
Wolfspirit |
1 person marked this as a favorite. |

TLDR: The Vigilante is an interesting class and the Dual Identity / Location specific mechanics are a poor fit for a lot of campaigns. Those options are a great fit for specific campaigns, but a more accessible class would be preferable.
As a preface, I have to say that I *like* the concept of the “Dual Identity” Vigilante. Even with the Social Identity needing a bit more fleshed out, it enables a style of gameplay that is challenging to accomplish with existing classes and mechanics. It’s also really thematic and I’ve come up with several interesting vigilantes for the playtest that I want to try out. However, the Dual Identity Vigilante doesn’t really feel like a “Base Class” to me; it really feels like an Archetype, what I think of as the “Masked Vigilante.”
As written, the Vigilante really only encompasses a very narrow character niche of “superhero-esque” characters that operate out of a fixed location. It solves a very specific problem of “how can Batman exist in a world with Scry?” “I’m Batman” jokes aside, Dual Identity doesn’t serve much of a purpose in games or campaigns where the Vigilante is going to be in the “Vigilante” persona for a majority of the time or ones that downplay the “dayjob” aspect of the characters. The current iteration of the Vigilante’s Dual Identity seems like it would fit best in a solo campaign. Some of the most iconic “vigilante” characters such as Batman, Green Arrow, or Daredevil that showcase a character living in two worlds only work because they’re essentially PCs in a solo campaign. When they’re part of the Avengers or Justice League there really isn’t enough screen time to dedicate much to the alter ego.
I also don’t really like how Renown and Loyal Aid are so location-centric. Again, they work well for a city-based game where the players operate out of a fixed locale, but these types of games tend to be the exception rather than the rule. It is fine as an option, but it would be much more inclusive to have a core ability be based on something like a Ranger’s Favored Terrain type rather a population that was half of the size of my High School graduating class and requiring a week to accomplish.
Perhaps there will be a significant redesign that makes those abilities more accessible to a larger number of campaigns, but, as a GM, unless I was running Hell’s Rebels or something thematically appropriate I would steer my players away from the class. This is also true of Pathfinder Society: as written those abilities will see less use than a Mount in a dungeon crawl.
What I would love is a Vigilante base class that is more accessible to a wider variety of campaigns or at the very least an archetype like that. But without Dual Identity, Renown, and the other abilities tied to the “Social Identity”, what would this leave the class with? Enter what I envision as the “Unmasked Vigilante.”
Rather than fixating on a specific locale or cultivating a visible persona, the Unmasked Vigilante is marked by their relentless pursuit of justice (regardless of whether or not they wear a disguise in their endeavors.) The Unmasked Vigilante is unorthodox, often reckless, and dabbles in the forbidden with little care of the cost, only results. They are the City Guardsman that exacts vengeance at night, the noble that studies infernal tomes, the cultist that fosters their religion despite persecution. Every Unmasked Vigilante is unique, with a style cobbled together from a myriad of sources, skills that might otherwise be taboo but propel them to be above the Law.
What would this look like mechanically? Even without the Social Identity, the Vigilante as written has a strong suite of character defining abilities (admittedly strongest for the Warlock.) One way to extend this for the “Unmasked Vigilante” would be having a set of Vigilante Traits and Specialization Traits. Specialization Traits would be some of the defining traits such as Tattoo Chamber, Mystic Bolt, Living Shield, Up Close and Personal, available close to the progression they currently are. These should all be abilities that should be unique and hard to reproduce by current classes. Vigilante Traits would be the “filler” traits like Track or ones that can really be fit between different specializations like Favored Maneuver. Maybe even “Hide in Plain Sight.” The Divine and Arcane training would also be Vigilante Traits with per-requisites that make it so that Warlocks / Zealots had access to them at the current level, but they opened up similar to a paladin / ranger obtaining divine casting. To avoid “choice fatigue” a few levels could have static abilities, such as a variation of Favored Terrain or a scaling bonus to a specific skill like disguise. The minimum bar would be “can I build an Avenger that has equivalent abilities as a Ranger, a Warlock equivalent to a Magus / Bard, a Zealot equivalent to an inquisitor.
I could elaborate a bit further, but I have a feeling the class is going to have some significant changes this got a bit armchair designer as it was. But hopefully something like this is in the works. Tune in next week (or tomorrow, if I have time) for a more Playtest feedback (with more jokes!) same Vigilante Playtest, Same Vigilante Forums.

Zwordsman |
Neat post.
I would note just to note, that you can also play the vigilante in the reverse. You yourself are the vigilante, and the social persona is the rare disguise you use. Thats sorta how I've done it limitted as I've gotten to play. I was the vigilante and thats how the group knew me, but whenever we went to a new area i'd scout it out as the social persona, and if we have the time for it i'll raise my little time bonuses there while i'm at it.
The group did know both my identies though. It was less the bat family and more like when he hangs out with Gordon (who knows just doesn't awknowledge he knows )

Wolfspirit |

Neat post.
I would note just to note, that you can also play the vigilante in the reverse. You yourself are the vigilante, and the social persona is the rare disguise you use. Thats sorta how I've done it limitted as I've gotten to play. I was the vigilante and thats how the group knew me, but whenever we went to a new area i'd scout it out as the social persona, and if we have the time for it i'll raise my little time bonuses there while i'm at it.
The group did know both my identies though. It was less the bat family and more like when he hangs out with Gordon (who knows just doesn't awknowledge he knows )
That really is the "Batman" paradigm. Batman *is* Batman, and Bruce Wayne is a disguise he wears when it's called for. Unfortunately, that's not how the vigilante works currently; when the Vigilante goes into their Social Identity they lose a number of abilities (sort of powering down.) It would be a completely different story if the class had a large number of "Vigilante" abilities and a limited number of bonuses when going "social"
What I was really trying to get at though is the fact that the Social Identity as designed really isn't a "rare disguise"; it's aproximately half of the class design space. The Dual Nature idea that the Vigilante spends a significant time in both identities is a core of how the Vigilante is written. Which, again, isn't neccesarily a bad thing and there are campaigns where that concept can shine. However, my experience has been similar to yours in that using the social identity was rare; that's why I think that an alternate vigilante where the Dual Identity isn't the core focus would be beneficial.

![]() |

The current ability would be fine, if you had the ability to use vigilante talents while in your social persona. Matt Murdock is still able to use his abilities while dressed in a suit. Clark Kent can still shoot eyebeams while wearing glasses. Batman still hase Fist of the Avenger while he is Bruce Wayne.
There shouldn't be loss of access to talents when in Social Persona. What should happen is if you use them when in social persona and are observed, you have penalties to you social abilities for several days until the heat dies down, and you risk your enemies learning both identities.

Mort the Cleverly Named |

I've been thinking along similar lines for the base class. It is like in the Avengers, when Captain America accuses Tony Stark of being nothing without his armor and he responds he'd still be a genius billionaire playboy philanthropist. Bruce Wayne isn't some random dude, he is spectacularly wealthy, has access to Wayne Enterprises technology, and has powerful connections worldwide. If the social identity is going to be a meaningful part of the class it needs stuff it can actually do, and slight social boosts in a tiny area aren't enough.
I like the idea of entirely jettisoning the dual identity and just making the social aspect another menu of options, but I fear it might be a step too far. The thing is, I'm not sure I agree on how defining their ability set is without it. Some of the things are certainly new, but very few would not be appropriate as feats, talents, or an archetype. Plus, it would be a really major change. This leaves the dual identity thing the "hook" by default, and something that might have to be maintained even if it doesn't inherently matter to many (or most) games.
My thoughts were to make "Social Specializations" like a Bloodline (that is, set abilities to not give too many choices) that have adventuring utility as well as downtime utility. So if you choose "Merchant" you get bonuses to appraise, negotiations, and identifying items that work in your Vigilante form as well, and you get discounts and greater access to items during downtime (which, like Batman, is probably mostly off-screen). The "hook" would be being very good at spreading word about yourself, so even without actually doing anything merchant-y you could get the social bonuses in very short time and in a large area, perhaps even immediately at high level. So while anyone can get an invitation by being a known Noble in the area or Bluffing well the Vigilante concentrates on integrating and utilizing all the skills and advantages of their day job, and is good at spreading their renown quickly to get all the social advantage out of it while still fitting into the adventuring life. It should go without saying, of course, that they can also do the Vigilante stuff in either form (this is a world of magic after all, being a powerful caster or warrior is not unusual for a noble or merchant).
Obviously, it is all armchair design. Although then again, I'm pretty sure they do deskchair design over at Paizo, so I wouldn't knock it. If nothing else speculating and such will be fun while this playtest slowly but surely finishes burning out.

M & K Fountain |
I started working with this class with my wife as the DM. We are just doing it as a single person scenario for now. So far I have spent more time in the social persona than in the vigilante persona, but you have to start from some where. Yes, I am using batman/ Bruce Wayne concept for the avenger vigilante. The thing that we have looked at the most is the tattoo chamber and we both agree that that should be a class feature not just limited to the warlock vigilante because as a vigilante you would not want your stuff being found even if you had a secret lair. We also think that the traits and skills of the vigilante are usable all the time like when you have a prestige class that gives you new skills in addition to your existing skills. It wouldn't be logical for them to only be usable when in vigilante mode. This would be a great class if only to be city dwellers trying to right wrongs because of a failed or corrupt government, but as far as adventuring this would not really work. We also think that the renown is not as useful as it seems because it is locked down to only two locations, why would that be the case when batman was known almost the world over not just in Gotham. Over all as a class not a bad start just needs tweaking. Just keep up the good work.