Vigilante is a custom prestige class with Arelith specific mechanics.
Introduction
When the laws of the land enable evil to reign and corruption to consume the innocent, the vigilante comes forth to answer their need. Vigilantes do not allow laws to halt them, nor will they falter in the face of hardship. A vigilante may not be a paragon of virtue, but their conviction drives them to seek freedom for the oppressed despite the cost.. Mechanical information is included in the #Class Mechanics on this page and explained in the #Arelith Changes section. The #Roleplay Tips section provides suggestions for character development.
Class Mechanics
Requirements
Alignment restrictions: Non-Lawful and Non-Evil
Requirements: Dirty Fighting, Bluff 4
Class: Cannot take levels in Liberator.
Class Features
Hit die: d10
Proficiencies: Armor (light, medium), weapons (martial, simple)
Skill points: 8 + int modifier ( (8 + int modifier) * 4 at 1st level)
Class Skills: Bluff, Climb, Concentration, Craft Mastery, Disable Trap, Discipline, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Ride, Sail, Search, Sleight-of-hand, Spot, Taunt, Tumble, Use Trap
Unavailable feats: scribe scroll, craft wand, weapon specialization
Bonus feats: On levels 6 and 9, choose a Method, aka Vigilante Bonus Feats
Primary saving throw(s): Reflex
Base attack bonus: +1/level
Special: Vigilantes can’t become settlement leaders, but they can still join settlements. They can join or lead factions.
Level Progression
Hit points rolls on Arelith are always maximum.
|
Vigilante Causes
|
Level
|
BAB
|
Fort
|
Reflex
|
Will
|
Feats
|
HP
|
Vigilance
|
Freedom
|
Vindication
|
1st |
+1 |
+0 |
+2 |
+0 |
Brawler |
10 |
+3 Spot |
+3 Climb, +3 Sail |
+3 Bluff, +3 Intimidate
|
2nd |
+2 |
+0 |
+3 |
+0 |
Fearless +2 |
20 |
|
|
|
3rd |
+3 |
+1 |
+3 |
+1 |
Cause, Pugilist |
30 |
Ki Barrier, Zen Archery |
Evasion, Uncanny Dodge 1 |
Brutal Attack 1d6, Use Poison
|
4th |
+4 |
+1 |
+4 |
+1 |
Brutal Attack 1d6, Ki Strike 1 |
40 |
|
|
Brutal Attack 2d6
|
5th |
+5 |
+1 |
+4 |
+1 |
Fearless +4 |
50 |
Signature Weapon |
Gruesome Technique |
Brutal Attack 3d6, Skirmish Maneuvers
|
6th |
+6 |
+2 |
+5 |
+2 |
Method I (Bonus Feat) |
60 |
|
|
|
7th |
+7 |
+2 |
+5 |
+2 |
Brutal Attack 2d6 |
70 |
|
|
Brutal Attack 4d6
|
8th |
+8 |
+2 |
+6 |
+2 |
Fearless +6, Ki Strike 2 |
80 |
Still Mind |
Uncanny Dodge 2 |
|
9th |
+9 |
+3 |
+6 |
+3 |
Aura of Courage, Method II (Bonus Feat) |
90 |
|
|
Brutal Attack 5d6
|
10th |
+10 |
+3 |
+7 |
+3 |
Brutal Attack 3d6 |
100 |
|
Improved Evasion |
|
Epic Vigilante
Bonus feats: The epic Vigilante gains a bonus feat 13, 16 and 19.
Epic Vigilante bonus feats: Armor Skin, Epic Prowess, Perfect Health, Epic Toughness, Great Smiting, Improved Sneak Attack, Blinding Speed, Epic Weapon Focus, Overwhelming Critical, Great Dexterity; Improved Methods: Improved Method: Complex Experimental Device, Improved Method: Guerilla Warfare, Improved Method: Nightmare Tactics, Improved Method: Secret Identity, Improved Method: Signature Weapon Mastery & non-epic Methods aka Vigilante Bonus Feats
Unavailable epic feats: Epic Weapon Specialization, Outsider Shape, Construct Shape, Plant Shape, Undead Shape
Arelith Changes
Change
|
Level
|
Description
|
Brawler
|
1
|
Type of feat: General, Cavalier Bonus, Divine Champion Bonus, Fighter Bonus, Liberator Class, Vigilante Class
|
Prerequisite: Improved Unarmed Strike, Base attack bonus +4
|
Automatically granted by: Liberator 1, Vigilante 1
|
Required for: Pugilist
|
Specifics: The Brawler gains extra attacks when unarmed. 1 APR at 4 BAB, and 2 APR at 9 BAB. An APR is lost if the brawler dons any armor. Another APR is lost if the brawler wields a shield.
|
Use: Automatic
|
Special: Monks and Werewolves do not benefit from these feats. All classes except Monks, Weapon Masters, and Arcane Archers can take Brawler/Pugilist as general feats.
|
|
Pugilist
|
3
|
Type of feat: General, Cavalier Bonus, Divine Champion Bonus, Fighter Bonus, Liberator Class, Vigilante Class
|
Prerequisite: Brawler, Base attack bonus +9
|
Automatically granted by: Liberator 3, Vigilante 3
|
Required for: None
|
Specifics: The pugilist can wear light armor without losing any unarmed attacks. The pugilist's unarmed damage also scales with 1.5x strength modifier.
|
Use: Automatic
|
Special: Monks and Werewolves do not benefit from these feats. All classes except Monks, Weapon Masters, and Arcane Archers can take Brawler/Pugilist as general feats.
|
|
Cause of Vigilance
|
3
|
|
Cause of Freedom
|
3
|
Type of feat: Vigilante Class
|
Prerequisite: Vigilante 3
|
Required for: None
|
Specifics: Justice can be delivered in the form of the right set of words, carefully chosen to garner trust and feign loyalty. This vigilante has mastered the art of infiltration, knowing that the only way to destroy evil is from the inside. Nothing is immune to the power of subtlety and patience enough to chip away until the last barrier crumbles.
Level 1: +3 Climb, +3 Sail
Level 3: Evasion, Uncanny Dodge 1
Level 5: Method: Gruesome Technique
Level 8: Uncanny Dodge 2
Level 10: Improved Evasion
Level 11: +6 Climb, +6 Sail
Level 13: Uncanny Dodge 3
Level 16: Defensive Roll
Level 19: Uncanny Dodge 4
|
Use: Automatic
|
|
Cause of Vindication
|
3
|
Type of feat: Vigilante Class
|
Prerequisite: Vigilante 3
|
Required for: None
|
Specifics: The wolf hides behind the pleasant mask of a shepherd, raising their flock to fear stepping out of line. But the best way to reveal evil is to shatter the mask and scatter the herd, so they are exposed in the face of truth. This vigilante is a blunt instrument, often reviled for their shocking methods of tearing down tyranny, perhaps more so than the tyrants themselves. Brutal Attack progression is different for this path.
Level 1: +3 Bluff, +3 Intimidate
Level 3: Brutal Attack 1d6, Use Poison
Level 4: Brutal Attack 2d6
Level 5: Brutal Attack 3d6, Method: Skirmish Maneuvers
Level 7: Brutal Attack 4d6
Level 9: Brutal Attack 5d6
Level 11: Brutal Attack 6d6, +6 Bluff, +6 Intimidation
Level 12: Improved Method: Guerilla Warfare
Level 13: Brutal Attack 7d6
Level 15: Brutal Attack 8d6, Crippling Strike
Level 17: Brutal Attack 9d6
Level 19: Brutal Attack 10d6
|
Use: Automatic
|
|
Ki Barrier
|
3
|
Type of feat: Cause of Vigilance Path
|
Automatically granted by: Vigilante (Cause of Vigilance) 3
|
Required for: None
|
Specifics: Gains Hard Wis Mod as Shield AC passively. Upon activation, gains 2/3 of the soft part of Wis Mod (Hard Wis mod excluded) as Shield AC for 2 minutes. Passive + active total 2/3 of wisdom bonus modifier. Activation requires 10 Wisdom. Max of 3 charges, a charge is replenished on every server RPR tick (5 minutes). Can only gain the passive benefit and activate if wearing less than light armor and no shield. May utilize Ki Barrier with Light Armor if multiclassing with more than half the character levels in: Ranger, Cleric Seeker, Cleric Warpriest, Shaman, Rogue, Swashbuckler. Divine Shield is removed when activated. Activating Divine Shield will remove the active part of this feat. The passive part of AC does not stack with Divine Shield (the gained Div Shield AC subtracts from passive Wis to AC). Ki Barrier can be used in tandem with Parry AC but won't stack; automatically take highest. Does not disable Ranger's Defensive Dual Wielding bonus.
|
Use: Automatic, Selected
|
|
Method: Gruesome Technique
|
6
|
Type of feat: Cause of Freedom Path, Rogue Bonus, Liberator Bonus, Vigilante Bonus
|
Prerequisite: Rogue 7, Liberator 6, Vigilante 6
|
Automatically granted by: Harper Scout 3, Vigilante (Cause of Freedom) 5, Zhentarim Operative 3
|
Required for: Improved Method: Nightmare Tactics
|
Specifics: Fear nearby enemies in a medium area of effect of 3.33 meters radius on deathblow, trap triggering, or grenade explosion (AoE is the grenade effect for grenades): Choking Powder (extra +4 DC), Thunderingstone (extra +4 DC), Beholder Dust, and Smoke Bomb. DC of 20 + (intimidation / 5) DC versus will. Method Fear: Until end of round, target runs away from origin of fear with 25% movement speed (75% MS reduction). For 2 rounds: -10 AC, -10 Saves, -10 Skills, -10 AB, 50% Spell Failure. However, against player characters this changes to: 1-round fear, -4 malus, 75% movement penalty. Additionally, grants the Use Poison feat.
|
Use: Automatic
|
|
Method: Signature Weapon
|
6
|
Type of feat: Cause of Vigilance Path, Rogue Bonus, Liberator Bonus, Vigilante Bonus
|
Prerequisite: Rogue 7, Liberator 6, Vigilante 6
|
Automatically granted by: Vigilante (Cause of Vigilance) 5
|
Required for: Improved Method: Signature Weapon Mastery
|
Specifics: Anyone can pick up a blade, but it is the wielder who knows how to make their enemies fear it. Wielder gains increased Attack Bonus (+1 soft to the character and not the weapon so it does not improve DR piercing), Damage (+1), and Intimidation (+2) when wielding the Signature Weapon. Signature Weapons can be chosen via using this feat to target a weapon. Can choose Gloves as a Signature Weapon for Unarmed. Signature Weapon bonus for unarmed will only apply when equipped with a glove or a gauntlet.
|
Use: Automatic (selected via special abilities feat)
|
|
Method: Simple Experimental Device
|
6
|
|
Method: Skirmish Maneuvers
|
6
|
|
Method: Hidden Persona
|
6
|
Type of feat: Vigilante Bonus, Liberator Bonus, Harper Scout Class, Zhentarim Operative Class
|
Prerequisite: Liberator 6, Vigilante 6
|
Automatically granted by: Harper Scout 1, Zhentarim Operative 1
|
Required for: Improved Method: Secret Identity
|
Specifics: The vigilante leads two separate lives, perhaps a guard or a simple merchant by day. However, the corruption and incompetence of the law have forced them to take on a persona, a completely different identity, by night to exact justice upon the criminally powerful when no one else will. Each unique disguise identity gains increased difficulty to break over time. For every server tick under the same disguise name, the disguise name gains a point. Every 12 points (1 hour active play time) in the same disguise name increases Disguise DC by 1. Hidden Persona has a cap of Character Levels / 3 (max of 10). Secret Identity's cap is 20.
|
Use: Automatic
|
|
Improved Method: Complex Experimental Device
|
13
|
|
Improved Method: Guerilla Warfare
|
13
|
Type of feat: Cause of Vindication Path, Liberator Epic Bonus, Vigilante Epic Bonus
|
Prerequisite: Liberator 13, Vigilante 13, Method: Skirmish Maneuvers
|
Automatically granted by: Vigilante (Cause of Vindication) 12
|
Required for: None
|
Specifics: The strategist must constantly strategize two steps ahead of the enemy to assure victory even before they know the fight has begun. Gain improved bonus +5 to Hide and Move Silently always (hard bonus). Dirty Fighting also has improved +2 AB (soft), improved to 2 second cooldown reduction, and improved to +2 DC.
|
Use: Automatic
|
|
Improved Method: Nightmare Tactics
|
13
|
Type of feat: Liberator Epic Bonus, Vigilante Epic Bonus
|
Prerequisite: Liberator 13, Vigilante 13, Method: Gruesome Technique
|
Required for: None
|
Specifics: Fear nearby enemies in a medium area of effect of 3.33 meters radius on deathblow, trap triggering, or grenade explosion (AoE is the grenade effect for grenades): Choking Powder (extra +4 DC), Thunderingstone (extra +4 DC), Beholder Dust, and Smoke Bomb. DC of 20 + (intimidation / 5) DC versus will. Method Fear: Until end of round, target runs away from origin of fear with 25% movement speed (75% MS reduction). For 4 rounds: -10 AC, -10 Saves, -10 Skills, -10 AB, 50% Spell Failure. Improved fear 2x radius. Improved DC by +3. However, against player characters this changes to: 1-round fear, -4 malus, 75% movement penalty.
|
Use: Automatic
|
|
Improved Method: Secret Identity
|
13
|
Type of feat: Liberator Epic Bonus, Vigilante Epic Bonus, Harper Scout Class, Zhentarim Operative Class
|
Prerequisite: Liberator 13, Vigilante 13, Method: Hidden Persona
|
Automatically granted by: Harper Scout 5, Zhentarim Operative 5
|
Required for: None
|
Specifics: The vigilante leads two separate lives, perhaps a guard or a simple merchant by day. However, the corruption and incompetence of the law have forced them to take on a persona, a completely different identity, by night to exact justice upon the criminally powerful when no one else will. Each unique disguise identity gains increased difficulty to break over time. For every server tick under the same disguise name, the disguise name gains a point. Every 12 points (1 hour active play time) in the same disguise name increases Disguise DC by 1. Hidden Persona has a cap of Character Levels / 3 (max of 10). Secret Identity's cap is 20.
|
Use: Automatic
|
|
Improved Method: Signature Weapon Mastery
|
13
|
Type of feat: Cause of Vigilance Path, Liberator Epic Bonus, Vigilante Epic Bonus
|
Prerequisite: Liberator 13, Vigilante 13, Method: Signature Weapon
|
Automatically granted by: Vigilante (Cause of Vigilance) 15
|
Required for: None
|
Specifics: Anyone can pick up a blade, but it is the wielder who knows how to make their enemies fear it. Wielder gains increased Attack Bonus (improves to +2 soft to the character and not the weapon so it does not improve DR piercing), Damage (improves to +2), and Intimidation (improves to +5) when wielding the Signature Weapon. Signature Weapons can be chosen via using this feat to target a weapon. Can choose Gloves as a Signature Weapon for Unarmed. Signature Weapon bonus for unarmed will only apply when equipped with a glove or a gauntlet.
|
Use: Automatic
|
|
Roleplay Tips
- Some mechanics developed differently than written, but this original write-up has guidance on class lore.
External Links
- Spreadsheet for Vigilante.