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|'''Methods'''
|'''[[Improved Method: Complex Experimental Device]]'''
| -
| 13
|  
| {{:Improved Method: Complex Experimental Device/feat}}
* Simple Experimental Device
:* Access to Grenades
* Gruesome Technique
:* AoE Fear on kill
:* 20 + (intim / 5) DC vs will
* Skirmish Maneuvers
:* +1 AB (Soft Bonus only when using Dirty Fighting)
:* +2 Hide (constant and a hard bonus)
:* +2 MS (constant and a hard bonus)
* Signature Weapon (Bonus only when Wielding Signature Weapon (no unarmed))
:* +1 AB (Soft)
:* +1 Dmg
:* +2 Intimidate
* Hidden Persona
:* Extra Disguise DC for unique disguises
:* 1 DC every 2 Vigilante levels
:* Allows setting a different portrait and soundset when disguised


|-
|-
|'''[[Improved Method: Complex Experimental Device]]'''
|'''[[Improved Method: Guerilla Warfare]]'''
| 13
| 13
| {{:Improved Method: Complex Experimental Device/feat}}
| {{:Improved Method: Guerilla Warfare/feat}}


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| 13
| 13
| {{:Improved Method: Signature Weapon Mastery/feat}}
| {{:Improved Method: Signature Weapon Mastery/feat}}
|-
|'''Improved Methods'''
| -
| Selectable with epic bonus feats, must have basic method to choose improved.
* Complex Experimental Device
:* Vigilante levels count towards
:* Grenade DC scaling
:* Vigilante and Liberator levels towards Rogue grenades for usage and DC calculation. It also improves the failed save breaches for Disjunction Shard from 3 to 4. Baseline 2 breaches are unchanged.
* Nightmare Tactics
:* Increased Fear Radius and DC
:* Increased Poison DC
* Guerilla Warfare
:* +2 AB (Soft)
:* +5 Hide
:* +5 MS
* Signature Weapon Mastery
:* +2 AB (Soft)
:* +2 Dmg
:* +5 Intimidate
* Secret Identity
:* 1 DC every 1 Vigilante levels


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Revision as of 16:45, 2 January 2023

Characters

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***************DRAFT ON THE PGCC - NO PROMISES THAT THIS IS CURRENT, CORRECT, PERMANENT, OR ANYTHING***************

Vigilante is a custom prestige class (PGCC ONLY) 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

Feats: Dirty Fighting, Bluff 4

Class: Cannot take levels in Liberator.

Class Features

Hit die: d10

Proficiencies: Armor (light, medium), weapons (martial, simple)

Skill points: 6 + int modifier ( (6 + 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, Will

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 +2 Unarmed Fighting, Brawler 10 +3 Spot +3 Climb, +3 Sail +3 Bluff
2nd +2 +0 +3 +3 Fearless +2 20
3rd +3 +1 +3 +3 Cause, Pugilist 30 Ki Barrier, Zen Archery Evasion, Uncanny Dodge 1 Use Poison, Improved Sneak Attack 1
4th +4 +1 +4 +4 Brutal Attack 1d6 40 UBAB*
5th +5 +1 +4 +4 Fearless +4, Ki Strike 1 50 Signature Weapon Gruesome Technique Skirmish Maneuvers
6th +6 +2 +5 +5 Method I 60
7th +7 +2 +5 +5 Brutal Attack 2d6 70 Skill Mastery Uncanny Dodge 2 Improved Sneak Attack 2
8th +8 +2 +6 +6 Fearless +6 80 UBAB*
9th +9 +3 +6 +6 Fear Immune, Method II, Ki Strike 2 90 Slippery Mind Defensive Roll Crippling Strike
10th +10 +3 +7 +7 Brutal Attack 3d6 100

Epic Vigilante

Bonus feats: The epic Vigilante gains a bonus feat...

Epic Vigilante feats: ? Improved Ki Strike 4, Epic Dodge, Blinding Speed, Great Dexterity, Armor Skin, Epic Toughness, Epic Weapon Focus

Epic Vigilante bonus feats: Improved Methods

Unavailable epic feats: ...

Vigilante Causes
Level Feats HP Vigilance Freedom Vindication
11th Uncanny Dodge 1, Fervent Cause 110 +6 Spot +6 Climb, +6 Sail +6 Bluff
12th 120
13th Epic Bonus Feat, Brutal Attack 4d6 130 Keen Senses Uncanny Dodge 3 Improved Sneak Attack 3
14th Ki Strike 3 140
15th 150 Improved Signature Weapon Imp Evasion Guerilla Warfare
16th Epic Bonus Feat, Brutal Attack 5d6 160
17th 170 Perfect Self Uncanny Dodge 4 Improved Sneak Attack 4
18th 180
19th Epic Bonus Feat, Brutal Attack 6d6 190
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
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, Vigilante 6
Automatically granted by: Liberator 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: Ordnance Familiarity
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
Vigilante
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[The Astrolabe]
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Notes

  • None

References

  • None


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: Vigilante 13, Method: Signature Weapon
Automatically granted by: Vigilante (Cause of Vigilance) 15, Liberator 12
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.