Change and decay are the only universal constants, and the vanguard’s understanding of these principles makes the vanguard a nigh-unstoppable force of nature: a juggernaut brimming with fundamental energies that allow the vanguard to hold the front line of any conflict and turn the vanguard’s own injuries into strength. The entropy within the universe and the level of chaos within any system stand at the vanguard’s disposal, and the vanguard channel them into potent combat abilities. To the vanguard, the inevitable decay of the galaxy is simply a force to shape, control, and even temporarily reverse. The ability to control when and how things change defines the vanguard’s philosophy and power, allowing the vanguard to transform blows that should have destroyed the vanguard into ticking time bombs of destruction ready to be unleashed upon the vanguard’s enemies.
The vanguard is an archetype of the time mage class.
Guardian Prowess
A vanguard’s base attack bonus increases by two steps (from 1/2 BAB to Full BAB). Also, increases the vanguard’s hit dice from d6 to d10. In addition, the vanguard’s Fortitude save progression becomes good.
This ability replaces cantrips, spells, and MP Pool. Vanguards do not gain any spells or spellcasting ability, do not have a caster level, and do not count as having a time mage spell list for spell trigger or spell completion magic items.
Weapon and Armor Proficiency
Vanguards are proficient with all simple and martial weapons as well as all armor and shields (except tower shields).
This ability modifies the time mage’s starting weapon and armor proficiencies.
Limit Break (Su)
At 1st level, a vanguard receives the Limit Breaks (Dampening Barrier and Infinite Entropic Pool).
Dampening Barrier (Su): This Limit Break causes a barrier to pop up around the vanguard and all allies within 30 feet. This barrier reduces damage from any source by half for a duration of 1 round + 1 round per four time mage levels after 1st. This limit break only requires a swift action.
Infinite Entropic Pool (Su): This Limit Break allows the vanguard to use actions that cost entropy points at no cost, lasting 1 round + 1 round per four time mage levels after 1st. This limit break only requires a swift action.
These abilities replace the time mage’s standard Limit Breaks.
Entropic Pool (Su)
At 1st level, the vanguard gains a pool of Entropy Points (hereafter referred to as EP) equal to his Constitution modifier. This pool represents his control over the powers of change. The vanguard’s entropic pool is usually empty, and he can only gain EP while participating in combat with threatening opponents. The vanguard gains 1 EP at the start of any such combat, and loses all EP when combat ends.
The vanguard can otherwise gain 1 EP whenever the conditions below are met:
- The vanguard takes or deals damage from a critical hit.
- The vanguard takes a full round action to charge.
- The vanguard uses both his move and standard actions (or a full round action) on movement (this includes charging, withdrawing, running, any sort of teleport, or simply moving normally twice).
- The vanguard takes damage equal or greater to half of his character level. The vanguard may additionally designate an adjacent ally as a move action, allowing them to also grant the vanguard EP when they take such damage (tied to their level), lasting until the start of the vanguard’s next turn. Designating an ally may be done as an immediate action at 7th level.
While the vanguard has any EP in his pool, he gains a +1 (deflection) bonus to AC, stacking with existing deflection bonuses. He may also spend the points in two basic ways:
- Entropy Rush: Once per turn, as part of any action taken to move, the vanguard can expend any amount of EP, gaining a +10 feet movement boost to his speed/s until his next turn per EP spent.
- Unraveling Blow: Once per turn, as part of attack with his Entropic Conduit, the vanguard can expend any amount of EP, dealing an extra 1d4 of damage per EP expended on his next attack.
This ability replaces motes of time.
Entropic Conduit (Su)
At 1st level, the vanguard can create an Entropic Conduit – a shimmering, nondescript weapon which damages foes by twisting their forms. The conduit is a magical, one-handed, light melee weapon that belongs to the close fighter weapon group. The conduit does not require a free hand to wield, though it may be wielded in a hand or two-handed as usual. The vanguard can make it extend from any part of his body and make attacks with it without provoking. Extending the conduit is considered drawing it as a weapon (no free hand needed). The conduit fades away if it leaves his body.
The vanguard can merge the conduit with any held melee weapon he is proficient with as part of drawing either, or as a free action. This uses the weapon’s fighter weapon group/s, reach, material, and any applicable weapon special abilities (if they also function for a light, one-handed weapon). It also retains any unique abilities of the weapon. It otherwise functions as a normal attack with the conduit. If thrown or dropped, the weapon immediately returns to normal before the attack resolves.
Attacks with the conduit use Constitution to hit and deal damage equal to (1d3 + Strength modifier). At 10th level, the vanguard may choose to replace his damage modifier with Constitution as well. He counts both modifiers as being Strength for the purpose of feat/ability interaction. The damage is earth or physical (any of choice), decided before each attack. The base damage die increases by one step at 3rd level and every two thereafer.
This ability replaces temporal hiccup.
Vanguard Aspect (Ex)
At 1st level, the vanguard develops a unique combat style based on his understanding of entropy. He selects one aspect and gains its benefits. His choice cannot ever be changed. The saving throws for any related effects have a DC equal to (10 + half his time mage level + his Constitution modifier).
Aside from passive bonuses, each aspect has a Surge ability – these abilities can be used as a standard action by spending 4 EP or as an immediate action after a critical hit against the vanguard resolves. Each Surge ability has a critical version, used automatically (if the vanguard so desires) when the vanguard is first dropped below 0 hit points in a combat. A vanguard may only use a Critical Surge once per day.
Listed below are available aspects:
Apocalypse: The vanguard embodies calamity and destruction, bringing him closer to magical forces.
- At 1st level, the vanguard gains Improved Sunder as a bonus feat ignoring prerequisites, and a +2 insight bonus to Spellcrafeet checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when he takes no damage from a spell or spell-like ability (including when it misses him).
- At 12th level, as a Surge, the vanguard rolls a 1d6 and causes each foe within 30 feet to take damage equal to his time mage level. Affected foes then make a fortitude saving throw against an additional effect. The result of the die determines the damage’s element and the effects caused. 1 – Earth, entangled for one round | 2 – Wind, knocked prone | 3 – Ice, fatigued for one round | 4 – Lightning, staggered for 1 round. | 5 – Fire, burning (1d6 per 4 time mage levels) | 6 – Water, sickened for one round. Critical Surge: the initial damage is doubled and the vanguard rolls the die twice (or until he gets two different results) to apply two effects (one save for each).
- At 18th level, when targeted by a spell he has identified, the vanguard can spend 3 EP as an immediate action to also affect the caster by the spell, as if they were within range and/or also targeted themselves (even if normally impossible). The caster may choose to make a fortitude saving throw to negate this effect.
Boundary: The vanguard embodies control and resilience, making him more of a stoic combatant.
- At 1st level, the vanguard gains Improved Grapple as a bonus feat ignoring prerequisites, and a +2 insight bonus to Sense Motive checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when an attack deals no damage to him (miss included) or when he resists an effect with a saving throw.
- At 12th level, as a Surge, the vanguard grants allies within 30 feet one free use (per ally) of his own Mitigate class feature, using his time mage level for calculations, usable until the end of the encounter. Critical Surge: He instead grants two free uses.
- At 18th level, the vanguard’s Mitigate class feature applies to all attacks until the end of his next turn. This does not apply for other allies affected by his Surge.
Cascade: The vanguard embodies small changes that grow over time, adopting a more opportunistic combat style.
- At 1st level, the vanguard gains Two-Weapon Fighting as a bonus feat ignoring prerequisites, and a +2 insight bonus to Acrobatics checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when he deals damage to the same creature more than once with attacks in one round.
- At 12th level, as a Surge, the vanguard bolsters an ally within 30 feet. Until the end of the vanguard’s next turn, when that ally deals damage to an enemy with an attack, the enemy gains a stacking -1 penalty to AC until the encounter’s end. Critical Surge: The ally gains a +2 (untyped) bonus to attack rolls while affected by this ability.
- At 18th level, the vanguard can spend 1 EP as an immediate action when he damages a target with his conduit. He may apply one effect to the creature lasting for the encounter: -2 penalty to AC, saves or attack rolls, halved DR and ER, or unable to make attacks of opportunity due to movement. Only one creature may be affected by this ability at a time. If a new one is affected, the old effect fades.
Decay: The vanguard embodies the inevitable flow of living matter, laying waste to enemies.
- At 1st level, the vanguard gains Diehard as a bonus feat, ignoring prerequisites as well as a +2 insight bonus to Knowledge (Religion) checks. He also ignores Endurance as a prerequisite for feats.
- At 4th level, once per combat, the vanguard can gain 1 EP when he imposes any negative effect on an enemy.
- At 12th level, as a Surge, the vanguard forces enemies within 30 feet to make a Fortitude saving throw or become sickened for rounds equal to his time mage level. Critical Surge: The victims are also nauseated for a round if they fail the saving throw.
- At 18th level, after dealing damage to a creature with his Entropic Conduit, the vanguard can spend 2 EP to impose rapid decay on them. Afflicted creatures make a Fortitude saving throw at the start of their turns or take 1 point of damage to all ability scores. This ability can stack with itself but cannot reduce scores below 1. A successful saving throw ends the ability but does not bestow any immunity.
Disobedience: The vanguard embodies entropy in a social sense, sowing confusion on the battlefield.
- At 1st level, the vanguard gains Improved Feint as a bonus feat ignoring prerequisites, and a +2 insight bonus to Diplomacy checks. The vanguard may also replace one of his class skills with Bluff. He gains a +2 insight bonus to Bluff checks to feint.
- At 4th level, once per combat, the vanguard can gain 1 EP after he successfully attacks a target suffering from any penalties or negative effects.
- At 12th level, as a Surge, the vanguard imposes a Will save against enemies within 10 feet, causing a lesser form of confusion for 1d4 rounds on a failure. This lesser confusion functions as normal, but the victim isn’t compelled to attack their last attacker, and the forced action they do each turn is done as free action. If they roll to babble, their attacks and spell/ability DCs have a -2 penalty that turn. Critical Surge: The ability instead inflicts confusion, as the status effect.
- At 18th level, the vanguard can spend 1 EP as an immediate action when he damages a target affected by any harmful effects of Bluff, Diplomacy or Intimidate (including being feinted). The target takes 1d4 Intelligence and Charisma damage. This ability can’t lower the victim’s scores below 1.
Exergy: The vanguard embodies potential for action, becoming more focused on offense.
- At 1st level, the vanguard gains Improved Trip as a bonus feat ignoring prerequisites, and a +2 insight bonus to Intimidate checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when he attacks more than once in a turn.
- At 12th level, as a Surge, the vanguard affects enemies within 30 feet. On a failed Fortitude save, the next time they are hit by a damaging attack that encounter, they also take damage equal to (1d6 per two time mage levels). Critical Surge: The damage becomes (1d6 per time mage level).
- At 18th level, the vanguard improves the critical hit range of his attacks by 1. (For example: 19-20 becomes 18-20.)
Indeterminacy: The vanguard embodies randomness, becoming far more unpredictable.
- At 1st level, the vanguard gains Barroom Brawler as a bonus feat ignoring prerequisites, and a +1 insight bonus to all skill checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when he acts in any way outside of his turn.
- At 12th level, as a Surge, the vanguard creates a 15-feet emanation around him that functions as difficult terrain (no matter the movement type) for enemies and grants +20 feet movement speed to allies passing through it. This effect lasts until the end of his next turn. When it expires, enemies inside the emanation are nauseated and allies are hasted for 1 round. Critical Surge: Enemies must attempt a Fortitude save or be entangled for 1 round when the emanation ends.
- At 18th level, the vanguard can spend 1 EP as an immediate action when he’s damaged by a melee attack to make an attack with his Entropic conduit which is a guaranteed hit. He may instead choose to target the attacker’s weapon (if any) – if he does, he makes two attacks instead.
Influence: The vanguard embodies invisible forces which cause change to happen, pulling the strings in combat.
- At 1st level, the vanguard gains Dirty Fighting as a bonus feat ignoring prerequisites, and a +2 insight bonus to Stealth checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when a round passes without him taking damage or suffering from any ill effects.
- At 12th level, as a Surge, the vanguard affects creatures within 30 feet, either granting allies concealment or causing enemy concealment to be ignored for a round. Critical Surge: He may use both effects, or extend duration to 2 rounds.
- At 18th level, the vanguard can spend 2 EP as an immediate action to grant total concealment to allies within 30 feet for 2 rounds. He may also use this ability to instead grant an ally within 30 feet an extra move action which they must immediately perform.
Inversion: The vanguard embodies regression and repetition, becoming more resilient.
- At 1st level, the vanguard gains Incredible Healer as a bonus feat ignoring prerequisites, and a +2 insight bonus to Heal checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when he regains hit points.
- At 12th level, as a Surge, the vanguard restores hit points equal to (twice his time mage level) to allies within 60 feet. Excess healing becomes temporary hit points. Critical Surge: He instead restores hit points equal to (thrice his time mage level).
- At 18th level, as an immediate action, when the vanguard or an ally within 30 feet fails a saving throw, he may spend 1 or more EP to allow a second attempt at the saving throw with a bonus equal to EP spent.
Momentum: The vanguard embodies constant motion, imposing himself on others.
- At 1st level, the vanguard gains Improved Bull Rush as a bonus feat ignoring prerequisites, and a +2 insight bonus to Knowledge (Local) checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when he moves more than his movement speed during a round.
- At 12th level, as a Surge, the vanguard pushes creatures within 60 feet away from him. They are pushed 30 feet away or half on a successful Fortitude save. The vanguard may choose to exclude creatures from this ability. Immediately afterwards, the vanguard may move up to his speed towards one pushed creature as part of the same action. Critical Surge: Enemies that failed the save are knocked prone and take damage equal to (1d6 per two time mage levels).
- At 18th level, the vanguard can cast telekinesis as a spell-like ability at will.
Observation: The vanguard, instead of embodying a true aspect, masters his analysis of entropy’s effects.
- At 1st level, the vanguard gains Blind-Fight as a bonus feat ignoring prerequisites, and a +2 insight bonus to Perception checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when he identifies an enemy, spell or ability.
- At 12th level, as a Surge, the vanguard grants allies within 30 feet entropic sight lasting until the end of his next turn. Affected allies ignore any cover, miss chance and/or illusion-based effects on visible enemies. Critical Surge: The sight becomes almost prophetic, allowing allies to cancel and redo an action after an enemy reacts to it in any way. (Only affects one attack if done as part of a full attack.)
- At 18th level, the vanguard gains Lifesense and is permanently under the effects of True Seeing, however, this is an extraordinary ability in regards to both.
Obsolescence: The vanguard embodies replacement of old with the new and rises as a tactical combatant.
- At 1st level, the vanguard gains Improved Disarm as a bonus feat ignoring prerequisites, and a +2 insight bonus to Knowledge (Engineering) checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when he is afflicted by any negative effect.
- At 12th level, as a Surge, the vanguard afflicts enemies within 20 feet and causes one item of choice or random equipped item (per enemy) to gain the broken condition for the encounter as its flaws worsen (Fortitude negates). At the same time, the vanguard grants allies within 20 feet a +1 (untyped) bonus to attack rolls. An enemy can attempt another saving throw to end this effect as a full-round action. Critical Surge: Two items become broken per enemy (one save per item), and the bonus for allies is +2.
- At 18th level, after an attack resolves against the vanguard, he may spend 1 EP as an attack of opportunity to render that sort of attack outdated. The attack’s flaws become overabundant, and the enemy takes a -2 penalty to that specific form of attack for the encounter. All allies also gain a +1 (untyped) bonus on attack rolls against that enemy. If the attack was made with a weapon, he may make the weapon impose the penalty instead. The penalty cannot stack with itself for the same attack/weapon. If an enemy would be affected by this ability more than once, they may make Fortitude saving throws against further attempts.
Rebound: The vanguard embodies return and recovery, making the vanguard into a font of restoration.
- At 1st level, the vanguard gains Combat Medic as a bonus feat ignoring prerequisites, and a +2 insight bonus to Diplomacy checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when he prevents damage to himself or allies (including by DR/ER, temporary hit points and hardness).
- At 12th level, as a Surge, the vanguard grants allies within 30 feet hardness equal to his Constitution modifier for 1 round. Also, until the end of his next turn, his attacks may automatically hit allies, healing instead of dealing damage to them. This healing can only trigger once per encounter (per ally). Critical Surge: The vanguard may make an attack against an ally within 30 feet (even if they cannot be reached normally) as part of activating this ability.
- At 18th level, when the vanguard regains hit points, he may spend 1 or more EP as a free action usable outside of his turn to heal allies within 30 feet half of that amount (rounded down). The amount of EP he spends is equal to the amount of allies he chooses to affect. This ability does not function with fast healing.
Regression: The vanguard embodies return to basis and cyclical nature, making him a shrewd combatant.
- At 1st level, the vanguard gains Disposable Weapon as a bonus feat ignoring prerequisites, and a +2 insight bonus to Survival checks.
- At 4th level, once per combat, the vanguard can gain 1 EP when he breaks or damages any object or construct.
- At 12th level, as a Surge, the vanguard affects allies within 30 feet, granting them an increased critical range on attacks by 1 (Example: from 19-20 to 18-20) and a +5 bonus on rolls to confirm critical hits, lasting until the end of his next turn. Critical Surge: The critical range is increased by 2.
- At 18th level, when an encounter begins, the vanguard chooses one teamwork feat he qualifies for. He and all allies that see him gain the feat’s effects (even if they don’t qualify for it). The vanguard may spend 1 EP to change the chosen feat as an immediate action.
This ability replaces spell proficiency, reactive system, foretell, and 1 mp spell.
Mitigate (Ex)
At 2nd level, the vanguard can make hazards diffuse against him. As an immediate action, when he’d take hit point damage, he can reduce the amount he takes by his time mage level. This ability also prevents this instance of damage (or its source) from granting any EP to the vanguard, from meeting conditions or otherwise.
Additionally, as a free action usable outside of his turn, when he’d take damage, the vanguard may choose to reduce his DR/ER (if any) by any amount he wishes for that instance of damage.
This ability replaces ahead of time.
Vanguard Talents (Ex/Su)
At 2nd level and every two thereafter, the vanguard chooses a vanguard talent, symbolizing his specialization and unique take on the esoteric arts of change. Talents which impose saving throws have a DC of (10 + half his time mage level + his Constitution modifier).
Absolute Zero (Su): Once per encounter, as a standard action, the vanguard spends 1 or more EP to become unaffected by all maneuvers and skills, as well as any effects that would move him in any way; he also gains immunity to ice damage. This ability lasts for a duration of rounds equal to the EP spent, but may be cancelled as a free action. For the duration, the vanguard may deal ice damage with his Entropic Conduit, and creatures that successfully hit or touch him take ice damage equal to (3d6 per EP spent to activate the ability), and are then inflicted with the slow effect until the end of their next turn. Cannot be active alongside the Living Effigy Talent. Prerequisite: Time Mage 18.
Accelerate (Su): The vanguard releases his energy to empower destructive effects. Once per round, as a free action usable outside of his turn, when the vanguard is affected by a damaging effect, he may spend up to 2 EP. The effect deals 1 extra damage per die it has per EP spent. Prerequisite: Time Mage 10.
Anti-magic Influence (Su): The vanguard can try to disrupt enemy magic by making it go rampant. As an immediate action, when an opponent within the vanguard’s reach attempts to use a spell or spell-like ability, the vanguard can use 2 EP to impose a Will saving throw on them. Failure means the spell/ability fizzles and the enemy loses MP (if any) equal to the vanguard’s Constitution modifier. Once an enemy succeeds on a saving throw against this ability, they are immune to it for 24 hours. Prerequisite: Time Mage 6.
Applied Entropy (Sp): The vanguard learns to replicate minor magic, gaining the ability to freely cast Detect Magic, Elemental Orb and Torchlight as spell-like abilities. The damage of Elemental Orb is modified – it deals 1d6 earth damage, or 1 damage for any element but earth.
Arctic March (Su): Once per encounter, the vanguard can spend 1 EP as a standard action to increase the DR of all allies within 30 feet by 5 and grant them immunity to ice damage for that encounter. Also once per encounter, the vanguard can spend 2 EP as a free action and spend the rest of his turn doing absolutely nothing; if he does, when his turn ends, he and any adjacent enemies enter total stasis until the start of his next turn, effectively becoming invulnerable and unaffected by anything (other effect durations go by normally, however). Prerequisite: Time Mage 18.
Armor Expertise (Ex): Twice per instance of this talent – the vanguard increases the maximum Dexterity bonus of armors he wears, or decreases the armor check penalty of any armors he wears, by 1 (distributed as the vanguard chooses). He may also apply this talent to shields (specifically) instead. This talent may be taken multiple times and stacks with itself.
Arrest (Su): As a full-round action, the vanguard can freeze entropy around him. He may spend 1 or more EP to impose the Entangled condition on enemies within 20 feet. A successful Fortitude saving throw negates this effect. This effect’s duration is equal to the EP spent (in rounds). Prerequisite: Time Mage 14.
Attracting Shield (Su): As a move action, or as part of moving as a move action, the vanguard can grant half of his shield AC bonus (rounded down) to another adjacent ally as a dodge bonus until the start of his next turn, as long as they’re adjacent to him.
Barrier Shift (Su): The vanguard manipulates natural entropy in the environment to shield himself almost utterly from elemental damage. As a move action, the vanguard increases his ER against one element by 30 until the start of his next turn. Only one instance of this ability may be active at a time. Prerequisite: Time Mage 18.
Blast Siphon (Su): The vanguard can draw in energy from destructive reactions. As an immediate action, when affected by any damaging effect with an area, the vanguard can spend 1 or more EP to prevent other allies within 30 feet from taking damage from it. The amount of EP he spends is equal to the amount of allies he affects. For each ally, the vanguard makes an additional saving throw and takes another instance of damage from the effect, however he gains a bonus on all saving throws equal to the EP spent. This ability has a cooldown of 2 rounds.
Blaze a Trail (Su): When the vanguard forfeits EP when using the Shifeeting Charge talent, he destroys diffcult terrain he passes through. If the difficult terrain is indestructible, it temporarily phases away for rounds equal to his Constitution modifier. If the difficult terrain was caused by a creature, the ability responsible is disabled for rounds equal to his Constitution modifier. The vanguard may choose to spend 1 EP when he uses this ability to also destroy difficult terrain (and/or affect creatures) in spaces adjacent to his charge path. Affected areas cannot house new difficult terrain until the duration expires. Prerequisites: Time Mage 6, Entropic Charge talent.
Blink Strike (Su): The vanguard can bend space with his conduit, bringing him closer to his enemy as if teleporting. He may spend any amount of EP to increase the reach of his next melee attack with his Entropic Conduit by 10 feet per EP spent. This effect fades if his turn ends. When he makes that melee attack, the vanguard can instantly appear in a space from which he could strike his target with his normal reach. This movement is not perceivable (unless one sees through multiple planes), and does not provoke attacks of opportunity. The vanguard’s destination space must be visible to him. Prerequisite: Time Mage 10.
Break Fall (Ex): The knight takes half damage (rounded up) from falling, or from bludgeoning area effects without saves (such as stone calls or avalanches), while wearing armor or using a shield.
Conduit Weaver (Su): The vanguard’s conduit affects enemies too bizarrely to be resisted normally. When he makes attacks with his Entropic Conduit, he may spend 1 EP per attack to make the damage type non-elemental. Critical hits apply this effect with no cost. Prerequisite: Time Mage 6.
Deadeye Conduit (Su): The vanguard may throw his Entropic Conduit with a range of 30 feet without it fading away unless he ends his turn with it not wielded. He may throw weapons merged with his conduit without them depowering unless he ends his turn with them not wielded.
Defy Conclusions (Su): Once per day, when the vanguard would die from hit point damage, he may trigger a contingent effect which causes him to disperse into uninteractable particles. At the start of his next turn, these particles fly to a space within 30 feet of his original location and reform, reviving the vanguard at 1 HP with no further ill effects (and wielding any combination of carried equipment/items). The vanguard acts on this following turn as normal. Prerequisite: Time Mage 18.
Don’t Blink (Sp): The vanguard spends 1 EP to call upon universal forces as move action. He then instantly swaps the positions of two willing creatures. Creatures cannot be transported to a space that would endanger them (or which could not hold them) unless they are willing. Unwilling creatures (in general), as well as unaware creatures, may make a Will saving throw against this effect. Prerequisite: Time Mage 14.
Dreamlike Reality (Su): The vanguard may enter a state of trance as a free action, blurring his understanding of theory with reality. While in this state, the vanguard is flat-footed, however, when he activates the ability and at the start of his turns thereafter, he gains 1 extra EP. Whenever he’d gain 1 EP from other sources, he gains 2 instead. Prerequisite: Time Mage 14.
Energize (Su): The vanguard can absorb energy from harmful effects. After rolling a saving throw against an effect that would inflict elemental damage to him, as an immediate action, he may make a fortitude saving throw with the same DC as that effect’s. If successful, he takes half of the damage (rounded down) and gains 1 EP. Prerequisite: Time Mage 6.
Ethereal Strike (Su): As a standard action, the vanguard can spend 1 EP to make a weapon he is holding able to deal full damage to and score critical hits against incorporeal creatures. The weapon can also pass into the Ethereal Plane, affecting ethereal creatures normally. This effect lasts for rounds equal to his Constitution modifier.
Evasion (Ex): If the vanguard succeeds at a Reflex save against an effect that normally has a partial effect on a successful save, he instead takes no effect. The vanguard gains this benefit only when unencumbered and wearing light armor or no armor, and he loses the benefit when he is helpless or otherwise unable to move.
Exclusion Zone (Su): As an immediate action, the vanguard can spend 1 or more EP to exclude allies from any effect he creates (including effects from his equipment). He spends EP equal to the amount of allies excluded. Prerequisite: Time Mage 10.
Expanded Vigil (Ex): The range of any of the vanguard’s abilities that were ‘adjacent’ now becomes ‘within 10 feet as well as within the vanguard’s threatened area’.
Fortifying Boost (Su): The vanguard’s mastery over his own body renders him incredibly resilient against poison and disease. He may spend any amount of EP as a free action to gain an equivalent bonus on his next Fortitude save against poison or disease that day. He may use this ability outside of combat by spending 10 minutes to focus, instead gaining a bonus equal to his maximum EP. This bonus does not stack with itself.
Guarded Combatant (Ex): When fighting defensively and/or using Combat Expertise, the vanguard’s penalties to attacks are reduced by 1. This talent may be taken up to twice, stacking with itself. Prerequisite: Time Mage 6.
Harder They Fall (Su): When the vanguard knocks a foe prone by any means or causes them to fall from flying, he may spend 1 EP to deliver an additional attack with his Entropic Conduit as a free action (regardless of reach/range). The attack is a guaranteed hit, but cannot critically strike. Prerequisite: Time Mage 6.
Hearts on Fire (Su): Once per encounter, the vanguard can spend 1 EP as a standard action to apply hasted and grant immunity to fire damage to all allies within 30 feet for that encounter. Also, once per encounter, the vanguard can spend 2 EP to make a full attack as a free action. Prerequisite: Time Mage 18.
Heightened Response (Su): The vanguard bolsters his body’s immune system at a microscopic level. When he makes a saving throw against anything that requires multiple saving throws against the same effect (such as diseases and poisons), he may treat one successful saving throw as two.
Hold on Tight (Ex): The vanguard gains a climb speed equal to his movement speed. His bonuses to grapple checks are added to his climb checks as well, and he may grapple opponents of one size larger. Prerequisites: Time Mage 6.
Interference (Su): The vanguard grants adjacent allies (but not himself) a +2 shield bonus to AC, stacking with existing shield bonuses.
Knockout Surge (Su): The vanguard’s blows are so agonizing that they threaten to completely knock out an opponent. When he deals damage with his Entropic Conduit, as an immediate action, the vanguard can impose a Fortitude saving throw. A failure renderes the foe exhausted for 1 round. A failure by 5 or more causes the foe to fall unconscious for a minute, or until they next take damage. A foe that fails to save against this effect becomes immune to it for the encounter. Prerequisites: Time Mage 10, Staggering Surge Talent, Stunning Surge Talent.
Lesser Take the Blow (Ex): As an immediate action, the vanguard can designate an adjacent ally. The next attack made against that ally has its damage split between them and the vanguard. When splitting damage from this ability, only the vanguard’s DR/ER/Hardness applies, before the split, and the vanguard is considered the attack target (for on-hit effects). Modifiers such as weakness or immunity (to a damage type) are applied, before the split.
Living Effigy (Su): Once per encounter, as a standard action, the vanguard spends 1 or more EP to become akin to an entropy elemental. The vanguard’s movement is now instant and none of his actions may provoke attacks of opportunity. Enemy readied actions cannot trigger against him, and any sort of divination fails to account for him; he also gains immunity to fire damage. This ability lasts for a duration of rounds equal to the EP spent, but may be cancelled as a free action. For the duration, the vanguard may deal fire damage with his Entropic Conduit, and creatures that he damages additionally take fire damage equal to (3d6 per EP spent to activate the ability) and have their fire resistance reduced by 10 until the start of their next turn. Cannot be active alongside the Absolute Zero Talent. Prerequisite: Time Mage 18.
Man Down (Ex): Once per round, when an ally is knocked unconscious or killed, the vanguard may move towards them as a free action usable outside of his turn. Once per encounter, the vanguard may also retrieve and use an item on the downed ally as part of this action, even if his hands are occupied. This ability’s actions don’t provoke attacks of opportunity. Prerequisite: Time Mage 12
Mass Disruption (Su): When the vanguard attacks a creature with the swarm defenses ability with his Entropic Conduit, he can deal half damage to the target instead of no damage.
Metabolic Overload (Ex): The vanguard gains Diehard as a bonus feat ignoring prerequisites. He ignores Endurance as a prerequisite for feats. If he already has the Diehard feat, he may instead gain any feat listing it as a prerequisite that he qualifies for.
Order’s Grasp (Su): Twice per encounter, the Vanguard may project a 30 feet cone. Enemies (of his choice) within the cone must make a Fortitude save or be afflicted by the Slow condition for a duration of rounds equal to his time mage level. Targets that succeed on their saving throws are still afflicted by Slow for 1 round. Prerequisite: Time Mage 18
Overwhelming Fervor (Su): The vanguard can shake off harmful effects, not through willpower or resilience, but by brute-forcing all of his energy against them. As a free action, usable outside of his turn, when the vanguard fails a saving throw against a supernatural effect but before he suffers the consequences, he can use 1 EP to attempt the saving throw again. If he succeeds, he suppresses the effect instead of ending it. The effect persists and he must continue to suppress it by making the saving throw again at the start of each of his turns (each costing 1 EP), until the effect’s duration runs out. Each round counts as two rounds of the effect’s duration while it is suppressed. Only one effect may be suppressed at a time. Prerequisite: Time Mage 6.
Particle Shield (Su): The vanguard wields a field of high-speed particles close to an arm. This functions almost exactly as a physical shield and counts as one – the vanguard picks any mundane shield he is proficient with to emulate when he chooses this ability. The particle shield, however, does not occupy a hand, and has no weight, though it still applies other penalties as usual due to difficulty of control. This ability counts for feats and abilities.
Pawn of Change (Su): When the vanguard deals damage with his Entropic Conduit, he may spend 1 EP to mark the creature (Fortitude negates). The vanguard can originate his Entropic Conduit attacks from the marked creature, effectively forming the conduit from it to attack. The creature must be visible to use this ability. It lasts for rounds equal to his Constitution modifier. Prerequisite: Time Mage 14.
Penetrating Conduit (Su): The vanguard expends 1 EP as a swift or move action to allow his Entropic Conduit attacks to ignore 5 ER (but not any DR). At 15th level, his attacks function on earth-immune enemies, treating the immunity as resistance of 10 lower. This ability lasts for a duration equal to his Constitution modifier in rounds.
Power Drain (Su): The vanguard converts the life energy of fallen foes to his own in a macabre but pragmatic fashion. Once per round, when he reduces an enemy to 0 HP or below, he regains (1d4 per three time mage levels + his Constitution modifier) hit points. This inflicts no further harm to the enemy, merely harvesting their already-expended energy.
Purity of Heat (Su): The vanguard becomes immune to poisons and diseases. Prerequisite: Time Mage 14.
Revised Strike (Su): Once per round, as a free action usable outside of his turn, the vanguard can spend 1 EP to reroll a failed attack. Prerequisite: Time Mage 14.
Ruinous Rush (Su): Once per turn, as a free action, by paying hit points equal to his character level, the vanguard can gain a +20 feet (untyped) bonus to his movement speeds until the end of his next turn.
Shield Orbital (Su): As a move action, the vanguard tosses his shield and allows it to orbit an ally. The ally is considered as wielding the shield, but does not need to equip it. The vanguard may retrieve his shield as a free action usable outside of his turn, as long as the ally is within 30 feet. The vanguard must be able to equip or pick up the shield to retrieve it, unless he uses the Particle Shield talent. His shield hand is also considered occupied as he uses it to control the shield at range, unless he uses the Particle Shield talent.
Shifting Charge (Su): When the vanguard charges, he can attempt any combat maneuver he could perform without provoking in place of the normal melee attack. By forfeiting the 1 EP gained for charging, the vanguard can also empower his charge to not impose AC penalties, also allowing him to charge through difficult terrain. Prerequisite: Time Mage 6.
Shimmer Guard (Su): Allies adjacent to the vanguard have sofeet cover. If the vanguard takes damage, this effect is disabled until the start of his next turn. Prerequisite: Time Mage 6.
Shred Magic (Su): The vanguard marks a target within 30 feet and spends 2 EP to render them more prone to chaotic effects (Will negates). The affected creature’s spell resistance (if any) is reduced by 4 for the encounter. Each time a spell overcomes the marked creature’s spell resistance, its spell resistance is further reduced by 1. Prerequisite: Time Mage 14
Singularity (Su): The vanguard channels entropic energies into a powerful explosion heralded by a shrinking orb of light. By spending 1 or more EP, the vanguard can create a blast that deals 12d6 earth damage (Reflex halves) in a 30 feet radius around himself. He is excluded from its damage. Each EP spent beyond 1 increases the radius by an additional 30 feet. Prerequisite: Time Mage 18.
Slightest Steps (Su): The vanguard permanently has the Float status effect. If the vanguard fails to disarm a trap, once per trap, he may immediately reset it to its original state, effectively acting as if he never failed. Prerequisite: Time Mage 10.
Staggering Surge (Su): The vanguard can attempt to overwhelm an opponent with his blows in an unsightly display of distortion. When he deals damage with his Entropic Conduit, as an immediate action, the vanguard can impose a Fortitude saving throw. A failure staggers the foe for 1 round. A foe that fails to save against this effect becomes immune to it for the encounter. Prerequisite: Time Mage 10.
Stunning Surge (Su): The vanguard’s blows cause utter agony to his enemies. When he deals damage with his Entropic Conduit, as an immediate action, the vanguard can impose a Fortitude saving throw. A failure stuns the foe for 1 round. A foe that fails to save against this effect becomes immune to it for the encounter. Prerequisites: Time Mage 10, Staggering Surge Talent.
Sudden Spring (Su): The vanguard can spend 1 EP to stand from prone as a free action without provoking.
Take a Chance (Su): The vanguard may replace his skill modifier with Constitution for Perception or Disable Device. When he detects, disarms or falls victim to a trap or hazard, he gains 1 EP, which only becomes usable during the next combat. He can only gain 1 EP at a time from this ability, and only 1 per trap/hazard. This talent may be taken twice to select the other skill and increase the amount of storable EP to 2.
Thermal Vision (Su): The vanguard can detect even subtle abnormalities in the natural exchange of heat around him. The vanguard gains blindsense with a range of 30 feet. Prerequisite: Time Mage 6.
Torpor Warden (Su): The vanguard roots himself and an opponent in probability, preventing unwanted surprises from both. As a move action, he can designate an opponent within 30 feet. The vanguard and that opponent become unable to use actions outside of their turns, except readied actions. The link between the vanguard and the opponent is openly visible, but cannot be interacted with. If the vanguard falls unconscious or falls below 0 hit points, this ability fades away. Prerequisite: Time Mage 6.
Unmaneuverable (Ex): The Vanguard may choose this talent multiple times. When he does, he selects two combat maneuvers. He gains a +3 (untyped) bonus against those maneuvers, increased by +1 at 7th level and every four thereafter.
Wasting Resilience (Su): The vanguard’s body is inured to other effects that would cause decay. The vanguard gains a +2 bonus to saving throws against necromancy spells and effects, as well as against effects that would cause ability damage, ability drain, or energy drain.
These abilities replace temporal talents and advanced temporal talents.
Reactive (Ex)
At 5th level, once per day, the vanguard can take an additional immediate action during a single round, though he can still take only one immediate action per triggering event. The vanguard gains an extra use per day of this ability at 9th and 15th levels.
This ability replaces clear mind and time shift.
Secondary Aspect (Ex)
At 5th level, the vanguard’s understanding is multifaceted. He gains the 1st-level ability of a Vanguard Aspect he does not possess. At 17th level, he gains the 4th-level ability of that aspect as well. Just as with his primary aspect, the Vanguard can never change the choice he makes with this ability.
This ability replaces aevum.
Uncanny Agility (Ex)
At 11th level, the vanguard is immune to the flat-footed condition (except as imposed by his own talents). His opponents don’t gain any bonuses to attack rolls against the vanguard from flanking him or attacking him while he’s prone.
This ability replaces abbreviation magic.
Uncanny Speed (Ex)
At 17th level, when making a full attack, the vanguard can also move as if taking a move action as part of the same action. The movement can occur before, after, or between the attacks from the full attack. The movement cannot be in increments and must be made at once. This is a haste effect.
This ability replaces immunity to stop.
Agent of Change (Su)
At 19th level, the vanguard begins each combat encounter with 3 EP.
This ability replaces temporal manipulation.
One with Everything (Su)
At 20th level, once per day, as an immediate action, the vanguard renders himself immune to all numerical penalties, and opponents do not benefit from numerical bonuses that would apply against him specifically for any reason. The vanguard further becomes immune to all combat maneuvers, negative conditions, critical hits and precision damage, and may take three immediate actions each round instead of one. These benefits last for 1 minute.
This ability replaces time wizard.
