Which adventure paths and modules work well with the vigilante?


Ultimate Intrigue Playtest General Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

There has been a lot of discussion about how the vigilante, as currently written, doesn't really play well in a standard adventure with a typical adventuring party.

I would like to put that to the test.

Of all of the official Paizo adventure modules and adventure paths currently published, which ones will have little to no trouble* supporting a single member of the vigilante class?

*:
Examples of trouble:

  • If it disrupts the flow of the game, such as when everyone has to wait 5 minutes for the vigilante to changes disguises at an inconvenient time.
  • The vigilante frequently becomes worse to have in the party than a spellbookless wizard due to repeated enemy ambushes within the adventure.

Feel free to describe in your own words why you think a particular adventure will or will not work with a member of this class in the party.


It might work with CotCT or CoT, but it will require the GM and the party to work with the player similar to when the party openly accepts a new character without a lot of question. However they will have to suspend belief more often. It might also work with the first 2 books of Carrion Crown, and maybe book 5.

It is completely unnecessary to hide you identity in any other AP that I can think of unless the GM goes out of his way to have the bad guy looking for trouble makers, just so the vigilante can be useful in both "costumes".

Generally speaking I have never had to go from a social situation to a combat situation without some notice, but it can happen and it has happened. In that situation how A, B, C, and D go into a dungeon(just an example), and A, B, C, and E come out might be hard to explain away. Many times if you kill all the bad guys he can go back to being D before they come back out, but if a bad guy in the dungeon knows D is coming in and has contact with the boss, and he can't find D it won't look good.

As a GM I know I have bad guys run away or at least attempt to flee at times and they report things.

It works better as bruce banner/hulk type thing where you really change. That will probably be an archetype for a summoner.

This is going to boil down to how much a group is willing to suspend belief.

In many games the NPC might ask "what happened to that other guy*", and unless he(the players) plays it up then it really won't matter, but that sort of defeats the purpose, if it never matters.

*That is what happened when another party had someone who was in disguise a lot.

Silver Crusade

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I asked a similar question, not looking for APs, but maybe the answers will help.

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