Homebrew Ranger, mage-killer archetype, The Vigil


Homebrew and House Rules


Vigil (Ranger archetype)
To most, the ultimate dedication of the Vigilum to their art seems an insanely motivated rage. Their reasons for following such a path are many and varied. Some hate magic users, some may simply want revenge on a mage who wronged them in the past, or perhaps some feel magic ought to be reserved for certain individuals and the gods. However, all of them have one thing in common; they have committed their very souls to hunting down those who wield magic, both arcane and divine. Though many of the Vigil's abilities may seem magical, their singular purpose of mage-killing is spiritual in nature, more akin to the disciplines of a monk. The Vigil is able, through meditation and practice, to funnel a portion of their spiritual energy into a special bonded weapon to aid them in their purposes. In many ways, this weapon is what defines the Vigil, causing him to be very obsessive over it.
Role: Vigilum are adept melee combatants, particularly against spell-casters. They forgo the spellcasting abilities of typical rangers in exchange for more potent, specialized abilities which they can use less frequently.
Alignment: Any
Hit Die: d10
BAB: Full
Good Saves: Reflex, Will

Abilities by Level:
1. Witch-hunter +2, Track, Improved Tracking
2. Combat Style Feat
3. 1st Favored School, Occult Sensitivity,
4. Weapon Bond +1d6
5. Witch-hunter +4
6. Combat Style Feat
7. Nondetection Cloak
8. Weapon Bond +2d6, 2nd Favored School, Superior Occult Sensitivity
9. Evasion
10. Witch-hunter +6, Combat Style Feat
11. No Escape
12. Weapon Bond +3d6, Spell Bane
13. Mystic Ward, 3rd Favored School
14. Combat Style Feat, Defiance
15. Witch-hunter +8, Bind Magic
16. Weapon Bond +4d6, Improved Evasion
17. Mind Cage
18. 4th Favored School, Combat Style Feat
19. Locate Mark
20. Witch-hunter +10, Weapon Bond +5d6, Mage Slayer

Class Skills: The Vigil's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str)
Skill Ranks per Level: 6 + Int modifier

Class Features: Weapon and Armour Proficiency: Vigilum are proficient with all simple and martial weapons, and with light armour, medium armour, and shields (except tower shields).

Witch-hunter (Ex): At 1st level, the Vigil gains the ability to designate a single spell-casting creature as his Mark as a full round action. The Vigil does not need to know the Mark personally, but must at least know the Mark's description and behaviour patterns, or have an article of importance belonging to the Mark (journal, personal affects, lock of hair, etc.). The Vigil gains a +2 competence bonus to attack and damage rolls against his Mark . This competence bonus also applies to Bluff, Knowledge, Perception, Sense Motive and Survival checks made against the Mark. This bonus increases by +2 at 5th level and every five levels thereafter (10th, 15th, and 20th level), The Vigil can only designate a new Mark once per day. This ability replaces Favoured Enemy. (Guide archetype, Ranger's Focus, APG)

Track (Ex): A Vigil adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Improved Tracking: At 1st level, a Vigil gains a +2 bonus on Survival skill checks when following or identifying tracks. When tracking, he can also attempt a Knowledge (arcana) check at DC 15. On a success, the Vigil can discern whether or not he is tracking a spell-caster. By studying their tracks, the Vigil is able to identify a rough approximation of their activity, maneuverability, and their general behaviour as compared to the norm. This ability replaces Wild Empathy. (Trophy Hunter archetype, UC)

Combat Style Feat: At 2nd level, a Vigil must select one of two combat styles to pursue: two-handed weapon combat or weapon and shield combat. The Vigil's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the Vigil selects two-handed weapon combat, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault, and Shield of Swings. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.
If the Vigil selects weapon and shield combat, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam, and Two-Weapon Fighting. At 6th level, he adds Saving Shield and Shield Master to the list. At 10th level, he adds Bashing Finish and Greater Shield Focus to the list.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a Vigil selects a combat style, it cannot be changed. (New Combat Styles, APG)

Occult Sensitivity (Su): At 3rd level, the Vigil becomes acutely sensitive to the presence of magical auras. He can focus his mind to gain the effects of the spell Detect Magic at will with a CL equal to half his Vigil level. This ability replaces Endurance.

Favored School (Ex): At 3rd level, a Vigil may select a school of magic. The Vigil gains a +2 bonus on initiative checks and Knowledge (arcana), Perception, Stealth, and Survival skill checks when he is tracking a creature whom he has detected using this school of magic and the 24 hours. At 8th level and every five levels thereafter, the ranger may select an additional favored school. In addition, at each such interval, the skill bonus and initiative bonus in any one favored school (including the one just selected, if so desired), increases by +2. If tracking a creature who has used multiple favored schools of magic in the past day, the bonuses do not stack, but the Vigil simply uses whichever bonus is higher. This ability replaces Favored Terrain.

Weapon Bond (Su): At 4th level a Vigil must choose a particular melee weapon of at least masterwork quality as the focus of his power. Upon making his selection, he immediately forms a bond with the chosen weapon which imbues it with the force of his determination against magic. Once per round, when the Vigil makes a successful attack with his bonded weapon against a spell-caster or a creature with spell-like abilities, he can deal an extra 1d6 + the Vigil's Charisma modifier points of damage (in addition to the normal Strength damage for melee weapons). This damage increases by 1d6 at 8th level and every 4 levels thereafter (max 5d6 at 20th level). Furthermore, a Vigil must have his bonded weapon within arms reach in order to use any of his Supernatural abilities. If this particular weapon is lost or destroyed, the Vigil loses the ability to deal the extra damage or use any of his Supernatural abilities until he acquires and bonds with another weapon of the same kind of at least masterwork quality. To create a new weapon bond, the Vigil must spend one week meditating and practising with the replacement weapon (and doing very little else), followed by a special ritual which takes 8 hours to complete and costs 200 gp per Vigil level. This ability replaces Hunter's Bond.

Nondetection Cloak (Su): Upon reaching 7th level, the Vigil becomes skilled at avoiding detection by means of divination spells. Once per day as a standard action he can mentally shield himself from divination attempts, equivalent to a Nondetection spell with a CL equal to half his Vigil level. This applies only to the Vigil and his equipment. This ability replaces Woodland Stride.

Superior Occult Sensitivity (Su): At 8th level, the Vigil's sensitivity to magical auras becomes even greater. Once per day as a standard action he may gain the effects of the spell Arcane Sight with a CL equal to half his Vigil level. This ability replaces Swift Tracker.

Evasion (Ex): When he reaches 9th level, a Vigil can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Vigil is wearing light armour, medium armour, or no armour. A helpless Vigil does not gain the benefit of evasion.

No Escape (Su): At 11th level, the Vigil's may perform a new ritual to concentrate his mental energy into his bonded weapon creating a permanent 30 ft radius field centred on the weapon. The area is sealed against all planar travel into or within it, similar to a Forbiddance spell. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically. This ritual takes 6 rounds to complete and requires incense worth 1500 gp which is consumed at the end of the ritual.
This ability replaces Quarry.

Spell Bane (Su): At 12th level, the Vigil can concentrate all his mental energy into his bonded weapon as a standard action. This ability can be used once per day and puts the weapon under the effects of an Antimagic Field spell with a CL equal to the Vigil's class level. The Vigil cannot make use of any other Supernatural abilities while Spell Bane is in effect. This ability replaces Camouflage.

Mystic Ward (Su): At 13th level, the Vigil may spend one hour in quiet contemplation to infuse his bonded weapon with his continued hatred of magic users. This ability grants the Vigil Spell Resistance equal to 10 + his class level for one day, as
long as his weapon is within arm's reach.

Defiance (Su): Starting at 14th level, a Vigil can use his bonded weapon to cause a spell or spell-like ability targeted against him to rebound onto the originator as an immediate action. This ability otherwise functions as the Spell Turning spell (CL equals the Vigil's level). A Vigil can use this ability once per day.

Bind Magic (Su): At 15th level, when a Vigil successfully strikes a creature capable of casting spells or possessing one or more spell-like abilities with his bonded weapon, the creature must succeed on a Fortitude saving throw (DC 10 +1/2 Vigil level + Wisdom modifier) or lose the ability to cast spells or use spell-like abilities for 1d4+1 rounds. Multiple bind magic effects do not stack, rather they overlap. A creature can spend a standard action on following rounds to make a Fortitude save to release itself from the effects of Bind Magic. If a creature makes a successful Fortitude check, it cannot be affected by Bind Magic again for one full day. If the Vigil strikes a magic item, he disables it for 1d4+1 rounds. If the item has charges, it is not disabled, instead losing one charge per round it would otherwise have been suppressed. A Vigil can use this ability a number of times per day equal to his Wisdom modifier.

Improved Evasion (Ex): The Vigil gains the benefits of Improved Evasion at 16th level. This works like Evasion, except that while the Vigil still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Vigil does not gain the benefit of improved evasion.

Mind Cage (Su): At 17th level the Vigil's mind becomes strong against any mental assault or probing. Once per day as a standard action, the Vigil may meditate to protect his mind against divination magic and gain a +8 resistance bonus on saving throws against all mind-affecting spells and effects. This ability functions the same as the spell Mind Blank. This ability replaces Hide in Plain Sight.

Locate Mark (Su): At 19th level the Vigil can spend 10 minutes meditating to focus his whole being into finding the location of his Mark. To find a creature with this ability, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once. This ability functions as the spell Discern Location, and can only be used once per day.
This ability replaces Improved Quarry.

Mage Slayer (Su): Once per day upon reaching 20th level, when the Vigil successfully strikes any creature capable of casting spells or possessing one or more spell-like abilities with his bonded weapon, the creature must make a successful Fortitude save (DC 20+Vigil's Wisdom modifier) or die. Even upon a successful save, such a creature still takes 10d6 damage due to the conflicting energies at work within his body. This ability replaces Master Hunter.


I didn't have time to do more than a graze. Love the concept, like a lot of the execution, but in my graze I got the feeling that this class could be slightly OP. Possibly in that the mark doesn't need to be limited to a spellcaster, it seems more like a Power Ranger. (Pun semi-intended.) I'll have to give this a closer look later.

Grand Lodge

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Hit Die: d8.

BAB: Full
Good Saves: Reflex, Will

1st issue: BAB and HD are tied together in PF (except for the Barbarian and a few prestige classes). Full BAB = d10 HD

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Class Skills

2nd issue: Acrobatics, Bluff, Diplomacy, Disable Device, Disguise, Perception, Ride, Stealth, Survival, and UMD seem out of place with the description of the class and 6 skill points seems too many for such a martial class

For all the class abilities, change the free actions to swift or immediate actions

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Weapon Bond (Su)

a) Should be limited to melee weapons

b) target range (anything w/ a spell-like ability or spellcasting) is a HUGE category, especially as you increase in levels
c) there should be an additional cost to replace the bonded weapon a la replacing a familiar
d) the bonus damage, give the target category is extremely generous. limit it to the first attack made each round or don't increase it by more than a dice or two

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Trapfinding

What does trapfinding have to do with killing spellcasters?

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Witch-hunter (Ex)

a) The mark should be limited to a spell-caster, not open-ended

b) the attack/damage bonus should not exceed a ranger's favored enemy bonus
c) the skills you get a bonus to should be the same ones in the favored enemy feature

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Evasion (Ex)

Evasion gained this early should be limited to light or no armor, let medium armor be used at a later level

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Indomitable Spirit

This isn't a fighter, it shouldn't be counted as one for feats, maybe at -2 levels or half level. And the name has nothing to do with being a fighter if that matters

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Aggressive (Ex)

So you gain your Cha as a bonus to hit EVERYTHING you can hit? That's crap OP

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Occult Sensitivity (Su)

What other class gets a permanent 3rd level spell as an at will ability? Seriuosly. Swithc it for Detect Magic

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Nondetection Cloak (Su)

And another permanent 3rd level spell - though one that wont be used much really. Just give them a better chance to be aware of scrys

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Defiance (Su)

A 7th level spell at level 7.... no. no. no.

don't make it automatic as the spell, make it a percent chance or a skill check or something with a possibility of failure. Start the ability at this level with just negating the spell and make it rebound at a higher level. uses per day is fine

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Swift Tracker (Ex)

Rangers get this at 8th too. They are trackers, not vigils. give this later or limit it to tracking spell-casters

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Mystic Ward (Su)

Another (effectively) permanent spell ability... i hate it, but it fits well enough with the class and its only 3 levels sooner than the monk gets it

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Improved Evasion (Ex)

this would be a good time to give them regular evasion with medium armor and skip the imp evasion

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Spell Bane (Su)

change the duration from 10 min/cl to 1 round/cl if you are giving them this 8th levl spell this early

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No Escape (Su)

a) change the range to a fixed 100 feet

b) let the ability inform him of the destination of transports out of the area or a direction the target is now in realtion
c) this class isn't a spellcaster and doesn't need to teleport as well

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Superior Occult Sensitivity (Su)

this is were regular arcane sight should be. supressing should be a standard action a la spell resistance, not a free action

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Mind Cage (Su)

complete immunity is BS, keep it as the spell, maybe add a kicker with some feedback for people trying to cast mind-affecting effects on the vigil (1d8+vigil level non-lethal damage, 1d4 wisdom damage, etc)

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Locate Mark (Su)

limit the uses per day. this is a VERY powerful spell. remember discern location requires having an item that belongs to your mark

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Bind Magic (Su)

a) limite on uses per day

b) ability saves are generally 10+1/2 level+ability mod
c) should disable charged item not drain them

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Mage Slayer (Su)

Yeah, this needs to be limited to 1/day


Thanks for your suggestions!


So I revamped this class, made it so it was a Ranger archetype instead. Let me know what you think, I've loved the feedback so far. Still learning :D

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