***************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.
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Vigilante Causes
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Level
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BAB
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Fort
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Reflex
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Will
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Feats
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HP
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Vigilance
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Freedom
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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 |
|
|
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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: ...
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Vigilante Causes
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Level
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Feats
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HP
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Vigilance
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Freedom
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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 |
|
|
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Arelith Changes
Change
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Level
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Description
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Brawler
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1
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Type of feat: General, Cavalier Bonus, Divine Champion Bonus, Fighter Bonus, Liberator Class, Vigilante Class
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Prerequisite: Improved Unarmed Strike, Base attack bonus +4
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Automatically granted by: Liberator 1, Vigilante 1
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Required for: Pugilist
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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.
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Use: Automatic
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Special: Monks, Werewolves and while Shapeshifted do not benefit from these feats. All classes except Monks, Weapon Masters, and Arcane Archers can take Brawler/Pugilist as general feats.
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|
Pugilist
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3
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Type of feat: General, Cavalier Bonus, Divine Champion Bonus, Fighter Bonus, Liberator Class, Vigilante Class
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Prerequisite: Brawler, Base attack bonus +9
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Automatically granted by: Liberator 3, Vigilante 3
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Required for: None
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Specifics: The pugilist can wear light armor without losing any unarmed attacks. The pugilist's unarmed damage also scales with 1.5x strength modifier.
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Use: Automatic
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Special: Monks, Werewolves and while Shapeshifted 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
|
|
Ki Barrier
|
3
|
Type of feat: Cause of Vigilance Path
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Automatically granted by: Vigilante (Cause of Vigilance) 3
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Required for: None
|
Specifics: Gains Wisdom Mod as Shield AC passively. While wearing Cloth armor or less, gain full Wis Mod as Shield bonus. While wearing Light Armor, gain only 2/3rds of full Wis Mod. While equipped with a shield or wearing Medium/Heavy armor, lose the full effect of this feat. Ki Barrier can be used in tandem with Parry AC and Divine Shield but won't stack; automatically take highest. Does not disable Ranger's Defensive Dual Wielding bonus.
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Use: Automatic
|
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UBAB
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-
|
Vigilantes are all proficient unarmed fighters and gains +1 APR while fighting unarmed at 4 levels of Vigilante with 7 BAB, and +2 APR at 8 levels of Vigilante with 13 BAB.
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Method: Gruesome Technique
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6
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Type of feat: Cause of Freedom Path, Rogue Bonus, Liberator Bonus, Vigilante Bonus
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Prerequisite: Rogue 7, Liberator 6, Vigilante 6
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Automatically granted by: Harper Scout 3, Vigilante (Cause of Freedom) 5, Zhentarim Operative 3
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Required for: Improved Method: Nightmare Tactics
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Specifics: Fear nearby enemies in a medium area of effect of 3.33 meters radius, on the following:
- Deathblow (No Cooldown)
- Trap triggering (No Cooldown)
- Grenade explosion (AoE is the grenade effect for grenades) (1 minute immunity cooldown for targets):
- Choking Powder (extra +4 DC)
- Thunderingstone (extra +4 DC)
- Beholder Dust
- Smoke Bomb
- Acid/Fire Bomb
DC is of 20 + (intimidation / 5) versus will
Method Fear Effect: 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.
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Use: Automatic
|
Special: Additionally, grants the Use Poison feat.
|
|
Method: Signature Weapon
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6
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Type of feat: Cause of Vigilance Path, Rogue Bonus, Liberator Bonus, Vigilante Bonus
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Prerequisite: Rogue 7, Vigilante 6
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Automatically granted by: Liberator 5, Vigilante (Cause of Vigilance) 5
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Required for: Improved Method: Signature Weapon Mastery
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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.
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Use: Automatic (selected via special abilities feat)
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|
Method: Simple Experimental Device
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6
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Type of feat: Rogue Bonus, Liberator Bonus, Vigilante Bonus
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Prerequisite: Rogue 7, Liberator 6, Vigilante 6
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Required for: Improved Method: Ordnance Familiarity
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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.
Reflex DC on any grenade will be 10 + (Rogue Levels / 3) + Dexterity modifier. Additionally, rogues will apply this formula to any of the normal grenades found in the modules.
Rogues with this feat that have at least 2/3 of their total levels as Rogue levels are immune to their own Choking Powder clouds.
The damage of all grenades increases with your rogue levels as follows:
Acid/Fire Bomb Damage = target [10 + rogue / 4]d6 + splash [1 + rogue/6]d6
Acid/Fire Flask Damage = target [1 + rogue / 4]d6 + splash [0 + rogue/6]d6
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Use: Automatic
|
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Method: Skirmish Maneuvers
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6
|
|
Methods
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-
|
- Simple Experimental Device
- AoE Fear on kill
- 20 + (intim / 5) DC vs will
- +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
- Extra Disguise DC for unique disguises
- 1 DC every 2 Vigilante levels
- Allows setting a different portrait and soundset when disguised
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Improved Methods
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-
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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.
- Increased Fear Radius and DC
- Increased Poison DC
- +2 AB (Soft)
- +5 Hide
- +5 MS
- +2 AB (Soft)
- +2 Dmg
- +5 Intimidate
- 1 DC every 1 Vigilante levels
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Roleplay Tips
- Some mechanics developed differently than written, but this original write-up has guidance on class lore.
External Links
- Spreadsheet for Vigilante.