Helcack
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I posted all of my ideas on a different thread, but I would like to get feedback on if people think my ideas are good. I would also like to hear others ideas for how to improve the Vigilante without going through 10 other threads. Please post your ideas below!
The Avenger and Stalker need to be a little more than they currently are, but also not just straight up beat out what the fighter's/Rogue's job. So, using systems already created(if not core) I have come up with a solution. Below are additions to the Avenger and Stalker specializations.
Both the Avenger and Stalker gain Grit and the Deeds mentioned below.
The Avenger gains a stamina pool at 1st level as from Pathfinder: Unchained, if everyone already gains a stamina pool then instead the Avenger gains Extra Stamina and Push the Limits as bonus feats.
At 20th level instead of Vengeance Strike the Vigilante Avenger gains the following:
Avenger's Strike: As a full-round action the Avenger may move up to twice their speed and make any number of attacks they are normally allowed+1 along the path. This movement can instead be taken by a mount if the Avenger is mounted, and either way does not provoke attack of opportunity.
The Stalker gains an Inspiration pool based on Intelligence. They can use this pool only for attack rolls, saves, and Charisma based skill or ability checks.
At 20th level instead of Vengeance Strike the Vigilante Stalker gains the following:
Stalker's Ingenuity: The Stalker's Hidden Strike ability now applies to any opponent that is staggered or stunned. If the Stalker could make a Hidden Strike, it ignores all Armour and Natural Armour bonuses possessed by the foe. The Stalker is now only affected by Divination effects when they choose to be.
Grit:
The Avenger gains a grit pool that allows them to pull off amazing stunts to survive in even the most dire situations.
This Grit pool is equal to their charisma modifier, and they regain grit points whenever they confirm a critical hit or succeed at a check which had a good chance to kill them during combat(Ex: Jumping across buildings with a 100' drop and no way to reduce the falling damage).
Deeds:
Adrenaline Rush: At 1st level whenever the Vigilante would make a Strength or Dexterity based skill or ability check they may spend 1 grit point to add 1d4 to that roll.
Avenger's Vigilance: At 1st level the Vigilante reduces all negatives to Perception checks from distance or interference by half rounded up as long as they have at least 1 grit point in their grit pool.
Not Dead Yet: At 1st level the Vigilante may spend 1 grit point to receive 1d6 temporary hit points that last 1 minute, this is a morale effect. The amount of temporary hit points gained increases by 1d6 at 10th, and 20th level.
Power of Will: At 6th level whenever the Vigilante would make a save against a mind-affecting effect they may spend 1 grit point to add their Charisma bonus to that save.
Intense Training: At 6th level the Vigilante may spend 1 grit point when performing a full attack to replace any attack with a combat manoeuvre, these combat manoeuvres do not provoke attack of opportunity.
Push through the Pain: At 11th level whenever the Vigilante would be knocked unconscious from damage, they may spend 1 grit point to ignore up to their Vigilante level in damage for a number of rounds equal to their Charisma modifier, in addition during this time they add their Charisma score to their Constitution score to determine at what hit points they die.
One Hit, One Kill: At 11th level whenever the Vigilante could make a full attack, they may instead spend 2 grit points and make their maximum number of attack rolls from their base attack bonus vs. their opponents AC. For each hit the Vigilante rolls the weapon's damage die and adds their Charisma modifier to each hit. If the total damage exceeds 1/2 of the opponents hit points after applying damage reduction then instead of taking damage the opponent must make a fortitude save vs. the damage dealt+the Vigilante's Charisma modifier or be instantly killed. This is a death effect, all effects that prevent or apply to critical hits and sneak attack apply to this attack.
Intimidating Glower: At 16th level whenever the Vigilante makes an intimidate check, they may spend 1 grit point and make a gaze attack vs. one opponent within 30 feet. The opponent must make a Will save equal to the Avenger's level + the Avenger's Charisma modifier or be frightened for 3 rounds. The number of rounds increases to 3+ the Vigilante's Charisma modifier at 16th level. Once affected by the Vigilante's Intimidating Glower, the subject is immune to this effect for 24 hours.
No One Can Know: At 16th level whenever the Vigilante's secret identity is at risk, the Avenger may spend all remaining grit points in their grit pool to perform 2 full rounds of actions. These actions can only be used to escape or prevent their identity from being revealed. If the Vigilante's identity is revealed or they are in their social aspect instead the Vigilante may at any time spend 1 grit point to re-roll a disguise or bluff check.
Unflinching Dedication: At 19th level whenever the Vigilante would be affected by a negative condition(Ex: stunned, dazed) they may spend 1 grit point to ignore that condition for a number of rounds equal to their Charisma modifier. This may be done for separate conditions, but you must spend 1 grit point for each condition. This deed cannot be reduced by any feat or ability(such as signature deed).
Sense of Purpose: At 19th level whenever the Vigilante would deal a deciding blow to an enemy in combat, they may instead spend 2 grit points and forgo that blow to make a Charisma check with a bonus equal to the Vigilante's level to convert an opponent to their point of view. The opponent makes a will save vs. the Charisma check and receives a +5 on this save for every step in difference between their alignment and the Vigilante's(Ex: CE character receives a +20 bonus on this save vs a LG character, but a LE character receives only a +10 bonus.
1st 2nd 3rd 4th 5th 6th
1 0
2 1
3 2
4 2 0
5 3 1
6 3 2
7 3 2 0
8 3 3 1
9 4 3 2
10 4 3 2 0
11 4 3 3 1
12 4 4 3 2
13 4 4 3 2 0
14 4 4 3 3 1
15 4 4 4 3 2
16 4 4 4 3 2 0
17 4 4 4 3 3 1
18 4 4 4 4 3 2
19 4 4 4 4 4 3
20 4 4 4 4 4 4
0 1st 2nd 3rd 4th 5th 6th
1 4 2
2 5 3
3 6 4
4 6 4 1
5 6 4 1
6 6 4 2
7 6 5 2
8 6 5 2 1
9 6 5 2 2
10 6 5 2 2 1
11 6 6 2 2 1
12 6 6 2 2 2
13 6 6 2 2 2
14 6 6 3 2 2 1
15 6 6 3 2 2 2
16 6 6 3 2 2 2 1
17 6 6 3 3 2 2 1
18 6 6 3 3 2 2 2
19 6 6 3 3 2 2 2
20 6 6 3 3 3 2 2
Arcane/Divine Training II (Ex): The vigilante increases
the number of 2nd-level spells they know/can prepare by one per 6 vigilante levels. A vigilante must be at least 6th level, have an Intelligence/Charisma of 14 or higher, and have the arcane/divine training I base ability to select this talent.
Arcane/Divine Training III (Ex): The vigilante increases
the number of 3rd-level spells they know/can prepare by one per 6 vigilante levels. A vigilante must be at least 10th level, have an Intelligence/Charisma of 15 or higher, and have the arcane/divine training II base ability to select this talent.
Arcane/Divine Training IV (Ex): The vigilante increases
the number of 4th-level spells they know/can prepare by one per 6 vigilante levels. A vigilante must be at least 14th level, have an Intelligence/Charisma of 16 or higher, and have the arcane/divine training III base ability to select this talent.
Arcane/Divine Training V (Ex): The vigilante increases
the number of 5th-level spells they know/can prepare by one per 6 vigilante levels. A vigilante must be at least 18th level, have an Intelligence/Charisma of 17 or higher, and have the arcane/divine training IV base ability to select this talent.
Arcane/Divine Training VI (Ex): The vigilante increases
the number of 6th-level spells they know/can prepare by one per 6 vigilante levels. A vigilante must be at least 20th level, have an Intelligence/Charisma of 18 or higher, and have the arcane/divine training V base ability to select this talent.
