3
  +6
  +6
  +2
  Improved Uncanny Dodge, Aptitude
  9th
  +9/+4
  +6
  +6
  +3
  Fast Traps
  10th
  +10/+5
  +7
  +7
  +3
  Evasion, Aptitude
  11th
  +11/+6/+1
  +7
  +7
  +3
  Stalwart
  12th
  +12/+7/+2
  +8
  +8
  +4
  Aptitude
  13th
  +13/+8/+3
  +8
  +8
  +4
  Expert Traps
  14th
  +14/+9/+4
  +9
  +9
  +4
  Aptitude
  15th
  +15/+10/+5
  +9
  +9
  +5
  Resiliency
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Improved Evasion, Aptitude
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Peerless Trapper
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Aptitude
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Survivor
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Operative, Aptitude
  Weapon and Armor Proficiencies: A vauntguard is profi-
  cient with all simple and martial weapons, as well as whips, 
  hand crossbows, light armor, medium armor, and shields, 
  (but not tower shields).
  Force of Personality (Ex): Vauntguards are known for their 
  ability to get the job done, no matter what.  Where others 
  fail, a vauntguard’s uncanny luck, force of personality, and 
  grim determination see him through the trickiest of situa-
  tions.
  Vauntguards gain a number of abilities at 1st level, and may 
  gain more through taking appropriate aptitudes. A vaunt-
  guard may use any combination of his Force of Personality 
  abilities a total number of times per day equal to his Charis-
  ma modifier (minimum: 1). Force of Personality abilities are 
  activated as a swift action, unless stated otherwise.
  Resistant: As an immediate action, the vaunt-
  guard may gain a +1 bonus on one saving throw. The 
  decision to add this bonus must be made before the 
  saving throw is rolled.  This bonus increases by 1 for 
  every 3 vauntguard levels he possesses.
  Defensive: As an immediate action, the vauntguard 
  gains a +1 dodge bonus to his AC against one attack 
  roll. The decision to use this ability must be made 
  before the attack roll is made.  This bonus increases 
  by 1 for every 3 vauntguard levels he possesses.
  Offensive: The vauntguard gains a +1 bonus on one 
  attack roll. The decision to use this ability must be 
  made before the attack roll is made. This bonus 
  increases by 1 for every 3 vauntguard levels he 
  possesses.
  Destructive: The vauntguard gains a +1 bonus on 
  one damage roll.  The decision to use this ability 
  must be made before the damage roll is made.  This 
  bonus increases by 1 for every 2 vauntguard levels he 
  possesses.
  
  The Vauntguard  
  7
  Resilient: As an immediate action , the vauntguard 
  gains 1/- Damage Reduction against one damage roll.  
  The decision to use this ability must be made before 
  the damage roll is made. This Damage Reduction 
  increases by 1 for every 2 vauntguard levels he pos-
  sesses.
  Vauntguard Traps (Ex or Su): Vauntguard’s are masters 
  of using their environments and whatever they can find 
  to overcome obstacles. As such, all vauntguards 
  have the ability to create vauntguard traps.  
  All vauntguard traps fill a single 5-foot 
  square, have a location trigger with no resent, 
  and have a Perception DC to find them and a 
  Disable Device DC to disarm them equal to 10 
  + half the vauntguard’s level + the vaunguard’s 
  Int modifier. Vauntguard traps are constructed 
  from basic odds and ends, including bits of 
  twine, small blades, a tree branch, and some 
  specialized magic, and as such the cost to cre-
  ate a vauntguard trap is considered negligible.
  Vauntguard traps come in two varieties: 
  simple and supernatural. A vauntguard may 
  create as many simple traps in a day as he 
  desires.  A simple trap is created in an 
  adjacent square as a full-round action, 
  and lasts for one day per level or until 
  triggered, whichever comes first. 
  A simple trap makes either activates an in-
  cluded item, or makes an attack roll (with a 
  +5 bonus,) or a trip combat maneuver check 
  (with a CMB of 5,) against the first creature 
  to step into the square. If making an attack 
  roll, the trap must contain the weapon to 
  be used in the attack (alchemist’s fire, 
  a dagger, etc.) Splash damage if any is 
  calculated as normal, and any enhance-
  ment bonuses or other properties on 
  the included weapon are calculated as 
  normal. Only light weapons may be used in 
  a simple trap. If an improvised weapon is used 
  for an attack (a rock, a sharpened stick, etc.) 
  the trap deals 1d3 damage.
  If used to activate an object, the object in 
  question must also be included. This item 
  could be an alchemical item (flash powder, 
  itching powder, or contact/inhaled poison), 
  an alarm (bells or pans to make sound when 
  triggered, as the audible version of the alarm 
  spell,)  a mundane item (powder to outline 
  an invisible creature,) an appropriate mag-
  ic item (triggering a wasp’s nest of swarm-
  ing) or the trap could be made to interact with a simple 
  object, such as opening or closing a door, opening a container 
  holding a snake, lighting a sunrod, etc.
  Along with his simple traps, a vauntguard may also create 
  a number of supernatural traps in a day equal to half his 
  vauntgaurd level + his Intelligence modifier (minimum: 1.) 
  These traps are created via specialized magic and as such 
  require no materials. This ability does not cause the vaunt-
  guard to count as a spellcaster for any reason. These traps 
  may be created as a full-round action in an adjacent square, 
  but unlike simple traps, these traps may also be created 
  beforehand and carried like any other piece of equip-
  ment. Setting a pre-constructed supernatural trap in an 
  adjacent square is a standard action. If a supernatural 
  trap requires a saving throw, the save DC is equal to 10 
  + half the vauntguard’s level + the vauntguard’s Int 
  modifier. supernatural traps last for 1 hour per 
  level, counting from the time they are created 
  rather than when they are set in a square.
  (Designer’s Note: Vauntguard traps are 
  similar to, yet ultimately different from, the 
  Ranger traps presented in Ultimate Magic, 
  and as such should be treated as a com-
  pletely separate mechanic. If a vauntguard 
  also has knowledge of ranger traps, either 
  from feats, ranger levels, or ranks in Craft 
  (traps) via the rules presented in the 
  book Rogue Glory, he cannot use these 
  other traps with his vauntguard class 
  abilities.  However, a vauntguard may 
  still find investing in Craft (Traps) to 
  be a worthwhile pursuit, as master-
  ing so many different 
  types of traps makes 
  him prepared for 
  any situation, and 
  gives him lots of 
  options when setting 
  surprises for his ene-
  mies.)
  A Vauntguard may create any 
  of the following supernatural traps.  
  More traps may become available to him 
  through taking certain aptitudes.
  Blast Trap (Su): Choose either fire, acid, 
  cold, or electricity damage.  This trap 
  deals 1d6 points of damage of the speci-
  fied type to the triggering creature, plus 
  an additional 1d6 damage at every odd 
  level beyond the first, to a maximum of 
  10d6 at 19th level (Reflex save for half.)
  Snare Trap: The triggering creature 
  must succeed at a Reflex save, or 
  be stuck in place. They cannot 
  move from that spot until they either destroy the trap 
  with a slashing weapon (hp equals half your vaunt-
  
  The Vauntguard  
  8
  guard level,) or succeed at an Escape Artist check or 
  Strength check (DC equal to the trap’s DC.)
  Debilitating Trap (Su): This trap sends convul-
  sions of pain through the triggering creature, who 
  must succeed at a Fortitude save or be sickened for 1 
  minute.
  Skillful Infiltrator (Ex): At 2nd level, a vauntguard adds 
  half his class level as a morale bonus to his Disguise checks, 
  Bluff checks to convince others of the truthfulness of his 
  words, and Diplomacy checks made to gather information.
  Trapfinding (Ex):  At 2nd level, a vauntguard adds 1/2 his 
  level to Perception skill checks made to locate traps and to 
  Disable Device skill checks (minimum +1). A vauntguard can 
  use Disable Device to disarm magic traps.
  Aptitude: Every vauntguard possesses a unique assortment 
  of tricks, skills, and knacks to help them in their work.  At 
  every even level, a vauntguard gains an aptitude to reflect this 
  growing assortment of specializations, chosen from the list 
  below. Aptitudes marked with an asterisk * represent new 
  supernatural traps the vauntguard may create with his vaunt-
  guard traps ability.
  Advanced Sensory Trap*: (Requires Sensory Trap) 
  This trap must be added to a sensory trap, and can-
  not be created on its own.  This trap now lasts for 1 
  hour per level, and grants you the benefits of a see 
  invisibility spell when looking through your sensory 
  trap. You must be level 10 to select this aptitude.
  Alchemical Expert: Whenever you use an alchem-
  ical item, either yourself or as part of a simple trap, 
  increase the save DC of the item by your Int modifier.
  Blinding/Deafening Trap*: You may create a 
  supernatural trap that either blinds or deafens the 
  triggering creature for 1 round per level. A successful 
  Fortitude save negates this effect.
  Calm: You may use your Force of Personality to take 
  10 on a skill check that you otherwise would not be 
  able to due to stress or distractions.
  Cursed Trap*: You may create a supernatural trap 
  that bestows a curse on the triggering target.  If they 
  fail a Will save, they are afflicted with a curse for a 
  number of rounds equal to your vauntguard level. 
  The trap can either grant a -4 to a single attribute, a 
  -2 to all attack rolls, ability checks, skill checks, and 
  saving throws, or give the triggering creature a 25% 
  of taking no action each round.  The vauntguard 
  must choose the effect bestowed by the curse when 
  the trap is created.  The vauntguard may invent his 
  own curse effect when creating this trap, but any cus-
  tom curse is subject to GM approval, and should not 
  be more powerful than the examples already given.
  Deadly Poison Trap*: (Requires Poison Trap) This 
  supernatural trap must be combined with a poi-
  son trap, and cannot be used on its own.  Choose 2 
  attributes.  The poison now deals 1d4 damage to both 
  attributes, instead of only 1d3 to Constitution. You 
  must be level 10 to select this aptitude.
  Entanglement Trap*: This supernatural trap must 
  be added to a snare trap, and cannot be created by 
  itself.  If the triggering creature fails its Reflex save, 
  it is also entangled. Even if the save is successful, the 
  creature can only move at half speed for 2d4 rounds, 
  or until it spends a full-round action untangling 
  itself. 
  Equipment Trick: You gain an equipment trick feat 
  of your choice.
  Expert Sensory Trap*: (Requires Sensory Trap and 
  Advanced Sensory Trap) This trap must be added 
  to a sensory and advanced sensory trap, and cannot 
  be created on its own. This trap now grants you the 
  benefits of a true seeing spell when looking through 
  your sensory trap. You must be level 14 to select this 
  aptitude.
  Exploding Trap*: This trap must be added to a blast 
  trap, and cannot be created on its own. When the 
  trap is triggered, all creatures within 5 feet of the 
  triggering square also take damage as if they had 
  triggered the blast trap (Reflex for half.) You must be 
  level 10 to select this aptitude.
  Exquisite Traps: Whenever you create a simple trap, 
  the trap’s to-hit or CMB modifier is increased by 1/2 
  your vauntguard level.
  Familiar: You gain a familiar, as the wizard class 
  feature, using your vauntguard level -4 as your effec-
  tive wizard level. You must be level 6 to select this 
  Aptitude.
  Focus: As an immediate action, you may use your 
  Force of Personality to reroll one attack roll, damage 
  roll, critical confirmation roll, combat maneuver 
  roll, or saving throw.  You must take the second roll, 
  even if it is worse. You must be level 6 to select this 
  aptitude.
  Grease Trap (Su)*: The triggering creature must 
  succeed at a Reflex save, or fall prone.
  Greater Cursed Trap*: (Requires Cursed Trap) This 
  trap must be added to a cursed trap, and cannot be 
  created on its own.  The curse bestowed by the trap 
  becomes more potent, and may either grant a -6 to a 
  single attribute, a -4 to all attack rolls, ability checks, 
  skill checks and saving throws, or give the trigger-
  ing creature a 50% chance of taking no action each 
  round.  The vauntguard may invent his own curse ef-
  
  The Vauntguard  
  9
  fect when creating this trap, but 
  any custom curse is subject to 
  GM approval, and should not 
  be more powerful than the 
  examples already given. You 
  must be level 10 to select this 
  aptitude.
  Hearty: You may use your 
  Force of Personality to halve 
  the damage caused by hus-
  tling and forced marching 
  for 1 hour per vauntguard 
  level. In addition, you 
  ignore any fatigue caused 
  by such travel for this 
  duration. Once this effect 
  ends, if you still have any 
  nonlethal damage caused 
  by the hustling or forced march, 
  you become fatigued, or exhaust-
  ed if already fatigued.
  Homing Trap*: You may create 
  a supernatural trap that marks 
  the triggering creature, granting 
  you a supernatural connection 
  to the triggering creature.  You 
  gain a +2 insight bonus to 
  your weapon to hit rolls and 
  damage rolls, and always 
  know the general direction 
  to the target so long as it is 
  on the same plane as you. 
  This effect lasts for 24 
  hours.
  Improved Homing 
  Trap*: This trap must be 
  added to a homing trap, 
  and cannot be created 
  on its own.  Your insight bonus to weapon attack and 
  damage rolls increases to 4, and you know both the 
  direction and distance to the triggering creature so 
  long as it is on the same plane as you. If it is no lon-
  ger on the same plane as you, you know which plane 
  it is on. You must be level 10 to select this aptitude.
  Leadership: As a standard action, you may use your 
  Force of Personality to bolster all allies within 30 ft 
  who can see and hear you. For a number of rounds 
  equal to your class level, these allies gain a +2 morale 
  bonus on attack rolls, saves, and skill checks. You 
  must be level 6 to select this aptitude.
  Lingering Trap*: This trap must be added to a blast 
  trap, and cannot be created on its own. If a creature 
  takes damage from the blast trap, they also take an 
  additional 1d6 damage of the trap’s 
  damage type for the next 1d4 rounds. 
  You must be level 10 to select this 
  aptitude.
  Master Poison Trap*: (Requires 
  Poison Trap and Deadly Poison Trap) 
  This supernatural trap must be com-
  bined with a poison trap and deadly 
  poison trap, and cannot be used on its 
  own.  The trap now either deals 1d6 
  damage to 2 attributes, or 1d4 dam-
  age to 3 attributes, as decided upon 
  its creation. You must be level 14 to 
  select this aptitude.
  Manipulate Traps (Su): The vaunt-
  guard may, as an immediate action, 
  activate one of his supernatural 
  vauntguard traps, as if a creature 
  had triggered it. He must be within 
  60 ft of the trap to activate it. He 
  may also, as an immediate action, 
  keep one of his supernatural vaunt-
  gaurd traps from activating when 
  a creature triggers the trap. Finally, 
  when he creates a trap, he may decide 
  to make that trap have no trigger, in 
  which case it can only be activated 
  may create a trap that does not have a 
  trigger, and as such must be activated 
  by the vauntguard with this ability.
  Master Traps: (Requires Superior 
  Traps)  Increase the Percepion DC, 
  Disable Device DC, and any save DCs 
  for both your simple and supernatural 
  traps by 1. This stacks with the bonus 
  granted by Superior Traps.
  Nauseating Trap*: This trap must be added to a 
  debilitating trap, and cannot be created on its own.  
  If the triggering creature fails its Fortitude save, it 
  is nauseated for 1 round per vauntguard level.  If it 
  succeeds at its save, it is still sickened for 1d4 rounds. 
  You must be level 10 to select this aptitude.
  Pit Trap*: You may create a supernatural trap that 
  opens an extra-dimensional space in the square 
  the trap is placed.  The pit is 5 feet deep for every 2 
  vauntguard levels you possess, and lasts for 1 round 
  per level.  If the triggering creature (and any other 
  creature who steps into the square while the trap is 
  active) fails a Reflex save, it falls in, taking falling 
  damage as normal.  The sides of the pit require a 
  climb check equal to the trap’s DC to scale.  When 
  the effect ends, creatures within the hole rise up with 
  
  The Vauntguard  
  10
  the bottom of the pit until they are standing on the 
  surface over the course of a single round.
  Poison Trap*: You may create a supernatural trap 
  that poisons the triggering creature.  If the creature 
  fails its Fortitude save, it suffers 1d3 Constitution 
  damage.  The poison lasts for 6 rounds, dealing 
  an additional 1d3 Constitution damage per round.  
  Poisoned creatures can make a Fortitude save each 
  round to negate the damage and end the affliction.
  Poison Use (Ex): You no longer risk poisoning your-
  self when applying poison to a weapon.
  Rogue-Like: Gain one rogue talent of your choice for 
  which you meet the prerequisites.
  Quickening: You may use your Force of Personality 
  to make an additional move action this turn.
  Rising Trap*: This supernatural trap must be com-
  bined with a snare trap, and cannot be used on its 
  own.  If the triggering creature fails its Reflex save, 
  the snare also lifts them into the air, usually upside 
  down.  The trap raises them 5 feet in the air for every 
  2 vauntguard levels the creator possesses. You must 
  be level 10 to select this aptitude.
  Safeguard: As an immediate action, you may use 
  your Force of Personality to force one target to reroll 
  one attack roll, damage roll, critical confirmation 
  roll, or combat maneuver check made against you. 
  They must take the second roll, even if it is worse. 
  You must be level 6 to select this aptitude.
  Sensory Trap*: You may create a supernatural trap 
  that allows you to see and hear from the trap’s loca-
  tion as if you were standing in the trap’s square. This 
  trap lasts for 10 minutes per vauntguard level, and 
  does not trigger nor have any effect on any creature 
  that steps in its square. A vauntguard may only have 
  one sensory trap active at a time.
  Skill Focus: You gain the Skill Focus feat in a skill of 
  your choice.
  Sleet Trap*: You may create a supernatural trap 
  that creates a 20-foot-radius burst of sleet, similar 
  to a sleet storm spell. The driving sleet lasts for 1 
  round, but the icy ground persists for 1 round per 
  vauntguard level.  You must be level 6 to select this 
  aptitude.
  Spiked Pit Trap*: (Requires Pit Trap) This trap must 
  be added to a pit trap, and cannot be created on its 
  own.  The pit walls and floor of the pit trap become 
  lined with spikes, dealing an extra 2d6 damage to any 
  creature that falls in, and 1d6 damage per round to 
  any creature attempting to climb out.  The pit also 
  now covers a 10 by 10 area, instead of a 5 by 5 area.  
  Any creature that steps into the 10 by 10 area selected 
  triggers the trap. You must be level 10 to select this 
  aptitude.
  Stunning Trap*: You may create a supernatural 
  trap that stuns the triggering creature for 1 round. A 
  successful Fortitude save negates this effect.
  Superior Traps: Increase the Percepion DC, Disable 
  Device DC, and any save DCs for both your simple 
  and supernatural traps by 1.
  Swarm Trap*: You may create a supernatural trap 
  that summons a bat swarm, rat swarm, or spider 
  swarm, similarly to using a summon monster spell. 
  This swarm attacks the triggering creature until it 
  dies, after which it moves on to whatever creature is 
  closest. The swarm remains for 1 round per vaunt-
  guard level before disappearing.
  Versatile Blast (Su): When creating a blast trap, 
  add sonic and force to your possible damage types.
  
  The Vauntguard  
  11
  Improvised Equipment (Ex): At 3rd level, a vauntguard 
  gains the Catch Off-Guard and Throw Anything feats. He also 
  gains the ability to use improvised shields without penalty. 
  Certain items make better shields than others, (a chair, serv-
  ing tray, or large book could make an improvised shield, but 
  a sandwich wouldn’t be effective,) with the GM making the 
  final decision as to what may or may not be used.
  Versatile Improvisation (Ex): At 3rd level the vauntguard 
  may, as a swift action, change the damage type of an impro-
  vised weapon to bludgeoning, piercing, or slashing damage.
  Uncanny Dodge (Ex): Starting at 4th level, a vauntguard can 
  react to danger before his senses would normally allow him 
  to do so. CHe cannot be caught flat-footed, nor does he lose 
  his Dex bonus to AC if the attacker is invisible. He still loses 
  his Dexterity bonus to AC if immobilized. A vauntguard with 
  this ability can still lose his Dexterity bonus to AC if an oppo-
  nent successfully uses the feint action against him.
  If a vauntguard already has uncanny dodge from a different 
  class, he automatically gains improved uncanny dodge (see 
  below) instead.
  Improv Everything (Ex): At 4th level, a vauntguard decreas-
  es the penalty he suffers from using improvised equipment 
  (such as using a shirt as a bandage, or a crowbar as a grap-
  pling hook) and for using weapons he is not proficient in by 
  1.  The penalty decreases by 1 again at 9th level, and again for 
  every 5 levels thereafter.  The penalty for using improvised 
  equipment and unproficient weapons cannot drop below 0.  
  The GM has the final word as to what may be used as impro-
  vised equipment, as certain items just wouldn’t make sense 
  in certain situations (such as using a mop head as a wig, or 
  using a spool of thread as a climbing rope.)
  Weaponized Traps (Su): At 5th level, a vauntguard may affix 
  a supernatural trap to a melee weapon, arrow, crossbow bolt, 
  thrown weapon, or even an unarmed strike or touch attack, 
  allowing him to either set the trap remotely (by throwing or 
  firing the trap into another square,) or to use it as part of a di-
  rect attack against a creature. Attaching a trap to a weapon is 
  done as part of the full-round action needed to create a new 
  trap. Attaching a ready-made trap to a weapon or projectile is 
  a standard action. 
  If the trap is set remotely through this method, the trap is 
  treated as if the vauntguard had set the trap in the target-
  ed square, except the DCs are all 5 lower than normal.  If a 
  trapped weapon is used in a direct attack on a creature, the 
  target takes damage from the attack and is treated as if it had 
  also triggered the trap (saving throw applies, if any).
  Once a trap has been attached to a weapon, it is considered 
  active and cannot be put away or set down without the trap 
  triggering. Damage and effects from a trap are not multiplied 
  on a critical hit.
  True Devotion (Ex): At 5th level, a vauntguard adds his 
  Charisma bonus to his Will saves.
  Awareness (Ex): At 7th level, a vauntguard can always act in 
  a surprise round, although he is still considered flat-footed 
  until he acts.  He also adds his Charisma modifier (if positive) 
  to his Initiative checks, as well as his Dexterity modifier.
  Improved Uncanny Dodge (Ex): A vauntguard of 8th level 
  or higher can no longer be flanked.
  This defense denies a rogue the ability to sneak attack the 
  character by flanking him, unless the attacker has at least 
  four more rogue levels than the target has vauntguard levels.
  If a character already has uncanny dodge (see above) from 
  another class, the levels from the classes that grant uncanny 
  dodge stack to determine the minimum rogue level required 
  to flank the character.
  Fast Traps (Su): At 9th level, a vauntguard may attach a 
  previously-created supernatural trap to a weapon or set a pre-
  viously-constructed supernatural trap in an adjacent square 
  as a move action instead of a standard action.
  In addition, when spending a full-round action to create a 
  trap, the vauntguard may combine 2 traps into one, causing 
  the triggering creature to suffer the effects, or make any ap-
  propriate saves, for both. The vauntguard must pay the cost 
  for both traps from his total traps per day at the time of the 
  trap’s creation. When combining traps in this manner, a trap 
  may not be added to itself (for example, two blast traps, even 
  of different damage types, may not be combined.)
  Evasion (Ex): At 10th level and higher, a vauntguard can 
  avoid even magical and unusual attacks with great agility. If 
  he makes a successful Reflex saving throw against an attack 
  that normally deals half damage on a successful save, he 
  instead takes no damage. Evasion can be used only if the 
  vauntguard is wearing medium, light, or no armor. A helpless 
  vauntguard does not gain the benefit of evasion.
  Stalwart (Ex): At 11th level, a vauntguard can use mental 
  and physical resiliency to avoid certain attacks. If he makes 
  a Fortitude or Will saving throw against an attack that has a 
  reduced effect on a successful save, he instead avoids the ef-
  fect entirely. This ability can only be used if the vauntguard is 
  wearing light armor, medium armor, or no armor. A helpless 
  vauntguard does not gain the benefit of the stalwart ability.
  Expert Traps (Ex): At 13th level, a vauntguard may attach a 
  previously-created supernatural trap to a weapon or place a 
  previously-created supernatural trap in an adjacent square 
  as a swift action instead of a move action.  In addition, when 
  spending a full-round action to create a trap, a vauntguard 
  may combine up to 3 traps instead of 2, although he still 
  spends the cost for each.
  Resiliency (Ex): Once per day starting at 15th level, a vaunt-
  guard can gain a number of temporary hit points equal to 
  his vauntguard level. Activating this ability is an immediate 
  action that can only be performed when he is brought to 
  below 0 hit points. This ability can be used to prevent him 
  
  The Vauntguard  
  12
  from dying. These temporary hit points last for 1 minute. If 
  the vauntguard’s hit points drop below 0 due to the loss of 
  these temporary hit points, he falls unconscious and is dying 
  as normal.
  Improved Evasion (Ex): At 16th level, a vauntguard’s eva-
  sion improves. This ability works like evasion, except that 
  while the vauntguard still takes no damage on a successful 
  Reflex saving throw against attacks, he henceforth takes only 
  half damage on a failed save. A helpless vauntguard does not 
  gain the benefit of improved evasion.
  Master Trapper (Ex or Su): At 17th level, a vauntguard adds 
  a +2 bonus to the DCs, to-hit rolls, combat maneuver checks, 
  and damage rolls of all his simple and supernatural traps.  He 
  also increases the number of traps he can make in a day by 2.
  Survivor (Ex): At 19th level, whenever the vauntguard is 
  reduced to 0 hp or below and activates his Resiliency class 
  ability, his HP is raised to 1 before the temporary hit points 
  are added.
  Operative: At 20th level, a vauntguard’s skill and ability have 
  reached unparalleled heights.  The vauntguard gains 3 more 
  uses of Force of Personality per day.
  New Feats
  Extra Aptitude: Requires aptitude class feature.
  Gain an additional aptitude for which you qualify. You may 
  select this feat multiple times. Each time it is chosen, gain an 
  additional aptitude.
  Extra Traps: Requires vauntguard traps class feature.
  Increase the total number of supernatural traps you may 
  create in a day by 2. You may select this feat multiple times.  
  The effects stack.
  Determination: Requires force of personality class feature.
  Increase your total number of uses per day of Force of Per-
  sonality by 1.  You may select this feat multiple times.  The 
  effects stack.
  New Mundane Items
  Trap Paper: This specially-created alchemical paper is 
  designed to hold a supernatural vauntguard trap. When this 
  paper is folded or bound in a book and a trap is placed inside, 
  the next creature to open or unfold the paper is affected by 
  the trap. When a trap is placed inside the paper, it in all ways 
  is treated the same as if it had been set up in a square, as far 
  as range of the trap, time it remains effective, etc.
  Cost 5 gp per sheet. Craft DC 24
  Trap Pellet: Like the trap paper, this pellet is alchemically 
  treated to contain magic, and as such can hold an active 
  supernatural vauntguard trap. When the pellet is swallowed, 
  or dissolved in liquid which is then drunk, the creature who 
  consumed the pellet or liquid is affected by the trap. When 
  a trap is placed inside the pellet, it in all ways is treated the 
  same as if it had been set up in a square, as far as range of the 
  trap, time it remains effective, etc.
  Cost 5 gp per pellet. Craft DC 24
  
  The Vauntguard  
  13
  New Magic Items
  Hat of Throwing
  Aura moderate evocation; CL 9th; 
  Slot Head; Weight 1 lbs; Price 32,000 gp
  The Throwing Hat appears to be a normal black, round hat. 
  However, the rim is lined with a metal blade, when taken off 
  and thrown, it functions as a +3 returning slashing impro-
  vised weapon, with a range increment of 20 ft. The throwing 
  hat may be the focus of feats, such as Weapon Focus (hat).
  Construction Requirements
  Craft Weapons and Armor, telekinesis; Cost 16,000 gp
  Reaching Rapier
  Aura faint necromancy ; CL 3rd; 
  Slot None; Weight 2 lbs; Price 14,000
  This decorative +1 rapier has a blade that seems to shift and 
  shimmer, and can stretch and retract a spectral version of it-
  self on the wielder’s mental command. Anyone wielding this 
  rapier has their melee range increased by 5 ft.
  Construction Requirements
  Craft Weapons and Armor, spectral hand; Cost 7,000
  Ring of Truth
  Aura moderate divination; CL 7th; 
  Slot Ring; Weight -; Price 56,000
  This expensive-looking ring features a large sapphire and 
  many small diamonds. Whenever the wearer focuses and lis-
  tens to another speak, the ring warms slightly whenever that 
  creature speaks a lie.
  Construction Requirements
  Force Ring, discern lies; Cost 28,000
  Oil of Seduction
  Aura faint enchantment; CL 3rd; 
  Slot None; Weight -; Price 12,000
  This transparent oil is a favorite of vauntguards who need to 
  distract another, lull information out of someone, or other-
  wise work their way into someone’s good graces. Any creature 
  touched by this oil is filled with lustful feelings toward the 
  first subject they see (often the one applying it to them.) 
  If they fail a DC 13 Will save, they instantly begin kissing 
  and caressing that creature, helpless to resist. While in this 
  state, they suffer a -4 penalty to Sense Motive and Perception 
  checks, and are treated as friendly toward the object of their 
  lust. If the creature touched would not normally have lustful 
  feelings toward the first subject they see, they gain a +4 to 
  this Will save.
  If a large drop of oil is placed on the target, then the effect 
  lasts for one hour or until the oil is washed off (a full-round 
  action.) If the oil is only touched lightly by the subject for a 
  brief second, the effect only lasts for 1 round. As such, many 
  using this oil will apply it to fake lip coverings, keeping them-
  selves free of the oil but applying it to any creature they kiss. 
  If a subject fails their saving throw against the oil contained 
  in the kiss, it becomes easy to pour a small dab of oil on the 
  affected creature the next round, keeping it spellbound for 
  the full hour.
  Construction Requirements
  Craft Wondrous Item, Unnatural Lust; Cost 6,000
  Eyepiece of Weaknesses
  Aura moderate divination; CL 5th; 
  Slot Headband; Weight 1 lb.; Price 18,000
  This small glass is attached to a leather headband, holding 
  it over one of the wearer’s eyes. Three times per day, the 
  wearer may study a creature as a standard action, granting 
  him insights into that creature’s weaknesses. For 5 minutes 
  after studying a target, if ever the wearer scores a critical hit 
  against that creature, he may roll the attack’s damage dice 
  (but not extra or precision damage dice) twice and take the 
  highest result.
  Construction Requirements
  Craft Wondrous Item, Locate Weakness; Cost 9,000
  Cummerbund of Bodily  
  Transformation
  Aura none (faint transmutation); CL 3rd; 
  Slot Belt; Weight 1 lb.; Price 36,000
  This belt allows its wearer to assume the form of any hu-
  manoid it chooses, even copying the features of a specific 
  creature. The wearer physically changes into the humanoid 
  sub-type chosen, and remains in that form until the cummer-
  bund is removed, or a new form is chosen (a standard action 
  to make the change.)
  While using this cummerbund to assume a form, the wearer 
  gains a +2 size bonus to his Strength (if Medium sized,) or 
  Dexterity (if Small sized.) and a +10 to his Disguise checks. 
  While the cummerbund can alter the appearance of any 
  clothing, armor, weapons, and equipment worn, it cannot 
  actually change the shape of worn or held equipment (only 
  
  The Vauntguard  
  14
  the body of the wearer,) and as such, touch and sound may 
  still lead one to discover the hidden equipment.
  Despite its magical nature, this item does not display a magic 
  aura, such as via a detect magic spell, to help its wearer avoid 
  detection.
  Costruction Requirements
  Craft Wondrous Item, magic aura, alter self, disguise self; 
  Cost 18,000
  Minor Artifacts
  Golden Crossbow
  Aura strong evocation; CL 20th; Slot none; Weight 2 lb.
  While no one knows where this weapon came from before it 
  turned up in the hands of a legendary assassin, this remark-
  able weapon has been sought after for centuries by those who 
  require precision or stealth in combat. 
  The golden crossbow is a +6 hand crossbow with the bane 
  special feature. Unlike other bane weapons, however, the 
  wielder may change the weapon’s designated foe to whatever 
  he wishes as a swift action. The weapon also does not require 
  ammo; when a shot is fired, another is automatically created 
  and loaded into the crossbow as a free action.
  Destruction
  The golden crossbow shatters if it goes a millenium without 
  being used to kill anything.
  Headband of  
  Unparallelled Insight
  Aura strong divination; CL 20th; Slot headband; 
  Weight 1 lb.
  The headband of unparallelled insight grants its 
  wearer an uncanny ability to understand the work-
  ings of the world around him. The working of ma-
  chines, the lay of the land, the laws of physics; all 
  become child’s play to anyone wearing this artifact. 
  The wearer gains a +10 insight bonus to all knowl-
  edge checks, may take 10 on any knowledge check, 
  and can make knowledge checks untrained.
  In addition, the wearer adds +2 to all DCs, to-hit 
  rolls, and CMB rolls of his vauntguard traps, both 
  simple and supernatural. Whenever he uses im-
  
  The Vauntguard  
  15
  provised equipment or an improvised weapon, he treats the 
  equipment as if it were of masterwork quality.
  Finally, the wearer of this headband gains the ability to create 
  improvised equipment at blinding speeds, and at staggering 
  implications. Using alchemist’s fire and a cylinder to fire 
  something into the air, lashing together a working wagon out 
  of a junkyard of parts, building a catapult out of a leather belt 
  and a tree; the only limits are the wearer’s imagination and 
  the GM’s permission. Creating most objects takes 10 minutes, 
  with huge objects taking up to an hour, and even larger items 
  taking as much as a day.
  Destruction
  If the Headband of Unparallelled Insight is worn by a man 
  with over 30 Intelligence who is subsequently reduced to 0 
  Intelligence via magic or effects, the headband turns brown 
  and loses its power forever.
  Vauntguards in the 
  World
  In a world filled with evil cultists, dark gods, monstrous 
  abominations and constant warfare, adventurers are a staple 
  part of how civilization continues. However, not every threat 
  can be investigated by outsiders, and sometimes a group of 
  wandering experts isn’t around at the right time. At these 
  times, leaders turn to their vauntguards.
  The vauntguard rests at the intersection of soldier and spy. 
  They are experts and agents, empowered by a government 
  or special organization, trusted to handle missions of the 
  greatest delicacy. In good societies, the vauntguard is the 
  one who infiltrates the thieve’s guild and the cultist’s den, 
  searching for information and a way to undermine their 
  plots. In evil societies, the vauntguard is the secret police, 
  keeping the populace in check by ferreting out rebels. When 
  a threat arises that cannot be solved by soldiers or wizards, 
  the vauntguard is the logical choice. Often, in matters of 
  greatest importance such as gathering intelligence on rival 
  nations or gaining control of vital artifacts, vauntgaurds from 
  rival organizations have been known to wage shadow wars for 
  years, each trying to out-perform the others for the glory of 
  their patron state.
  While some vauntguards are kept at home (until they are sent 
  off to the location of their next mission,) some wander as 
  adventurers, defending their nations, gathering information 
  on others, and neutralizing threats as they arise. Still others 
  may wander as an adventurer, but with a single goal in mind: 
  hunting down the leader of a powerful cult, or seeking a pow-
  erful artifact, for example, both of which could take years to 
  accomplish. These vauntguards often have an entire network 
  of contacts and handlers, both to provide information to the 
  vauntguard, and to report to the vauntguard’s leaders as to 
  the progress of his missions.
  By necessity, vauntguards often keep their identities a secret, 
  although successful ones may become infamous among their 
  enemies. It is rare to find a vauntguard that would admit his 
  identity to others. However, it is not unheard of, especially in 
  a world of adventurers, for vauntguards to travel with a team 
  of dedicated experts and adventurers who know his identi-
  ty and work together with him on missions, contracts, and 
  explorations. These adventurers need not be equally loyal 
  to the same organization as the vauntguard, but much like a 
  cleric or paladin, a vauntguard usually only travels with those 
  whose goals and alignments do not run overly counter to his 
  own. Still, a vauntguard of all people knows the value of a 
  good team, and can work well with others, no matter their 
  individual circumstances.
  
  The Vauntguard  
  16
  Sample Characters
  Melinda Rothgen
  DESCRIPTION
  Melinda was raised to be a vauntguard by her uncle, an 
  acclaimed spymaster. Her skill with traps and her mastery of 
  stealth and tracking quickly earned her a place among her 
  uncle’s vauntguards. However, while skilled in intrigue, she 
  has little patience for it, instead choosing to spend most of 
  her time on the road, gathering information to send to her 
  uncle as she finds it, and earning money as an adventurer and 
  bounty hunter when between missions.
  Human Vauntguard 7
  LN Medium humanoid (human)
  Init +5; Senses Perception +10
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 43 (7d10)
  Fort +5, Ref +5, Will +4
  Defensive Abilities Uncanny Dodge, True Devotion, Aware-
  ness
  OFFENSE
  Speed 30 ft.
  Melee dagger +6/+1 (1d4-1/19-20)
  Ranged +2 flaming light crossbow +12/+7 
  (1d8+2+1d6 fire damage/19-20)
  Special Attacks Force of Personality 2/day (resis-
  tant +3, defensive +3, offensive +3, destructive +4, 
  resilience 4/-,) Simple Traps, Supernatural Traps 9/
  Day (DC 19, blast trap 4d6, snare trap, debilitating 
  trap), Weaponized Traps, Poison Use
  TACTICS
  Before Combat Melinda never engages in a fair fight if 
  she can avoid it, and before combat she will hide, but not 
  before setting a few simple or supernatural traps around 
  the combat area if she can. From stealth, she applies 
  poison to her crossbow bolts and waits to ambush her 
  targets, often using her rope of climbing to hide some-
  where her enemies can’t reach.
  During Combat Melinda 
  applies blast 
  runes to poi-
  soned crossbow 
  bolts, trying to 
  ambush her en-
  emies and overcome 
  them with 
  quick, overwhelming force. If her ene-
  mies discover her hidden vantage point, she 
  uses her traps and tanglefoot bags to keep them 
  from reaching her. If she is engaged in melee, she 
  will use her tanglefoot bags to glue her enemies to 
  the floor, giving her time to escape.
  If reduced to 1/4th her hp, she will attempt to flee. If 
  she cannot flee, she will Bluff her enemies, pretending to 
  beg for her life and offering up false information in exchange 
  for mercy. However, this is a ruse; she would rather die than 
  betray her masters.
  
  The Vauntguard  
  17
  STATISTICS
  Str 9, Dex 16, Con 10, Int 18, Wis 10, Cha 14
  Base Atk +7/+2; CMB +6; CMD 19 
  Feats Extra Traps, Throw Anything, Catch Off-Guard, Rapid 
  Reload (light crossbow), Extra Aptitude (Poison Use, Versa-
  tile Blast, Follow Clues)
  Aptitudes Alchemical Expert, Superior Traps, Master Traps, 
  Poison Use, Versatile Blast, Rogue-Like (Follow Clues)
  Skills Bluff +12 (15), Climb +9, Disable Device +13 (16), 
  Disguise +15, Diplomacy +12 (15), Knowledge (Engineering, 
  Local) +14, Perception +10 (13), Stealth +13, Swim +5, Use 
  Magic Device +12,
  Languages Common, Elvish, Giant, Goblin
  Combat Gear +2 flaming light crossbow, dagger, +2 leather 
  armor, rope of climbing, masterwork thieves tools, potion 
  of cure moderate wounds, tanglefoot bag (3, DC 19) blue 
  whinnis (4 doses), medium spider venom (4 doses)
  Platon Bleur
  DESCRIPTION
  Notoriously bad at keeping his identity a secret, Platon’s ex-
  ploits have beome legendary, and most of his enemies have at 
  least heard of the ‘Pale Horror,’ even if they don’t know what 
  he looks like.
  Platon prefers infiltration and undercover operations, as his 
  sheer social prowess makes it easy to get people to say what 
  they otherwise wouldn’t, even if they do know his identi-
  ty. This is both a blessing and a curse to his employers, as 
  Platon has learned enough secrets through his work that no 
  one, not even his superiors, know exactly what information 
  he keeps, and what his personal motives for it might be.
  Dhampir Vauntguard 13
  TN Medium humanoid (dhampir)
  Init +15; Senses darkvision, low-light vision, Perception +12
  DEFENSE
  AC 22, touch 17, flat-footed 15 (+7 Dex, +5 armor)
  hp 77 (13d10)
  Fort +8, Ref +8, Will +12
  Special Defence Undead Resistance, Resist Level Drain, 
  Uncanny Dodge, Improved Uncanny Dodge, True Devotion, 
  Awareness, Evasion, Stalwart
  Special Weaknesses Light Sensitivity, Negative Energy 
  Affinity
  OFFENSE
  Speed 30 ft.
  Melee +4 keen, agile rapier +22/+17/+12 (1d6+11/15-20), +2 
  dagger (1d4+2/19-20) or +4 keen, agile rapier +24/+19/+14 
  (1d6+11/15-20) 
  Ranged light crossbow +20 (1d8/19–20) +2 daggers +22 
  (1d4+2/19-20)
  Special Attacks Force of Personality 9/day (resistant +5, 
  defensive +5, offensive +5, destructive +7, resilience 7/-, 
  leadership, quickening, focus, safeguard) Simple Traps, 
  Supernatural Traps 6/Day (DC 16, blast trap 7d6, snare 
  trap, debilitating trap, homing trap, improved homing 
  trap, sensory trap, advanced sensory trap), Weaponized 
  Traps
  
  The Vauntguard  
  18
  Spell-like Abilities detect undead 3/day
  TACTICS
  Before Combat Platon is a tactical fighter, usually bringing 
  allies to his fights and preparing advanced homing traps. He 
  prefers to talk his way out of trouble when he can, but if he 
  feels trouble is coming, he will be the first to draw, getting the 
  jump on his enemies whenever possible.
  During Combat Platon hates drawn-out combats, and will 
  use allies and his force of personality to dominate a combat 
  quickly and decisively whenever he can. He will surrender as 
  soon as he feels he is losing, as his charm usually affords him 
  a chance to escape not long after.
  STATISTICS
  Str 10, Dex 24, Con 11, Int 10, Wis 10, Cha 26
  Base Atk +13/+8/+3; CMB +13; CMD 27
  Feats Weapon Finesse, Two-Weapon Fighting, Improved 
  Two-Weapon Fighting, Greater Two-Weapon Fighting, Extra 
  Aptitude (Leadership, Quickening) Determination
  Aptitudes Homing Trap, Improved Homing Trap, Sensory 
  Trap, Advanced Sensory Trap, Focus, Quickening, Safeguard, 
  Leadership
  Skills Acrobatics +19, Bluff +20 (26), Diplomacy +24 (30), 
  Disable Device +19 (25), Linguistics +12, Perception +12 (18), 
  Sleight of Hand +21, Stealth +19,
  Languages Common, Elvish, Dwarven, Gnomish, Goblin, 
  Sylvan, Undercommon, Tengu, Auran, Aklo
  Combat Gear Headband of Alluring Charisma +6, Belt of 
  Incredible Dexterity +6, +4 keen, agile rapier, +2 daggers 
  (8), light crossbow, 200 gp, +4 quilted cloth, potion of cure 
  serious wounds (3)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/The Vauntguard.pdf