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Ult1mate 1ntr1gue
Playtest
Credits
Lead Designer • Jason Bulmahn
Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter
Authors • Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter

Creative Director • James Jacobs Publisher • Erik Mona


Editor-in-Chief • F. Wesley Schneider Paizo CEO • Lisa Stevens
Executive Editor • James L. Sutter Chief Operations Officer • Jeffrey Alvarez
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Director of Sales • Pierce Watters 536736

Senior Developer • Rob McCreary Sales Associate • Cosmo Eisele


Developers • John Compton, Adam Daigle, Mark Moreland, and Marketing Director • Jenny Bendel
Owen K.C. Stephens Vice President of Finance • Christopher Self
Assistant Developers • Crystal Frasier, Amanda Hamon Kunz, Staff Accountant • Ashley Kaprielian
and Linda Zayas-Palmer Data Entry Clerk • B. Scott Keim
Chief Technical Officer • Vic Wertz
Senior Editors • Judy Bauer and Christopher Carey Software Development Manager • Cort Odekirk
Editors • Joe Homes and Jason Keeley Senior Software Developer • Gary Teter
Campaign Coordinator • Mike Brock
Managing Art Director • Sarah E. Robinson Project Manager • Jessica Price
Senior Art Director • Andrew Vallas Licensing Coordinator • Michael Kenway
Art Director • Sonja Morris
Graphic Designer • Emily Crowell Community Team • Liz Courts and Chris Lambertz
Customer Service Team • Sharaya Kemp, Katina Mathieson,
Sara Marie Teter, and Diego Valdez
Warehouse Team • Will Chase, Mika Hawkins, Heather Payne,
Jeff Strand, and Kevin Underwood
Website Team • Christopher Anthony, Winslow Dalpe, Lissa
Guillet, Julie Iaccarino, Erik Keith, and Scott Spalding

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or
the 3.5 edition of the world’s oldest fantasy roleplaying game.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), Paizo, Inc.
dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 7120 185th Ave. NE
Open Game Content or are in the public domain are not included in this declaration.) Ste 120
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product Redmond, WA 98052
are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than paizo.com
the material designated as Open Game Content may be reproduced in any form without written permission.

Ultimate Intrigue Playtest is published by Paizo Inc. under the Open Game License version 1.0a © 2000 Wizards of the Coast,
Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks
of Paizo Inc.; Pathfinder Roleplaying Game, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure
Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder
Pawns, Pathfinder Player Companion, and Pathfinder Tales are trademarks of Paizo Inc. © 2015 Paizo Inc.

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paizo.com, Will Martin <public@atuan.com>, Jul 4, 2015

AN INTRIGUING PLAYTEST
Welcome to the Ultimate Intrigue playtest. This want to you here your opinions and thoughts, actual
thrilling book is due out in early 2016, but we here in the playtest feedback is of more use to us as we evaluate the
Pathfinder design dungeon wanted you to get a chance strengths and weaknesses of this class. Be sure to test
to play with one of the fun new options in this book right your vigilante in social encounters and let us know how
now! In this document you will find rules for a brand he functions in that role. Finally, please be polite and
new class, the vigilante. Nobleman, merchant, or even patient with your fellow playtesters. Remember, we are
simple baker by day, this character takes on an alternate all here to make this class the best it can be.
persona by night to take the fight to his enemies! The playtest boards will remain open until July 20th,
This class is unlike any other we have ever put together. 2015, but we will create a special thread for one last round
It has two entirely separate roles at the table, one of which of feedback after that primary playtest is over. Details on
is focused around social encounters, while the other is this special thread will be posted in the messageboards.
great for adventuring, taking on one of many different Finally, I want to take a moment to thank you for
funcitons in the group. We hope you will take this class participating in the playtest for Ultimate Intrigue. I
and add it to your game. Play it for a few levels and let know I speak on behalf of the entire design team when I
us know what you think! If you are a GM, incorporate a say that we are looking forward to seeing what you think!
vigilante as a villain or NPC that the PCs must deal with.
We think you will find that this class gives you a number
of interesting ways challenge your players!
Once you’ve gotten a chance to play the vigilante a
bit, head on over to the messageboards at paizo.com.
We’ve set up a playtest forum for you to give us your Jason Bulmahn
feedback on this class. I should stress that while we do Lead Designer

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Vigilante
Life can be unfair. From the starving peasants forced to They can serve as skilled arcane spellcasters, feverish
toil for the local baron to the common laborers tasked zealots, stealthy spies, or even brutish warriors.
with building the king’s newest palace for a mere handful Alignment: Any.
of copper pieces each week. There are those who see these Hit Die: d8.
injustices and do nothing. They are complicit, willing Starting Wealth: 5d6 × 10 (average 175 gp)
to reap the rewards obtained through the suffering of
others. Then there are those who see the inequality and CLASS SKILLS
f ind themselves driven to take action, outside the law The vigilante’s class skills are Bluff (Cha), Craft (Int),
if necessary. These vigilantes operate in plain sight, Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),
hiding behind respectable personas by day, but donning Knowledge (local) (Int), Perception (Wis), Perform (Cha),
alternate guises by night to right the wrongs they see all Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex),
around them. and Stealth (Dex).
Not all vigilantes are out to make the world a better Skill Ranks per Level: 6 + Int modifier.
place. These criminals hide behind the pretenses of being
ordinary folk, only to become terrors in the shadows, CLASS FEATURES
stealing and killing to fulfill some dark agenda. In either The following are the class features of the vigilante.
case, the vigilante is a character of two natures, the face Weapon and Armor Proficiencies: Vigilantes are proficient
that everyone knows and the mask that inspires fear. with all simple and martial weapons and with light armor,
Role: The vigilante can take on many tasks within a medium armor, and shields (except tower shields).
group. While most are skilled at negotiating delicate social Dual Identity (Ex): Starting at 1st level, a vigilante learns
situations and courtly intrigue, their role in dangerous to hide his true identity, allowing him to move about
environments depends heavily on their specialization. social circles and nobility without carrying the stigma of

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being a ruthless vigilante. In effect, the vigilante has two abilities granted to him when he assumes his vigilante
identities: one is a polite member of society while the other identity. Once this choice is made, it cannot be changed.
is a skilled and cunning warrior. To keep up this charade, Each specialization grants a base ability at 1st level and a
the vigilante usually has two names, his true name used number of class skills. In addition, each specialization has
in polite company and his vigilante name used to strike a number of unique talents that can be selected with the
fear in those who oppose him. Knowledge checks about talent class feature. The base ability and bonus class skills
one do not reveal information about the other, unless the apply when the vigilante is in either of his identities, but
vigilante has been captured and his identity revealed to all of the other abilities are available only when he is in his
the world at large. vigilante identity, unless stated otherwise. If a talent calls
The vigilante can start each day in either of his identities, for a saving throw, the DC for that save is equal to 10 + 1/2
referred to simply as social or vigilante. Changing from the vigilante’s level + the vigilante’s Charisma modifier,
one identity to another takes 5 minutes and must be done unless stated otherwise.
out of sight from other creatures to preserve the vigilante’s Vigilante Talent: Starting at 2nd level and every 2 levels
secrets. Changing identities is more than just changing thereafter, a vigilante gains a vigilante talent. When
outfits and clothing (although that is certainly a part of choosing a talent, a vigilante can select from among any
it); it often also involves make-up, hair, and other personal of the talents listed in his vigilante specialization. Unless
effects. Furthermore, the change is as much a state of otherwise noted, a talent can be selected only once. Some
mind as of body, so items like hat of disguise do not reduce talents require the vigilante to meet other prerequisites
the time required to change identities. Many of the class before they can be chosen, such as possessing another
features of the vigilante are usable only when the vigilante vigilante talent or attaining a minimum level. Once a
is in one of his two identities, as noted in the ability. talent has been chosen, it cannot be changed.
A vigilante can possess two alignments, one for each of Renown (Ex): At 3rd level, a vigilante becomes known
his identity. When in an identity, he is treated as having for deeds and abilities, regardless of his current identity.
that identity’s alignment for all spells, magic items, and This renown grants him favorable treatment in civilized
abilities that target alignment. For the purposes of meeting company and lends and air of menace while facing down
a qualification for a feat, class, or other ability, he is only his enemies.
eligible if both of his alignments meet the requirements. While he is in his social identity, a vigilante can spend 1
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A vigilante’s two alignments must be within one step of week gaining renown among the locals of any community
each other. For example, a vigilante with a lawful neutral of no more than about 200 individuals (a village if using
social identity could have a vigilante identity that is neutral, settlement statistics). This could be the entire community
lawful good, lawful neutral, or lawful evil. If a vigilante is or a smaller neighborhood in a larger settlement. He must
the target of an effect that would change his alignment, spend at least 4 hours each day socializing and making
it changes both alignments to the new alignment. Any contacts. After spending 1 week, whenever he is in his
attempts to scry or otherwise locate the vigilante work only social identity, all NPCs treat their starting attitude toward
if the vigilante is currently in an identity known to the him as one category better, as long as their initial attitude
creature attempting to locate him. If he is in an identity would have at least been indifferent (see the Diplomacy
unknown to the creature, the spell or effect has no effect, skills on pages 93–94 of the Pathfinder RPG Core Rulebook).
revealing nothing but darkness as if the target was invalid While he gains renown in an area using his social
or did not exist. identity, he also spreads rumors and tales about his
Social Grace (Ex): Starting at 1st level, a vigilante learns vigilante identity. Once he has gained renown in a
to behave in a way that appears perfectly proper and normal community, whenever he is in his vigilante identity, he
for his chosen social identity. Should anyone suspect him of gains a +4 circumstance bonus on Intimidate skill checks.
being anything other than what he appears to be while in his This bonus applies only while he is within a number of
social identity, he can make a Disguise skill check with a +20 miles equal to his vigilante level from the community in
circumstance bonus to appear as a member of polite society. which he has gained renown.
Starting at 2nd level, the vigilante can select any one A vigilante can hold renown in only a limited number
Intelligence-, Wisdom-, or Charisma-based skill. Whenever of communities (one or possibly two at higher levels). If he
the vigilante is in his social identity, he receives a +4 gains renown in a new community, he must decide which
circumstance bonus on checks with the selected skill. At one of his previous communities to lose. These bonuses
6th level, and every 4 levels thereafter, he can select another and abilities are subject to GM approval. The GM might
skill (with the same restrictions) to gain this bonus. rule that an NPC or monster has not heard the tales or, in
Vigilante Specialization (Ex): At 1st level, a vigilante rare cases, might respond negatively if the NPC targeted by
must select a specialization that determines many of the the check is a foe of the vigilante.

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Table 1–1: Vigilante


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +2 Dual identity, social grace, vigilante specialization
2nd +1 +0 +3 +3 Vigilante talent
3rd +2 +1 +3 +3 Renown (lesser)
4th +3 +1 +4 +4 Vigilante talent
5th +3 +1 +4 +4 Startling appearance
6th +4 +2 +5 +5 Vigilante talent
7th +5 +2 +5 +5 Loyal aid
8th +6/+1 +2 +6 +6 Vigilante talent
9th +6/+1 +3 +6 +6 Many guises, renown (greater)
10th +7/+2 +3 +7 +7 Vigilante talent
11th +8/+3 +3 +7 +7 Frightening appearance
12th +9/+4 +4 +8 +8 Vigilante talent
13th +9/+4 +4 +8 +8 Quick change
14th +10/+5 +4 +9 +9 Vigilante talent
15th +11/+6/+1 +5 +9 +9 Renown (true)
16th +12/+7/+2 +5 +10 +10 Vigilante talent
17th +12/+7/+2 +5 +10 +10 Stunning appearance
18th +13/+8/+3 +6 +11 +11 Vigilante talent
19th +14/+9/+4 +6 +11 +11 Everyman
20th +15/+10/+5 +6 +12 +12 Vengeance strike, vigilante talent

At 9th level, the vigilante can gain renown in a single information, cover for his two identities, or perform
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community of up to 5,000 individuals (a large town) or minor tasks. Inside his area of renown, a vigilante with
up to two smaller communities of no more than 2,000 this ability gains a bonus on Diplomacy checks made to
individuals each (two small towns). The bonus while gather information equal to 1/2 his vigilante level.
he is in his social identity remains unchanged, but the In addition, if the vigilante wants, he can task his friends
circumstance bonus to Intimidate while he is in his to help cover for him by spreading false tales of his location
vigilante identity increases to +6. and activities to others. This has the effect of increasing the
At 15th level, the vigilante can gain renown in a single DC of Diplomacy checks made to gather information about
community of up to 25,000 individuals (a large city) or up the vigilante and Survival checks made to track him by an
to two smaller cities of no more than 10,000 individuals amount equal to his level. This lasts for 1 day, and can be
each (two small cities). The bonus while he is in his social used only once per week.
identity remains unchanged, but the circumstance bonus Finally, once per day, the vigilante can ask his allies
to Intimidate while in he is in his vigilante identity to perform a minor task for him. This usually involves
increases to +8. delivering a message, purchasing a piece of mundane gear
Startling Appearance (Ex): At 5th level, a vigilante learns worth 100 gp or less (which the vigilante must pay for), or
to use the element of surprise to his advantage, startling retrieving an object owned by the vigilante (that would
foes that are unaware of his presence. Whenever a vigilante be easily accessible by the ally). This task might take other
with this ability makes an attack against a foe that is forms as well, subject to GM discretion, but can never involve
completely unaware of the vigilante’s presence (usually combat or danger.
due to Stealth or invisibility), the foe is treated as f lat- Many Guises (Ex): At 9th level, a vigilante can take on
footed for the rest of the vigilante’s turn (uncanny dodge any number of mundane guises. Whenever he changes his
or a similar ability prevents this effect unless the vigilante identity, he has a third option (instead of social or vigilante):
is at least 4 levels higher than the foe with uncanny dodge) he can become mundane. The mundane identity is not a
and the foe takes a –4 penalty on attacks made against the specific individual. Each one is created at the moment it
vigilante until the start of the vigilante’s next turn. is assumed, and quickly forgotten as soon as it is removed.
Loyal Aid (Ex): At 7th level, a vigilante gains the service While in a mundane identity, the vigilante does not gain
of a number of loyal allies that can help him gather the benefit of either his social or vigilante identity, but

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instead appears as a member of his race, usually a common of startling appearance and frightening appearance. Once
laborer, farmer, or peasant of any gender. His alignment a creature has been the target of this ability (regardless of
is treated as neutral when he is in his mundane identity. whether or not the save is successful), it is immune to that
While in this identity, he has a +20 circumstance bonus on vigilante’s stunning appearance for 24 hours. This is a
Disguise skill checks to appear like an ordinary member mind-affecting fear effect.
of his race. Spells and abilities that are looking for the Everyman (Su): At 19th level, a vigilante can take on the
vigilante in either of his other identities fail while he is appearance of a specific individual whenever he assumes a
in his mundane identity. He must build the appearance mundane guise. The individual must be a farmer, laborer,
for this identity using whatever clothing and tools he has or peasant. While disguised as this individual, the vigilante
at his disposal. While he can use magic (such as a hat of receives a +20 circumstance bonus on Disguise skill checks
disguise), his mundane identity can never be anything to appear as that individual and any spell or ability designed
other than an ordinary member of a society or large group to locate the individual has a 50% chance of finding the
(subject to GM discretion). vigilante or the actual individual. Although this doesn’t
Frightening Appearance (Ex): At 11th level, whenever grant the vigilante any special knowledge of the individual,
the vigilante with this ability makes an attack against the vigilante’s training grants him a +10 circumstance
a foe that is unaware of the vigilante’s presence (see bonus on Bluff skill checks to properly play the part of the
startling appearance above), the vigilante can, as a free specific individual.
action, make an Intimidate skill check to demoralize Vengeance Strike (Ex): At 20th level, a vigilante can
the target of his attack and any enemies with 10 feet spend a standard action to study a target that is unaware
who witness the attack. This check is attempted before of the vigilante (or does not see him as a threat). He can
the attack roll against the foe is made and resolved. The continue to spend standard actions in this way, up to a
vigilante rolls only one Intimidate check and applies the maximum of 5 standard actions, but all must be spent in
result to all the targets. If the check succeeds against the consecutive rounds. After studying a target, the vigilante
target of his attack, that foe is also frightened for 1 round, can, in the next round, declare that he is making a
in addition to being shaken as normal, unless the foe vengeance strike against the target. For each round spent
succeeds on a Will save (DC = 10 + 1/2 the vigilante’s class studying the target, the vigilante can grant himself a +4
level + his Charisma modif ier). Once a creature has been circumstance bonus on the attack roll, gain +3d6 points
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the target of this ability (either as the target of the attack of precision damage, or treat his die roll as if it were 2
or as a nearby creature, regardless of whether or not it was higher for the purpose of determining if the attack hit
successful) it is immune to that vigilante’s frightening or if it threatens a critical hit (maximum 20). Each round
appearance for 24 hours. This effect is in addition to the of study can be spent in a different way, but each round
bonuses gained from the startling appearance ability. of study must be allocated before the attack roll is made.
This is a mind-affecting fear effect. A vengeance strike must be declared within 1 round of
Quick Change (Ex): At 13th level, a vigilante learns to studying a target and all rounds of study are expended
shift between his identities with ease. Instead of needing 5 when the vigilante declares a vengeance strike.
minutes to change his identity, he can now do so as a full-
round action. If he uses this ability and he encounters any VIGILANTE SPECIALIZATIONS
creature familiar with both of his identities, he must make The vigilante can choose between the following sets of
a Disguise skill check to avoid the creature seeing through abilities for his vigilante identity.
his hastily donned disguise and realizing that they are, in
fact, the same person. The vigilante can spend 1 minute Avenger
adjusting and perfecting his appearance to negate the Rushing from the shadows with a blade held high, the
need for this check. avenger vigilante uses skill at arms to strike down his
Stunning Appearance (Ex): At 17th level, a vigilante can foes. With an impressive array of combat-focused abilities,
leave his foes unable to respond when he appears. Whenever he can bring vengeance to those who have wronged him
a vigilante with this ability makes a successful attack or his ideals.
against a foe that is unaware of the vigilante’s presence Class Skill: In addition to the standard class skills
(see startling appearance above), the foe must make a Will of the vigilante, the avenger vigilante also gains the
save with a DC equal to 10 + 1/2 the vigilante’s level + the following class skills: Climb (Str), Intimidate (Cha),
vigilante’s Charisma modifier or be stunned until the end Knowledge (dungeoneering), Ride (Dex), Survival (Wis),
of the vigilante’s next turn. If the creature has more HD and Swim (Str).
than the vigilante’s level, it receives a +4 circumstance Base Ability: The avenger vigilante gains the following
bonus on this save. This ability is in addition to the effects ability, regardless of his current identity.

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Assault Training (Ex): Starting at 1st level, the avenger Heavy Training (Ex): The avenger vigilante gains Heavy
vigilante treats his vigilante level as his base attack bonus Armor Proficiency as a bonus feat. The armor silence and
instead of the bonuses listed on Table 1–1. He adds this armor skin vigilante talents also apply to heavy armor.
value to any other base attack bonus gained from other Living Shield (Ex): Whenever the avenger vigilante is
classes or racial Hit Dice as normal. grappling a creature and is targeted by an attack, he can,
Vigilante Talents: An avenger vigilante can select from as an immediate action, attempt a combat maneuver check
any of the following vigilante talents. against the target of his grapple (this combat maneuver
Armor Silence (Ex): The avenger vigilante doesn’t apply check doesn’t count as a combat maneuver check to
the armor check penalty for light and medium armor on grapple). If he succeeds, the target of his grapple becomes
Stealth skill checks. The penalty applies to other skill the new target of the attack. If the check fails, the target
checks as normal. escapes the grapple and the avenger is the target of the
Armor Skin (Ex): The avenger vigilante’s armor is like a attack as normal. This ability must be used after the attack
second skin. He doesn’t apply the armor check penalty for is declared against the avenger vigilante, but before the
light and medium armor on Acrobatics and Escape Artist attack is made and the results revealed.
skill checks. The avenger vigilante must possess the armor Mad Rush (Ex): Whenever the avenger vigilante charges,
silence vigilante talent before choosing this talent. he can make a full attack. Whenever he uses this ability, he
Close the Gap (Ex): Each round, at the start of his turn, the takes a –4 penalty to his AC until the start of his next turn
avenger vigilante can designate one foe within 20 feet that (in addition to the AC penalty for charging). An avenger
isn’t adjacent to him. When he moves, he doesn’t provoke vigilante must be at least 12th level to select this talent.
attacks of opportunity from that foe as long as he ends his Nothing Can Stop Me (Ex): Once per round, while the
move adjacent to that foe. If he charges that foe, he does avenger vigilante is moving, he can make one free attack
not take the –2 penalty to his AC on any attacks made by against an unattended object that is in the way of his path,
the designated foe. such as a door, table, or other obstacle. If his attack deals
Combat Skill (Ex): The avenger vigilante gains any one enough damage to destroy the object, he can continue to
combat feat as a bonus feat. He must meet the prerequisites move without interrupting his action. If he doesn’t deal
for this feat, but he is treated as though he had a number enough damage, his move ends. This attack doesn’t count
of fighter levels equal to 1/2 his vigilante level for the against his attacks this round, and is made as part of his
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purposes of qualifying for this feat. The avenger vigilante move. If his attack inadvertently targets a creature (such as
can select this talent more than once; each time he must a mimic), it automatically misses and his move ends.
select a different feat. Shield of Fury (Ex): The avenger vigilante gains Improved
Environment Weapon (Ex): When the avenger vigilante Shield Bash as a bonus feat. In addition, if he is at least 6th
gains this talent, he must select one type of terrain from level, he is treated as if he has the Two-Weapon Fighting feat
the list of ranger favored terrains. While in the selected as long as one of the weapons used is a shield. He may take
environment, the avenger can f ind an improvised feats that require Two-Weapon Fighting as a prerequisite,
weapon if there are any loose or moveable objects around but these feats only apply while he is wielding a shield as
(subject to GM discretion) as a swift action. He doesn’t one of his weapons (unless he takes Two-Weapon Fighting
take a penalty for using these improvised weapons. For as normal, in which case this restriction is lifted).
example, if the avenger vigilante selected the urban Signature Weapon (Ex): The avenger vigilante must select
environment, he might attack a foe with a chair, an empty one type of weapon (such as longsword or crossbow) when
bottle, or even a door. he gains this talent. He gains Weapon Focus as a bonus
Favored Maneuver (Ex): The avenger vigilante must feat for his selected weapon. At 8th level, he also gains
select one type of combat maneuver when he gains this Weapon Specialization as a bonus feat for his selected
talent. He gains the Improved feat corresponding to weapon. He doesn’t have to meet any of the prerequisites
that combat maneuver. He gains a +2 circumstance for these feats.
bonus on checks to make that combat maneuver against Suckerpunch (Ex): Whenever the avenger vigilante attacks
a foe that is unaware of the vigilante at the start of his a foe who is unaware of his presence (or who views him as
combat maneuver. An avenger vigilante can select this an ally), and the attack deals nonlethal damage, the attack
talent more than once. Each time, it applies to a different deals an additional 1d6 points of nonlethal damage. This
combat maneuver. additional damage increases by 1d6 at each of 6th, 12th,
Fist of the Avenger (Ex): The avenger vigilante gains and 18th levels.
Improved Unarmed Strike as a bonus feat. In addition, Unexpected Strike (Ex): The avenger vigilante gains Quick
whenever he attacks with his fist or a gauntlet, he adds 1/4 Draw as a bonus feat. At 8th level, he can draw hidden
his vigilante level to damage, to a maximum of +5. weapons as a swift action (instead of a move action).

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Unkillable (Ex): The avenger vigilante gains Diehard as a returning later in his vigilante identity. If he spends at
bonus feat. At 12th level, he doesn’t lose hit points when he least 1 hour in a location while in his social identity, he
takes a standard action while disabled. can attempt a DC 20 Knowledge (engineering) check. If he
Vital Punishment (Ex): The avenger vigilante gains Vital succeeds, he gains the ability to reroll any one failed skill
Strike as a bonus feat. Once per round, before he makes check involving the location’s layout (such as Stealth to
an attack of opportunity, he can declare it to be a vital sneak into the location, Disable Device to disable an alarm,
punishment. If the attack hits, the avenger vigilante can or Sleight of Hand to snatch an object from a pedestal). For
apply Vital Strike. The avenger can apply Improved Vital every 10 by which the check exceeds 20, the stalker gains
Strike or Greater Vital Strike as his vital punishment an additional reroll. If the stalker vigilante fails to return
instead if he later gains those feats. The avenger vigilante to the location within one week, the situation changes too
must be at least 6th level before taking this talent. much, and he cannot use the rerolls. A stalker vigilante
cannot case the same joint more than once a week.
Stalker Expose Weakness (Ex): The stalker vigilante can use
The stalker vigilante moves f luidly through the night, sneaky tricks in order to make it easier to damage a foe,
securing areas and manipulating objects and information whether it be throwing a fine dust of cold iron over a fey
with ease, all in pursuit of some mysterious goal. or melting a glob of silver onto a lycanthrope’s hide. The
Class Skill: In addition to the standard class skills of the stalker vigilante can add the ability to reduce a creature’s
vigilante, the avenger vigilante also gains the following damage reduction or hardness by 10 to the list of options
class skills: Acrobatics (Dex), Appraise (Int), Climb (Str), when attempting a dirty trick combat maneuver check
Disable Device (Dex), Knowledge (engineering), and Use (Pathfinder RPG Advanced Player’s Guide 320). This does not
Magic Device (Cha). stack with itself, and it does not work against creatures
Base Ability: The stalker vigilante gains the following with DR/—.
ability, regardless of his current identity. Foe Collision* (Ex): The stalker vigilante shoves one of his
Hidden Strike (Ex): Starting at 1st level, the stalker vigilante foes into another. When the stalker vigilante deals hidden
gains the ability to deal 1d6 extra precision damage on strike damage with a melee attack, he can also deal an
melee attacks (or ranged attacks from within 30 feet) against amount of nonlethal damage equal to the extra damage
foes who are unaware of his presence (or who consider him from hidden strike to an opponent adjacent to the first
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an ally). This extra damage increases by 1d6 at 3rd level (even if the second opponent is out of his reach). Unlike
and every 2 vigilante levels thereafter. A stalker vigilante normal, this vigilante talent applies to any successful
can also deal hidden strike damage to a target that he is hidden strike.
f lanking or that is denied its Dexterity bonus to AC, but in Hide in Plain Sight (Ex): The stalker vigilante can vanish
these cases, the damage dice are reduced to d4s. A stalker right before his foes’ eyes, even when being observed. As
vigilante can deal hidden strike damage against targets long as he is within 10 feet of dim light (his own shadow
with concealment (but not total concealment). doesn’t count), he can hide without anything to actually
Vigilante Talents: A stalker vigilante may select from hide behind. A stalker vigilante must be at least 8th level
any of the following talents. A stalker vigilante can apply to choose this talent.
only one talent marked with an asterisk (*) to a given hidden Leave an Opening* (Ex): The stalker vigilante’s hidden
strike, and only when that hidden strike is dealt against a strike leaves an unbalancing opening in a foe’s defenses,
foe that is unaware of the stalker vigilante (or who considers setting himself up to attack again. At the beginning of the
him an ally), unless otherwise noted. foe’s next turn, if the stalker vigilante threatens the foe,
Another Day (Ex, Su): When the stalker vigilante is the foe provokes an attack of opportunity from the stalker
dropped unconscious due to hit point damage, he vigilante. Multiple attacks against the same foe do not
automatically stabilizes, but he also appears to be dead, create multiple attacks of opportunity in the same round
unless an examining creature succeeds at a Heal check (but attacks against several foes can cause each to provoke
(DC = 20 + the stalker’s vigilante level) or a caster level one attack of opportunity).
check with the same DC if using magic like deathwatch Mighty Ambush* (Ex): The stalker vigilante can instantly
(affecting spells is supernatural; the rest of the ability is knock out an opponent whom he gets the drop on. Once
extraordinary). The stalker vigilante counts as having per round when he makes a successful hidden strike, he
received aid and automatically succeeds at the Constitution can instantly drop the damaged enemy unconscious for
check to become conscious after 1 hour (unless he has 1d4 rounds (Fort negates, DC = 10 + 1/2 the vigilante’s level
actually died in the meantime). + the higher of the vigilante’s Strength and Dexterity
Case the Joint (Ex): The stalker vigilante can use his social modifiers). Whether or not a creature successfully saves
identity to learn important facts about a location before against this ability, it can’t be affected by that stalker

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vigilante’s mighty ambush again for 24 hours. A stalker within 30 feet. A stalker vigilante must be at least 6th level
vigilante must be at least 10th level to choose this talent. to choose this talent.
Mockingbird (Ex): The stalker vigilante can mimic almost Strike the Unseen (Ex): The stalker vigilante gains Blind-
any sort of voice, or even animal calls and sound effects, and Fight as a bonus feat and can deal hidden strike damage
he can throw his voice at a distance. This functions similarly against targets with total concealment. At 10th level,
to a combination of the ghost sound, ventriloquism, and vocal he gains Improved Blind-Fight as a bonus feat and can
alteration (Pathfinder RPG Ultimate Magic 248) spells. A stalker deal all types of precision damage against targets with
must be at least 4th level to choose this talent. concealment or total concealment. At 16th level, he gains
Perfect Fall (Ex): As long as there is a wall or other surface Greater Blind-Fight as a bonus feat.
within arm’s reach, a stalker vigilante never suffers falling Surprise Strike (Ex): The stalker vigilante gains a greater
damage. Even if no surface is available, he suffers only half advantage when his foe is unable to defend herself.
damage from falling and lands on his feet. Whenever he makes an attack against a foe that is denied
Perfect Vulnerability (Ex): As a standard action, the her Dexterity bonus to AC, he gains a +1 bonus on his
stalker vigilante can attack his foe where that foe is attack roll. This bonus increases to +2 at 8th level and to
weakest. This attack targets the foe’s touch AC, and the +3 at 16th level.
foe is denied her Dexterity bonus against the attack. Once Throat Jab* (Ex): The stalker vigilante’s hidden strike
a foe has been the target of perfect vulnerability, she can’t jabs his opponent in the throat, preventing that opponent
be the target of the same vigilante’s perfect vulnerability from speaking until the stalker vigilante’s next turn (if he
for 24 hours. A stalker vigilante must be at least 8th level uses this ability on the surprise round against a surprised
to choose this talent. target and also acts before the target in the first round of
Pull into the Shadows (Ex): As a full-round action, the combat, it lasts until the vigilante’s next turn after the
stalker vigilante can move up to his speed towards an first time the target acts). This prevents the target from
opponent who is unaware of his presence (or who considers calling out for help, using spells with verbal components,
him an ally) and make a single attack against that or doing anything else that requires speaking. The target
opponent. If the attack hits, he can attempt a drag combat cannot be affected by that vigilante’s throat jab again for
maneuver check (Advanced Player’s Guide 321) against that 24 hours. A stalker vigilante must be at least 4th level to
enemy with a +4 bonus and without provoking an attack choose this talent.
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of opportunity. If the drag succeeds, the stalker vigilante Twisting Fear (Ex): Whenever the stalker vigilante causes an
doesn’t need to have enough movement speed remaining opponent to suffer from the shaken, frightened, or panicked
in order to move with the enemy. The stalker vigilante conditions, that opponent suffers an amount of nonlethal
cannot use this ability on an ally or a willing target. damage equal to half the stalker vigilante’s hidden strike
Rogue Talent (Ex): The stalker vigilante gains a single damage, as the stress wears upon its body. A given creature
rogue talent (not an advanced talent) of his choice. If he cannot suffer damage from twisting fear more than once per
selects a rogue talent marked with an asterisk (*), that round. Panicked creatures that take damage from twisting
talent applies to his hidden strike instead of a sneak attack, fear are too winded even to scream as they f lee in terror.
and it counts as a vigilante talent with an asterisk (*) for Up Close and Personal (Ex): When the stalker vigilante
the limitation of one per hidden strike. attempts an Acrobatics check to move through an opponent’s
Rooftop Infiltrator (Ex): The stalker vigilante gains a space during a move action, he can make a single melee
climb speed equal to half her base speed, which increases attack against that opponent as a swift action. This attack
to his full base speed when climbing a rope he has applies the stalker vigilante’s hidden strike damage as if the
personally attached via means such as a grappling hook. foe was unaware of the stalker vigilante. A stalker vigilante
Shadow’s Sight (Ex): The stalker vigilante gains low-light must be at least 4th level to choose this talent.
vision and darkvision 60 ft. If he already had darkvision,
its range increases by 30 ft. Warlock
Silent Dispatch (Ex): If the stalker vigilante knocks an Practicing magic in secret, the warlock vigilante obscures
opponent unconscious, kills the opponent, or otherwise his arcane scholarship from public view. His study of these
renders the opponent unable to act before the opponent’s arts allows him to hide his dual nature and enchant his
first action in a combat, the stalker can roll a Stealth check enemies—or simply blast them with furious magical attacks.
with a –5 penalty. The result indicates the Perception DC to Class Skills: In addition to the standard class skills of
hear the stalker’s attack (rather than the normal DC of –10 the vigilante, the warlock vigilante also gains the following
to hear pitched combat). class skills: Fly (Dex), Knowledge (arcana) (Int), Knowledge
Sniper (Ex): The stalker vigilante can make hidden (history) (Int), Knowledge (planes) (Int), Spellcraft (Cha), and
strikes with ranged attacks at any distance, rather than Use Magic Device (Cha).

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Base Abilities: The warlock vigilante gains the following Table 1–2: Warlock Vigilante Spells Prepared
abilities, regardless of his current identity. Spells Known
Arcane Training I (Ex): Starting at 1st level, the warlock Level 0 1st 2nd* 3rd* 4th* 5th* 6th*
vigilante gains the ability to cast a limited number of 1st 4 2 — — — — —
spells. His spells are drawn from the sorcerer/wizard spell 2nd 5 3 — — — — —
list, presented in Chapter 10 of the Core Rulebook. A warlock 3rd 6 4 — — — — —
vigilante must prepare his spells ahead of time, but unlike 4th 6 4 2 — — — —
a wizard, his spells are not expended when they’re cast. 5th 6 4 3 — — — —
Instead, he can cast any spell that he has prepared by 6th 6 4 4 — — — —
consuming a spell slot of the appropriate level, assuming 7th 6 5 4 — — — —
he hasn’t yet used up his spell slots per day for that level. 8th 6 5 4 3 — — —
To learn, prepare, or cast a spell, the warlock vigilante 9th 6 5 4 4 — — —
must have an Intelligence score equal to at least 10 + 10th 6 5 5 4 2 — —
the spell’s level. The saving throw DC against a warlock 11th 6 6 5 4 3 — —
vigilante’s spell is 10 + the spell’s level + the warlock 12th 6 6 5 4 4 — —
vigilante’s Intelligence modifier. 13th 6 6 5 5 4 — —
A warlock vigilante starts out being able to cast only 14th 6 6 6 5 4 3 —
two 1st-level spells per day. In addition, he receives bonus 15th 6 6 6 5 4 4 —
spells per day if he has a high Intelligence score (see Table 16th 6 6 6 5 5 4 2
1–3 in the Core Rulebook). The warlock vigilante doesn’t 17th 6 6 6 6 5 4 3
automatically gain access to more spell levels as he goes 18th 6 6 6 6 5 4 4
up in level. Instead, he must select further arcane training 19th 6 6 6 6 5 5 4
talents if he wants to be able to cast higher-level spells. 20th 6 6 6 6 6 5 5
A warlock vigilante may know any number of spells, but * A warlock vigilante only knows spells of this level only if he
the number he can prepare each day is limited. At 1st level, has the appropriate talent to cast spells of this level.
he can prepare four 0-level spells and two 1st-level spells
each day. At each new vigilante level, the number of spells
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he can prepare each day increases, adding new spell levels A warlock vigilante begins play with a spellbook
as indicated on Table 1–2. Unlike the number of spells he containing all 0-level wizard/sorcerer spells plus three
can cast per day, the number of spells a warlock vigilante 1st-level spells of his choice. He also selects a number
can prepare each day is not affected by his Intelligence of additional 1st-level spells equal to his Intelligence
score. Feats and other effects that modify the number of modifier to add to the spellbook. At each new vigilante
spells known by a spellcaster instead affect the number of level, he gains two new spells of any spell level or levels
spells a warlock can prepare. that he can cast (based on his new vigilante level) for his
A warlock vigilante must choose and prepare his spells spellbook. At any time, a warlock vigilante can also add
ahead of time by getting 8 hours of sleep and spending 1 spells found in other spellbooks to his own (see Chapter 9
hour studying his spellbook. While studying, the warlock of the Core Rulebook).
vigilante decides what spells to prepare and refreshes his Cantrips: Warlock vigilantes can prepare a number of
available spell slots for the day. cantrips, or 0-level spells each day, as noted on Table 1–2.
Like a sorcerer, a warlock vigilante an choose to apply These spells are cast like any other spell, but they do not
any metamagic feats he knows to a prepared spell as consume spell slots. As with his other spells, these spells
he casts it, with the same increase in casting time (see are not expended when cast.
Spontaneous Casting and Metamagic Feats on page 113 of Vigilante Talents: A warlock vigilante can select from
the Core Rulebook). However, he may also prepare a spell any of the following talents.
with any metamagic feats he knows and cast it without Arcane Training II (Ex): The warlock vigilante gains the
increasing casting time like a wizard. He cannot combine ability to cast one 2nd-level spell per day and increases
these options—a spell prepared with metamagic feats the number of 1st-level spells he can cast per day by two.
cannot be further modified with another metamagic feat A warlock vigilante must be at least 4th level, have an
at the time of casting. Intelligence of 12 or higher, and have the arcane training I
Spellbooks: A warlock vigilante must study his spellbook base ability to select this talent.
each day to prepare spells. He can’t prepare any spell not Arcane Training III (Ex): The warlock vigilante gains the
recorded in his spellbook, except for read magic (which all ability to cast one 3rd-level spell per day and increases
warlock vigilantes can prepare from memory). the number of 2nd-level spells he can cast per day by two.

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A warlock vigilante must be at least 8th level, have an points gained increases by 1d6 for every 4 vigilante levels
Intelligence of 13 or higher, and have the arcane training II he possesses. At 6th level, the warlock vigilante can activate
vigilante talent to select this talent. blood armor (Pathfinder RPG Advanced Class Guide 176) once
Arcane Training IV (Ex): The warlock vigilante gains the per day as a spell-like ability as a swift action.
ability to cast one 4th-level spell per day and increases Caster’s Defense (Su): The warlock vigilante gains Combat
the number of 3rd-level spells he can cast per day by two. Casting as a bonus feat. When he successfully casts
A warlock vigilante must be at least 10th level, have an defensively, he gains DR/magic equal to 1/2 his vigilante
Intelligence of 14 or higher, and have the arcane training III level for 1 round. He gains this benefit only if he is
vigilante talent to select this talent. threatened by a creature that could have made an attack of
Arcane Training V (Ex): The warlock vigilante gains the opportunity against him had he failed the check. At 10th
ability to cast one 5th-level spell per day and increases level, this DR also requires an alignment to overcome. The
the number of 4th-level spells he can cast per day by two. warlock vigilante must choose an alignment opposed to
A warlock vigilante must be at least 14th level, have an one alignment axis of his vigilante identity, and once he
Intelligence of 15 or higher, and have the arcane training IV chooses an alignment, he can’t change it.
vigilante talent to select this talent. Concealed Casting (Ex): When the warlock vigilante casts
Arcane Training VI (Ex): The warlock vigilante gains the a spell with a verbal or somatic component, he can attempt
ability to cast one 6th-level spell per day and increases to conceal that component. Concealing a verbal component
the number of 5th-level spells he can cast per day by one. requires a Bluff check opposed by the targets’ Sense Motive
A warlock vigilante must be at least 16th level, have an checks, and concealing a somatic component requires a
Intelligence of 16 or higher, and have the arcane training V Sleight of Hand check opposed by the targets’ Perception
vigilante talent to select this talent. checks. The warlock vigilante gains a +4 bonus on checks to
Arcane Striker (Su): The warlock vigilante gains Arcane conceal his verbal or somatic components. If he attempts to
Strike as a bonus feat. At 12th level, when he activates Arcane conceal both components for the same spell, he must make
Strike, he can choose to also give his weapons the f laming, a check for each. If creatures are unaware of the warlock
frost, shock, or thundering weapon special ability. He vigilante, he typically doesn’t need to make a Sleight of
makes this choice each time he activates Arcane Strike, and Hand check. Observers will suspect someone is nearby, but
it lasts for the same duration. At 16th level he adds anarchic, they pinpoint the warlock vigilante only if he fails at his
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axiomatic, f laming burst, icy burst, holy, shocking burst, Bluff check.
and unholy to the list he can select from. He can choose to Educated Defense (Su): By analyzing a spell, a warlock
apply an alignment-based weapon special ability only if it vigilante can negate it or turn it back on its caster. If the
matches the alignment of his vigilante identity. warlock succeeds at a Spellcraft check to identify a spell
Bombs (Su): The warlock vigilante gains the alchemist’s that targets him (subject to the same restrictions as spell
bomb class feature (Advanced Player’s Guide 28). He can turning), he can spend an immediate action to negate that
create a number of bombs per day equal to his Intelligence spell. He can negate a number of levels worth of spells per
modifier + 1/2 his vigilante level. Since he doesn’t possess day equal to his vigilante level, and can’t attempt to negate
the throw anything alchemist class feature, he does not a spell if his remaining number or levels of negation is less
add his Intelligence to his damage rolls with his bombs. than the spell’s level. At 12th level, the warlock vigilante
A warlock vigilante with this talent can use his further can ref lect the spell back on its caster (as spell turning) by
talents to select alchemist discoveries that modify bombs spending one additional level of negation when he negates
(discoveries with an asterisk [*]). He treats his vigilante a spell. A warlock vigilante must be at least 6th level to
level as his alchemist level for this purpose, and must meet select this talent.
all other prerequisites. If he also has levels in alchemist, his Elemental Battle Armor (Su): When in his vigilante identity,
vigilante levels and alchemist levels stack for the purpose the warlock vigilante gains armor made of elemental energy.
of determining bomb damage and meeting prerequisites He is surrounded by a nimbus of ice, lightning, or f lames,
for alchemist discoveries that modify bombs. granting him resistance 5 to cold, electricity, or fire. The
Bond of Blood (Sp, Su): The warlock vigilante has a magical damage type must be chosen when he selects this talent,
bond to life-giving blood. When he deals 5 or more points of and it cannot be changed. At 4th level, a creature striking
piercing or slashing damage to an adjacent living creature the warlock vigilante with a natural weapon or a non-reach
that has blood, he gains 1d6 temporary hit points. These handheld weapon takes 1d6 points of damage of the chosen
temporary hit points last for 1 hour, and he can’t gain energy type. A creature that attempts a grapple combat
temporary hit points again from bond of blood during that maneuver check against him also takes this damage. A
hour (even if he loses all the temporary hit points from bond creature can take damage in this way no more than once
of blood before that time). The number of temporary hit per round. At 8th level, the energy resistance increases to

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10. At 12th level, the damage creatures take when grappling Signature Spell (Su): The warlock vigilante becomes
or striking the warlock vigilante increases to 2d6. At 16th known for using a particular spell that becomes a symbol
level, the warlock vigilante becomes immune to the chosen of his magical power. When he casts this spell, he gains
damage type while in his vigilante identity. a +4 bonus on concentration checks required to cast that
Familiar (Ex): The warlock vigilante gains a familiar spell and increases the DC of any saving throws it requires
(Pathfinder RPG Core Rulebook 82), using his vigilante level by 1. Whenever he gains a vigilante level, he can change the
as his effective wizard level. spell to which this talent applies.
Living Shadow (Sp): Once per day, the warlock vigilante Social Simulacrum (Sp): The warlock vigilante can
can become a living shadow as though he were using create a short-lived simulacrum (as per lesser simulacrum
shadow body (Pathfinder RPG Occult Adventures 186). This on page 238 of Ultimate Magic) that duplicates his social
effect lasts for 1 round per vigilante level, and the warlock identity, allowing him to appear to be in two places at
vigilante can’t cast spells while in this form. At 14th level, once. Creating the duplicate takes 1 hour and requires no
the warlock vigilante can remain as a living shadow for material component cost. It lasts for 4 hours before turning
1 minute per vigilante level instead, and can cast spells back into an inert pile of snow. The duplicate replicates
while he’s a living shadow. A warlock vigilante must be at only the warlock vigilante’s social identity, with the same
least 6th level to select this talent. alignment and abilities. It has no magical abilities, and
Mystic Bolt (Sp): The warlock vigilante can deliver can’t assume a vigilante identity. As with the spell, the
harmful magical attacks at will by shooting a ray or simulacrum isn’t under the warlock vigilante’s control.
touching his foe. A melee mystic bolt requires a melee The warlock vigilante can create a social simulacrum no
touch attack that doesn’t provoke attacks of opportunity, more than once per day and can have only one in existence
and a ranged mystic bolt is a ranged touch attack with a at a time. A warlock vigilante must be at least 8th level to
range of 30 feet. A mystic bolt deals 1d6 points of damage, select this talent.
plus 1 point per vigilante level he possesses. When he Tattoo Chamber (Su): The warlock vigilante can magically
selects this talent, the warlock vigilante must choose one absorb items through a runic tattoo on his hand or wrist
type of damage for his mystic bolt: acid, cold, electricity, and either easily retrieve them or activate their magical
or f ire. Attacking with a mystic bolt takes the place of abilities without making them manifest. The items
one of the warlock vigilante’s normal attacks, and he can seemingly disappear into the tattoo, but actually enter
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make a full attack using mystic bolts. A warlock vigilante an extradimensional space that the warlock vigilante can
can select this talent multiple times. Each time, he can quickly access via the tattoo. Stowing an item in this way
choose a new damage type he can use for his mystic bolts. requires a full-round action, and the space can store one
Weapon Focus (ray) doesn’t apply to mystic bolts, but a item plus one additional item per 3 vigilante levels he
warlock vigilante can take Weapon Focus (mystic bolts) possesses. These items must be items the warlock vigilante
and apply it to both melee and ranged mystic bolts. A can hold in one hand. Retrieving a stowed item requires
warlock vigilante must be at least 4th level to select this mentally activating the tattoo as a swift action. The item
talent. appears in the vigilante’s hand, so if it’s a worn item he must
Nonlethal Spellcasting (Su): The warlock vigilante can still don it to benefit from it. The warlock vigilante can also
cause his spells to deal nonlethal damage instead of lethal activate any spell-trigger abilities of a stored item as though
damage. When he casts a spell that deals damage, he can he were wielding the item, producing the magic effect from
declare it to be a nonlethal spell. If the spell deals typed his tattoo rather than from the item. If the warlock vigilante
damage, it’s still treated as that type (for immunities, dies while items are within his tattoo chamber, those items
weaknesses, and so on) but adds to the target’s nonlethal fade into existence within 5 feet of the corpse.
damage total instead of subtracting from its hit points.
Creatures that are immune to nonlethal damage are Zealot
immune to this damage. The warlock vigilante’s decision Crusaders on a holy or unholy mission, zealot vigilantes
affects all targets of the spell; he can’t choose for some to often work for divine purpose in settlements in the need
take lethal damage and others to take nonlethal damage. of grace or purging. Hiding their faith during the day, they
Shadow Jump (Su): The warlock vigilante gains the shadow work their divine will against the nonbelievers during the
jump ability with an effective shadowdancer level equal to night from the shadows.
his vigilante level – 6. If he has levels in shadowdancer, Class Skill: In addition to the standard class skills of the
those levels stack with his vigilante levels to determine the vigilante, the zealot vigilante also gains the following class
total distance per day he can shadow jump (to a maximum skills: Intimidate (Cha), Knowledge (nature), Knowledge
of 320 feet per day). A warlock vigilante must be at least (religion) (Int), Knowledge (planes), Spellcraft (Int), and
10th level to select this talent. Survival (Wis).

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Table 1–3: Zealot Vigilante Spells Known gain access to more spell levels as he goes up in level.
Spells Known Instead, he must select further divine training talents if
Level 0 1st 2nd* 3rd* 4th* 5th* 6th* he wants to be able to cast higher-level spells. Unlike the
1st 4 2 — — — — — number of spells he can cast per day, the number of spells
2nd 5 3 — — — — — a zealot vigilante can prepare each day isn’t affected by his
3rd 6 4 — — — — — Charisma score.
4th 6 4 2 — — — — Like a sorcerer, a zealot vigilante can choose to apply
5th 6 4 3 — — — — any metamagic feats he knows to a prepared spell as
6th 6 4 4 — — — — he casts it, with the same increase in casting time (see
7th 6 5 4 — — — — Spontaneous Casting and Metamagic Feats on page 113 of
8th 6 5 4 3 — — — the Core Rulebook).
9th 6 5 4 4 — — — Orisons: Zealot vigilantes learn a number of orisons, or
10th 6 5 5 4 2 — — 0-level spells, as noted on Table 1–3. These spells are cast
11th 6 6 5 4 3 — — like any other spell, but they are not expended when cast.
12th 6 6 5 4 4 — — Vigilante Talents: A zealot vigilante may select from any
13th 6 6 5 5 4 — — of the following talents.
14th 6 6 6 5 4 3 — Channel Energy (Su): A zealot vigilante who takes this
15th 6 6 6 5 4 4 — talent can channel energy with an effective cleric level
16th 6 6 6 5 5 4 2 equal to his vigilante level – 4. Like a cleric, his alignment
17th 6 6 6 6 5 4 3 determines whether or not he channels positive or negative
18th 6 6 6 6 5 4 4 energy. Good zealot vigilantes channel positive energy,
19th 6 6 6 6 5 5 4 evil ones channel negative energy, while neutral ones
20th 6 6 6 6 6 5 5 must choose whether they channel positive and negative
* A zealot vigilante only knows spells of this level only if he energy. Once a neutral zealot vigilante makes this choice,
has the appropriate talent to cast spells of this level. it cannot be changed. A zealot vigilante must be 6th level
before taking this talent.
Discern Lies (Sp): The zealot vigilante can use discern lies
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Base Abilities: The zealot vigilante gains the following as a spell-like ability for a number of rounds per day equal
abilities, regardless of his current identity. to her vigilante level. The rounds need not be consecutive.
Divine Training I (Ex): Starting at 1st level, the zealot Activating this ability is an immediate action. A zealot
vigilante gains the ability to cast a limited number of vigilante must be 6th level before taking this talent.
spells. His spells are drawn from the inquisitor spell Divine Bastion (Su): As a swift action, the zealot vigilante
list. He can cast any spell he knows at any time without can enter a divinely empowered stance that grants him a
preparing it ahead of time, assuming he has not yet used sacred bonus to his CMD equal to 1/2 his vigilante level
up his allotment of spells per day for the spell’s level. (minimum 1). At 5th level, the zealot vigilante also grants
To learn or cast a spell, a zealot vigilante must have this bonus to allies who are adjacent to him. He can use this
a Charisma score equal to at least 10 + the spell level. ability a number of rounds each day equal to its vigilante
The Difficulty Class for a saving throw against a zealot level. The rounds need not be consecutive. Ending the
vigilante’s spell is 10 + the spell level + the zealot vigilante’s stance is a free action.
Charisma modifier. Divine Training II (Ex): The zealot vigilante gains the
A zealot vigilante starts out being able to cast one 1st-level ability to cast one 2nd-level spell per day and increases the
spell per day. In addition, he receives bonus spells per day number of 1st-level spells he can cast per day by three. A
if he has a high Charisma score (see Table 1–3 in the Core zealot vigilante must be at least 4th level, have a Charisma
Rulebook). 12 or higher, and have the divine training I base ability to
A zealot vigilante’s selection of spells is extremely select this talent.
limited. A zealot vigilante begins play knowing four Divine Training III (Ex): The zealot vigilante gains the
0-level spells and three 1st-level spells of his choice from ability to cast one 3rd-level spell per day and increases the
the inquisitor spell list. At each new vigilante level, the number of 2nd-level spells he can cast per day by three. A
number of spells the zealot vigilante knows each day zealot vigilante must be at least 8th level, have a Charisma
increases, adding new spell levels as indicated on Table 13 or higher, and have the divine training II vigilante talent
1–3, though the zealot vigilante can’t know spells he can’t to select this talent.
cast because he does not have the appropriate divine Divine Training IV (Ex): The zealot vigilante gains the
training talent. The zealot vigilante doesn’t automatically ability to cast one 4th-level spell per day and increases the

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Ultimate Intrigue Playtest

number of 3rd-level spells he can cast per day by three. A


zealot vigilante must be at least 10th level, have a Charisma Vigilante Feats
14 or higher, and have the divine training III vigilante It is important to note that unlike many of the other classes
talent to select this talent. with a variety of options to choose from, the vigilantes
Divine Training V (Ex): The zealot vigilante gains the ability talents are intentionally a bit more powerful than most. As
to cast one 5th-level spell per day and increases the number a result, there will probably not be an Extra Vigilante Talent
of 4th-level spells he can cast per day by three. A zealot must feat. Please keep this in mind while playtesting the vigilante.
be at least 14th level, have a Charisma 15 or higher, and have
the divine training IV vigilante talent to select this talent.
Divine Training VI (Ex): The zealot vigilante gains the possessed by that ally. The damage taken by a zealot
ability to cast one 6th-level spell per day and increases the vigilante using this ability cannot be reduced in any way.
number of 5th-level spells he can cast per day by three. A The zealot vigilante can use this ability a number of times
zealot vigilante must be at least 16th level, have a Charisma per day equal to 1 + his Charisma bonus. A zealot vigilante
16 or higher, and have the divine training V vigilante talent must be at least 4th level to take this talent.
to select this talent. Penance Gaze (Su): A zealot vigilante with this talent gains
Domain: Like a cleric’s deity, a zealot vigilante’s deity a gaze attack he can use for a number of rounds per day equal
inf luences his alignment, what magic he can perform, and to his vigilante level. The rounds need not be consecutive.
his values. Although not as tied to the tenets of the deity as Activating the gaze is a swift action that lasts until the start
a cleric, a zealot vigilante must still hold such guidelines of the zealot’s next turn, at which point he has the option to
in high regard, despite that fact he can go against them if continue it as a free action or end the effect. This is a gaze
it serves his crusade and goals. A zealot vigilante who takes attack (Pathfinder RPG Bestiary 300); enemy targets must
this talent selects one domain from among those belonging succeed at a Will saving throw (DC = 10 + half the zealot
to his deity. He can select an alignment domain only if his vigilante’s level + zealot vigilante’s Charisma modifier) or
alignment matches that domain. become shaken and also take a –2 penalty on saves against
Each domain grants a number of domain powers, fear effects for 1 minute. A creature that successfully saves
depending on the level of the zealot vigilante. A zealot against penance gaze cannot be affected by same zealot
doesn’t gain the bonus spells listed for each domain, vigilante’s penance gaze for 24 hours. A zealot vigilante
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nor does he gain bonus spell slots. The zealot vigilante’s must be at least 8th level to select this talent.
effective cleric level is equal to his vigilante level for Revivifying Touch (Su): Once per day, the zealot vigilante
determining the power and effect of his domain powers. If can bring a creature who recently died back to life. As a
the zealot vigilante has cleric levels, one of his two domain standard action, the zealot vigilante can touch a creature
selections must be the same domain selected for this who died within 1 round. The touch heals 5d8 + 1 point
talent. Levels of cleric and vigilante stack for the purpose per vigilante level (maximum +20) and if the healing
of determining domain powers and abilities, but not for is enough to bring the creature back to life, it does. At
bonus spells. 15th level, the zealot vigilante can use this ability twice
Empower Symbol (Su): As a standard action, the zealot per day, and at 18th level, he can use this ability three
vigilante can empower his holy symbol. If the zealot is of times per day. A zealot vigilante must be at least 12th level
good alignment, this works as if the holy symbol was the before taking this talent.
center of a consecration emanation. If the zealot is evil, it Stalwart (Ex): A zealot vigilante with this talent can use
words as if the holy symbol was the center of a desecration mental and physical resilience to avoid certain attacks. If
emanation. If the zealot is neutral, he can choose whether he succeeds at a Fortitude or Will saving throw against
this ability acts as per consecration or desecration, but once an attack that has a reduced effect on a successful save,
the choice is made, it cannot be changed. At 10th level, he avoids the effect entirely. A helpless zealot vigilante
the zealot vigilante treats his holy symbol as a permanent doesn’t gain the benefit of this ability. A zealot vigilante
fixture for the purpose of determining the concentration or must be 12th level before selecting this talent.
desecration effects. A zealot vigilante must be at least 4th level Stern Gaze (Ex): A zealot vigilante with this talent is
to select this talent. skilled at sensing deception and intimidating his foes. The
Life Bond (Ex): As an immediate action after an ally within zealot vigilante gains a morale bonus on all Intimidate
30 feet is damaged by an attack or an effect, the zealot and Sense Motive checks equal to 1/2 his vigilante level
vigilante can create a bond between himself and that ally. (minimum +1).
The zealot vigilante then takes half of the damage that the Track (Ex): The zealot vigilante adds a bonus equal to 1/2
ally would have taken once that attack’s damage is mitigated his vigilante level (minimum +1) on Survival checks made
by any resistances, damage reduction, or other protections to follow or identify tracks.

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4. Grant and Consideration: In consideration for agreeing to use this System Reference Document © 2000. Wizards of the Coast, Inc.;
License, the Contributors grant You a perpetual, worldwide, royalty-free, Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by
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5. Representation of Authority to Contribute: If You are contributing original LLC; Authors: Jason Bulmahn, based on material by Jonathan Tweet, Monte
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