Alternatively, a vigilante is uniquely suited to make for a powerful villain, hidden by day behind a mask of civility and a terror at night, free to commit terrible acts without risking discovery. For players, the vigilante offers a unique opportunity to take on the role of a character with a hidden side, and whose life is committed to a secret agenda that he must struggle to advance in a complex world. Not every problem can be solved with a dagger in the dark, and even the most stubborn foe might be become an ally with the proper bribe. For the vigilante, these tasks are both within reach as long as you learn to properly use your dual nature and hidden skills to your fullest advantage. Life can be unfair. Think of the starving peasants forced to toil for the local baron or the common laborers tasked with building the king's newest palace for a mere handful of copper pieces each week. There are those who see these injustices and do nothing.
There are those who are willing to reap the rewards obtained through the suffering of others. Then there are those who see inequality and find themselves driven to take action, outside the law if necessary. These vigilantes operate in plain sight, hiding behind respectable personas by day, but donning alternate guises by night to right the wrongs they see all around them. Not all vigilantes are out to make the world a better place. Some criminals hide behind the pretense of being ordinary folk, only to become terrors in the shadows, stealing and killing to fulfill some dark agenda. In either case, the vigilante is a character of two natures—the face that everyone knows and the mask that inspires fear. Role: A vigilante can take on many tasks within a group.
Most are skilled at negotiating delicate social situations and courtly intrigue, but they can also serve as stealthy spies or even brutish warriors in dangerous environments. Alignment: Any. Hit Die: d.
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Starting Wealth: 5d. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make- up, altering his hair, and adjusting other personal effects.
Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante's dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.
A vigilante's two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Seamless Guise (Ex)A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +2. Social Talent. Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent.
Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.
Any Guise (Su): A vigilante can use his everyman social talent to disguise himself as any specific person, even a king or high priest. Furthermore, if the actual individual wouldn't normally be able to be found via magic (such as by being dead or protected from divinations designed to locate the individual), such divinations always find the vigilante instead. A vigilante must be at least 1.
Aristocrat’s Acumen (Ex): A vigilante with this talent must follow specific dietary and sexual prohibitions in his social identity or he loses the talent’s benefit until he atones. He can treat settlements as one size category larger when determining their base values and purchase limits. At 9th level, the vigilante can treat settlements as two size categories larger for the above purposes. At 1. 5th level, the vigilante can treat settlements as four size categories larger for the above purposes. Online streaming Get Cooking With The Stars in english with subtitles 4320p.
Source. PCS: ISICase the Joint (Ex): The vigilante can use his social identity to learn important facts about a location before returning later in his vigilante identity. If he spends at least 1 hour in a location while in his social identity, he can attempt a DC 2. Knowledge (engineering) check.
If he succeeds, he gains the ability to later reroll any one failed skill check involving the location's layout (such as a Stealth check to sneak into the location, a Disable Device check to disable an alarm, or a Sleight of Hand check to snatch an object from a pedestal). For every 1. 0 by which the check exceeds 2. If the vigilante fails to return to the location within 1 week, the situation changes too much and he cannot use the rerolls. A vigilante can't case the same joint more than once a week. Celebrity Discount (Ex): The vigilante's social identity is popular enough to receive discounts in his area of renown. Whenever he buys an item in his area of renown that costs 5.
If he has the great renown social talent, the gp limit increases to 2,0. A vigilante must be at least 3rd level and have the renown social talent to select this talent. Celebrity Perks (Ex): The vigilante is a celebrity in his area of renown, and adoring fans are all too eager to shower him with the fundamental necessities. While within his area of renown, he can always receive common meals or lodging (worth up to 1 gp per meal or night) for free, and can avoid paying taxes or bribes of 1 gp or less. If he wants a particular non- magical item worth 1 gp or less, he can spend 1d.
If he has the great renown social talent, he can receive gifts of up to 5 gp, receive fine food and lodgings (worth up to 1. If he has incredible renown, he can receive gifts of up to 2. A vigilante must be at least 5th level and have the renown social talent to select this talent. Companion to the Lonely (Ex): Whether religiously motivated or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of his double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to his Charisma bonus or his partner’s Charisma bonus, whichever is higher. For the next 2. 4 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma- based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower.
Source. PCS: ISIDiscreet Inquiries (Ex): The vigilante can attempt Diplomacy checks to gather information without being obvious he is seeking any, whether by buying the silence of informants or by talking foes into revealing information without realizing they are doing so. While the vigilante is in his area of renown, gathering information in this way takes 2d.