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For Jack of all Trades, how about a pseudo dedication feat limitation, ie "you can select this feat again, but not until you have taken two other class feats"


Ellias Aubec wrote:
I think being able to pick from any list for a class feat is a little overpowered. I’d probably limit it to choosing a class, then picking feats from that class for every time you take that feat again. Saves people going “I’ll take that cleric feat, then that ranger feat etc.”

Thanks for the feedback! I was hoping to emulate exactly that ability from the 1e Vigilante Talents; grab Shifter claws here, a familiar there etc. My thought was that the half level and prerequisite requirement would limit it from being OP, but if you dont think so I'll reconsider.


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Hi all, I've made a first attempt at a 2e Vigilante Archetype. Our group was planning to play through 1e Hell's Rebels, but I think I will very likely convert to 2e. One of my players already had a concept for a Vigilante PC drawn up, so I'm trying to accommodate her rather than making her scrap it. I thought it would work best as an archetype, as the 1e playstyle was very much like a group of abilities tacked on to a fighter or rogue chassis. I have no real idea what I'm doing here in terms of balance or power level, so any criticisms and suggestions are very welcome.

VIGILANTE DEDICATION FEAT 2

Archetype, Dedication

Prerequisites Charisma 14

You have adopted two separate Identities, one used in polite society, referred to as your Social Identity, and one a secretive warrior known as your Vigilante Identity. It is not generally known that both Identities are you. Recall Knowledge checks about one Identity reveal nothing about the other, and divination effects that target one Identity do not affect the other. These effects do not apply to creatures who are aware that both Identities are the same person.

You are exceptionally practiced at misleading people as to your dual nature:

- Changing between Identities using Impersonate takes 1 minute instead of 10.

- You gain a +2 bonus to Deception checks made to Impersonate or Lie when protecting either Identity from suspicion. If you would fail a Deception check with the above bonus applied, you succeed instead.

- Other creatures take a -2 penalty to Perception checks against your Impersonate DC in either Identity. If a creature would succeed this Perception check, they fail instead.

- The bonus and penalty above increase by 2 for every Vigilante Archetype feat taken.

You become trained in Deception and Diplomacy. If you were already trained in either of these skills, you become expert instead.

Special You can’t select another dedication feat until you have gained two other feats from the Vigilante archetype

RENOWN FEAT 4

Archetype, Downtime

You gain renown in a small community, either a village or a single neighbourhood of a larger settlement. You must spend one week in your Social Identity, socialising and making contacts, as well as spreading tales and rumours about your Vigilante Identity. At 8th level you may spend another week of downtime to increase your area of renown to a small town or two major districts of a city. At 12th level you may do the same to expand your area of renown to two separate towns or a full city.

Your Identities gain the following benefits while in your area of renown:

Social Identity: creatures whose starting attitude to you would otherwise be indifferent are friendly, and if their starting attitude would have been friendly it is helpful

Vigilante Identity: gain a +2 circumstance bonus to Intimidate checks to Coerce or Demoralise

STARTLING APPEARANCE FEAT 6

Archetype

(Vigilante Identity) When you make a Strike against a creature that you are Undetected by, that creature is flat-footed to all your attacks this turn. In addition, you may use a free action to Demoralise that creature and any creatures within 10 feet of you that you were Undetected by at the time of your Strike.

EVERYMAN IDENTITY FEAT 6

Archetype

You can disguise yourself as an unremarkable member of your race. This does not create a recognisable personality like your other Identities, but rather each time you adopt this Identity you create a new persona designed to give an impression of a mundane member of society. You apply all the benefits from your Vigilante Dedication check to your Deception checks made to maintain this disguise, as well as a +2 circumstance bonus when attempting to Hide or Sneak in a crowd. Neither your Vigilante nor your Social identity can be found with divination effects while in an Everyman Identity.

JACK OF ALL TRADES FEAT 8

Archetype

You’ve learned from varied experience fighting your enemies and picking up tricks from your allies. Gain a class feat from any other class. Your level when selecting this feat counts as half your class level. You must meet the feat’s prerequisites.

Special This feat can be selected more than once.

STUNNING APPEARANCE FEAT 8

Archetype

Prerequisites Startling Appearance

Any creatures who are Frightened by the effect of your Startling Appearance are also Stunned. Their Stunned value is the same as their Frightened value.

ANOTHER DAY FEAT 12

Archetype

[R]

Trigger You are brought to 0 HP while in your Vigilante Identity. Effect You gain a +2 circumstance bonus on checks to reduce your Dying level, until you either die or stabilise. If you stabilise, you appear to be dead instead of unconscious. Any creature inspecting you must make a Medicine check against your Deception DC, or believe you are dead. Any creature casting a spell that would reveal you were alive must make a check of the corresponding skill to their magical tradition, against the same DC, or also believe you were dead.

Special The first time you use Startling Appearance or Stunning Appearance within your area of renown after using Another Day, increase the degree of success of your Intimidation check by one


Hi all,

So my group managed to capture Rayland alive, and Eliza escaped with some Skum allies. My PCs are now in book 2 and have uncovered the Faceless Stalker plot in its very early stages, with Thanaldhu escaping to fight another day. I'm going to run the attack on Talmandor's Bounty as an all out assault by Onthooth's forces, and I'm thinking of throwing Eliza in there to make the connection clear and tie up the loose end from her escaping.

Now, I've leveled her up to Psychic 8, based on the reasoning that she was level 5 when they fought her at level 3, and they're going to be level 6 when they face her again. The thing is, she seems...really strong. Part of it is I've given her Automatic Bonus Progression buffs, since the party is using that ruleset also. I want her to be challenge, but not a TPK in waiting. What do you think?

STR 8 DEX 12 CON 10 INT 20 WIS 10 CHA 14

BAB 4 FORT 4 REF 5 WILL 8

High level spells:
Level 3 (DC 18): Excruciating Deformation, Mind Thrust 3, Hostile Levitation
Level 4: (DC 19): Black Tentacles, Vomit Twin


My players absolutely wrecked that encounter and managed to catch both Eliza and Rayland alive- but I had a group of Skum ambush them while carrying the unconscious bodies down the coast, and the Skum managed to carry off Eliza. That left Rayland, who I played as knowing nothing about what had happened to him, the group consensus ended up being that Eliza had mind controlled him, either for her own ends or in service to some other master (they didn't really click about how important the "prisoner" recordings were).

So now Rayland is a friendly NPC, the domination having worn off. He's not very well trusted in the colony, due to his appearance and his attacks on the party. But Ramona trusts and looks to him as an advisor, while the PCs sympathise with him after helping him break the holds on his mind.

As for Eliza, I'm thinking of bringing her back for the big Talmandor's Bounty fight at the end of Book 2. My players just last session exposed the very early stages of the Faceless Stalker infiltration, killing the ones posing as the fisherman and Alba the alchemist, while Thanaldhu got away. I did manage to have one Faceless Stalker point the finger of blame at Helektherie before he died, ominously naming her with the implication she sent him and his kind. So my hope is that the PCs will hunt down Helektherie and the Faceless Stalker attack will still be something of a shock when I run it as an all out assault. Putting Eliza in there as part of the attack should tie up the loose end and confirm that they're all serving the same master.

I like your idea of having her be quietly in league with the faceless stalkers and messing with the colony up til the big reveal, for the same reasons, I think it would give the same ah-hah.....oh f&$# feeling that I'm going for haha