Vanguard Talents

 

Awareness

     Acute Senses: You may choose to reroll any Perception skill check, but you must accept the result of the reroll.

         Expert Tracker: You take no penalty on Survival checks made to follow tracks while moving at your normal speed.

         Prerequisite: Acute Senses.

         Improved Iniitative: You may choose to reroll any Initiative skill check, but you must appecpt the result of the reroll.

         Prerequisite: Acute Senses.

         Reset Initiative: Once per encounter, as a swift action, at any time after the first full round (that is, the first full round after the surprise round, if one occurs), you can reset your Initiative score to your current score+5.

         Prerequisite: Acute Senses, Improved Initiative.

         Keen Shot: You take no penalty on your attack roll when attack a target with concealment (but not total concealment).

         Uncanny Dodge I: You retain your Dexterity bonus to defense regardless of being caught flat-footed or struck by a hidden attacker. You still lose your Dexterity bonus if you are immobilized.

         Prerequisites: Acute Senses, Improved Initiative.

         Uncanny Dodge II: You cannot be flanked.

         Prerequisites: Uncanny Dodge I.

 

Survivor

     Evasion: If you are hit by an area attack, you take half damage if the attack hits you, and no damage if the attack misses you.

         Extreme Effort: You can spend two swift actions to gain a +5 bonus on a single Strength check or strength-based skill made in the same round.

         Mettle: Whenever an effect misses your you Fortitude or Will Defenses and has a partial effect, it is instead negated entirely.

         Sprint: When you use the run action, you move 5 times your normal speed.

         Surefooted: Your speed is not reduced by difficult terrain.

 

Vanguard

     Enhanced Vision: When actively looking for hidden enemies, you can make a Perception skill check as a swift action instead of a standard action.

         Impenetrable Cover: Whenever you have cover against a target, you gain DR equal to your class level against that target until the start of your next turn, provided you still have cover at the time of the attack.

         Prerequisite: Maximize Cover.

         Invisible Attacker: If the target is unaware of you, your ranged attacks deal +1 die of damage against that target.

         Prerequisite: Maximize Cover.

         Mark the Target: Whenever you damage an enemy with a non-area ranged attack, you may designate on ally within line of sight as a swift action. Your target is considered flat-footed against that ally's first attack made before the start of your next turn.

         Maximize Cover: When an opponent uses the aim action to negate your cover, make a Stealth skill check opposed by their Initiative skill check. If you are successful, you retain your cover bonus to Reflex Defense.

         Shellshock: Whenever you damage a target that is unaware of you with an area attack, that target is considered flat-footed until the start of your next turn.

         Prerequisite: Soften the Target.

         Soften The Target: Whenever you damage a target with a ranged attack, you may designate one ally within line of sight as a swift action. That ally ignores the target's DR and SR until the start of your next turn.

         Triangulate: Once per encounter, if you and at least one ally have line of sight to and are aware of a target, you and all allies that you can communicate with can reroll one ranged attack roll against the target, but must take the second roll even if it is worse. 

         Prerequisite: Enhanced Vision.