Vigilante

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Vigilante
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[The Astrolabe]

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

Vigilante Causes
Level Feats HP Vigilance Freedom Vindication
11th Uncanny Dodge 1, Fervent Cause 110 +6 Spot +6 Climb, +6 Sail Brutal Attack 6d6, +6 Bluff, +6 Intimidation
12th 120 Slippery Mind Improved Method: Guerilla Warfare
13th Epic Bonus Feat, Brutal Attack 4d6 130 Uncanny Dodge 3 Brutal Attack 7d6
14th Ki Strike 3 140
15th 150 Improved Method: Signature Weapon Mastery Brutal Attack 8d6, Crippling Strike
16th Epic Bonus Feat, Brutal Attack 5d6 160 Defensive Roll
17th 170 Brutal Attack 9d6
18th 180 Keen Senses
19th Epic Bonus Feat, Brutal Attack 6d6 190 Uncanny Dodge 4 Brutal Attack 10d6
20th 200

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
Type of feat: Vigilante Class
Prerequisite: Vigilante 3
Required for: None
Specifics: "I was not strong enough." The cry is not one of despair; it is the mantra to shape the future. The vigilante has undergone their darkest trial and come out of it with an ironclad will and fortified mind, no matter what hardships or judgment may come.

Level 1: +3 Spot
Level 3: Ki Barrier, Zen Archery
Level 5: Method: Signature Weapon
Level 8: Still Mind
Level 11: +6 Spot
Level 12: Slippery Mind
Level 15: Improved Method: Signature Weapon Mastery
Level 18: Keen Senses
Use: Automatic
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
Type of feat: Rogue Bonus, Liberator Bonus, Vigilante Bonus
Prerequisite: Rogue 7, Liberator 6, Vigilante 6
Required for: Improved Method: Complex Experimental Device
Specifics: Not all battles can achieve victory through overwhelming strength. Innovators may utilize their innovative intelligence to create devices of distraction or devastation, whichever suits their agenda more. Gains access to grenades.
Use: Automatic
Method: Skirmish Maneuvers 6
Type of feat: Cause of Vindication Path, Rogue Bonus, Vigilante Bonus, Vigilante Bonus
Prerequisite: Rogue 7, Liberator 6, Vigilante 6
Automatically granted by: Vigilante (Cause of Vindication) 5
Required for: Improved Method: Guerilla Warfare
Specifics: The strategist must constantly strategize two steps ahead of the enemy to assure victory even before they know the fight has begun. Gain bonus +2 to Hide and Move Silently always (hard bonus). Dirty Fighting also has +1 AB (soft), 1 second cooldown reduction, and +1 DC.
Use: Automatic
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
Type of feat: Liberator Epic Bonus, Vigilante Epic Bonus
Prerequisite: Liberator 13, Vigilante 13, Method: Simple Experimental Device
Required for: None
Specifics: Not all battles can achieve victory through overwhelming strength. The vigilante may utilize their innovative intelligence to create devices of distraction or devastation, whichever suits their agenda more. The Vigilante class levels are now included in the calculations for the grenade's usage and DC. Also improves the failed save breaches for Disjunction Shard from 3 to 4. Baseline 2 breaches are unchanged. Characters with Improved Method: Complex Experimental Device or at least 2/3 of their levels as Rogue and the Method: Simple Experimental Device feat are now immune to their own Choking Powder cloud.
Use: Automatic
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.