Thoughts / a scene on how the vigilante could work


Ultimate Intrigue Playtest General Discussion


So here's the thing (which should be obvious to those of you who are paying attention to the playtest threads): I like the vigilante. I can see myself playing one often, which I feel is the mark of a good class.

I like that the stalker is not the rogue. It might just be my feelings about the rogue class, which for the longest time was often a vehicle for the player who wanted to screw over his group to be empowered to do so. It might be that I've been playing roleplaying games long enough to remember that they used to be called thieves. I am willing to accept that it might be entirely in my head, or my own hangups (having been robbed on more than one occasion in my life has most assuredly soured me on the concept of playing someone who does it to others).

I like the idea of trying to build a class that is focused more on cinematics then on mechanics. The stalker vigilante talents definitely showcase this: They have powers that let them drag off guys, pick them off one by one, and be so scary that they hurt people.

It is with the above in mind that I present the scene below (which has been kicking around in my head since I read the first iteration of the stalker). I will tell the story, then put the mechanics in spoilers (to help keep things separate and disrupt the flow of the narrative as little as possible). To keep things simple, I will be using average dice rolls. And so, without further ado, (as the man said) Ladies, Gentlemen, and other, I present my little scene:

Dramatis Personae:

Jaeger:

Jaeger
Human Vigilante 9
True Neutral (Social Persona)/Neutral Good (Vigilante Persona)

Abilities
STR 10
DEX 18/20
CON 14
INT 14
WIS 10
CHA 14

HP 75
AC 23 t 17 ff 18
BAB 6 CMB +14 CMD 24
Init +5
Fort +6
Ref +11
Will +6

Speed 30'

Skills:
Acrobatics +18
Bluff +17 (+21 in social persona)
Climb +12
Disguise +17 (+41 in social persona)
Intimidate +17 (+23 in vigilante persona while in my area of renown)
Knowledge (Local) +14
Perception +17
Sense Motive +12
Stealth +22
Use Magic Device +17 (+21 in social persona)

Feats:
Dazzling Display, Enforcer, Fast Learner, Improved Unarmed Strike, Weapon Finesse, Weapon Focus (Unarmed Strike)

Class Features:
Dual Identity, Seemless Guise, Vigilante Specialization (Stalker), Startling Appearance, Social Talents (Renown, Safehouse, Social Grace [Disguise, Bluff, Use Magic Device], Quick Change, Greater Renown), Vigilante Talents (Pull into Shadows, Up Close and Personal, Twisting Fear, Hide in Plain Sight)

Gear:
+2 Brawling Mithral Chain Shirt, Agile Amulet of Mighty Fists, +2 Belt of Dexterity, Boots of the Cat, Cloak of Elvenkind, +1 Ring of Protection, Dusty Rose Prism Ioun stone (in wayfinder), Wayfinder, Handstraps of Roofjumping, Circlet of Persuasion, Eyes of the Eagle, Versatile Vest, Wand of Unseen Servant, Potion of Darkvision x2, Steadfast Grapple, 150 gp

Unarmed Strike: +14/9 to hit; 1d3+7 damage; x2 critical

Mooks x6:

Skullcrusher Tribesman
Half-orc barbarian 3
CE Medium humanoid (human, orc)

Init +1; Senses darkvision 60 ft.; Perception +6

Defense:
AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage)
hp 40 (3d12+15)
Fort +7, Ref +2, Will +3
Defensive Abilities orc ferocity, trap sense +1, uncanny dodge

Speed 30 ft.

Offense:
Melee mwk greataxe +9 (1d12+7/×3)

Ranged mwk sling +5 (1d4+5)

Special Attacks rage (10 rounds/day), rage powers (intimidating glare)

Tactics

During Combat The barbarian uses intimidating glare each round, attacking first, then focusing her glare upon the uninjured.

Base Statistics When not raging, the barbarian's statistics are AC 17, touch 11, flat-footed 16; hp 34; Fort +5, Will+1; Melee mwk greataxe +7 (1d12+4/×3); Ranged mwk sling +5 (1d4+3); Str 17, Con 14; CMB +6; Skills Climb +5, Intimidate +12, Swim +3.

statistics
Str 21, Dex 13, Con 18, Int 8, Wis 10, Cha 12
Base Atk +3; CMB +8; CMD 17

Feats Intimidating Prowess, Power Attack

Skills Climb +7, Intimidate +14, Perception +6, Survival +4, Swim +5

Languages Common, Orc

SQ fast movement, orc blood, weapon familiarity

Combat Gearpotion of cure light wounds, potion of lesser restoration, potion of protection from good; Other Gear mwk chainmail, mwk greataxe, mwk sling with 10 bullets, climber's kit, 250 gp

Henchman:

Tony "Backbreaker" Delgato
Human monk 7
LN Medium humanoid (human)

Init +5; Senses Perception +11

Defense
AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +1 monk, +3 Wis)

hp 45 (7d8+10)
Fort +7, Ref +7, Will +9; +2 vs. enchantments
Defensive Abilities evasion; Immune disease

Speed 50 ft.

Offense
Melee unarmed strike +10 (1d8+4) or mwk sai +10 (1d4+4) or unarmed strike flurry of blows +10/+10/+5 (1d8+4)

Ranged dagger +6 (1d4+4/19–20)

Special Attacks flurry of blows, stunning fist (7/day, DC 16)

Statistics
Str 18, Dex 13, Con 12, Int 10, Wis 16, Cha 8

Base Atk +5; CMB +11; CMD 25

Feats Combat Reflexes, Dodge, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Power Attack, Scorpion Style, Step Up, Stunning Fist, Weapon Focus (unarmed strike)

Skills Acrobatics +10 (+25 when jumping), Climb +9, Intimidate +6, Knowledge (history) +5, Knowledge (local) +3, Knowledge (religion) +6, Perception +11, Perform (percussion) +6, Sense Motive +13, Swim +10

Languages Common

SQ fast movement, high jump, ki pool (6 points, magic), maneuver training, purity of body, slow fall 30 ft., wholeness of body

Combat Gearpotions of cure light wounds (2), potions of mage armor (2), potions of magic weapon (2); Other Gear dagger, masterwork sai, belt of giant strength +2, cloak of resistance +1, 395 gp

Boss:

Boss Shan Tanaka
Half-orc sorcerer 10
CE Medium humanoid (human, orc)

Init +5; Senses darkvision 60 ft.; Perception +7

Defense
AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural)

hp 82 (10d6+45)

Fort +8, Ref +5, Will +7

Defensive Abilities orc ferocity; DR 10/adamantine; Resist acid 10

Speed 30 ft.

Offense:
Melee mwk greataxe +8 (1d12+3/×3) or 2 claws +7 (1d6+2)

Special Attacks breath weapon (60-foot line, 10d6 acid, DC 20, 1/day), claws (2, 1d6+2, treated as magic weapons, 7 rounds/day)

Sorcerer Spells Known (CL 10th; concentration +15)

5th (4/day)—cloudkill (DC 20)

4th (6/day)—fear (DC 19), shout (DC 21), stoneskin

3rd (7/day)—fireball (DC 20), fly, rage, Daylight

2nd (7/day)—acid arrow, bull's strength, false life, resist energy, scorching ray

1st (8/day)—burning hands (DC 18), endure elements, mage armor, magic missile, ray of enfeeblement (DC 16), shield

0 (at will)—acid splash, arcane mark, bleed (DC 15), detect magic, flare (DC 17), ray of frost, read magic, resistance, touch of fatigue (DC 15)

Bloodline draconic (black)

Statistics

Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 20

Base Atk +5; CMB +7; CMD 19

Feats Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation)

Skills: Fly +9, Intimidate +15, Linguistics +1, Perception +7, Spellcraft +7

Languages: Common, Draconic, Orc

SQ: bloodline arcana (acid spells deal +1 damage per die), orc blood, weapon familiarity

Combat Gear: potion of cure serious wounds, wand of acid arrow (15 charges); Other Gear masterwork greataxe, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, signet ring, diamond dust (worth 500 gp), 825 gp

Quick note: I dropped her stinking cloud to get the daylight spell.

Absalom; The Puddles district. The moon has barely revealed itself, and already the criminal scum are trying to move their product into the city. MY CITY. As I stand on the warehouse peering down onto the tableau below, I command my invisible servants to get into position. I watch as, one by one, they begin to snuff out the distant lights, drawing the outside darkness within. The workers below chat amicably as they unload what appear to be muskets from the nation of Alkenstar, along with several barrels of what I can only assume is gunpowder. Once the outer torches are taken care of, I drop soundlessly on the floor below and begin making my way to intersect with the first of the guards, a half-orc that belongs to the skullcracker tribe. These mercenaries allow their anger to control them, in exchange for growing stronger and tougher. As the first guard rounds the corner alone, I strike, snatching him into the shadows and knocking him deftly unconscious with a single blow. Looking around, no one appears to have noticed my attack. Good. If I'm lucky, I will be able to take out the guards and then destroy the weapons. If not then I will get the satisfaction that I receive when I watch scum like this break and run screaming into the night.

Combat Round One:

Before arriving, I used several charges from my wand of unseen servant, commanding them to move into the warehouse and begin putting out torches, then to collect water in containers and wait for me to shout "NOW" before using the water to put out the torches that are being carried. I move into position and use pull into shadows to drag him in between the shelves that I am using Hide in Plain Sight to hide in. My stealth result is a 32, and the mook gets a 16, leaving him unaware of me. I move up and make my move, getting a 24 to hit, which hits, and dealing him 32 points of non lethal damage and giving me a free intimidate check. I get a 33 on my intimidate check, meaning that he is shaken for 5 rounds and i deal him 12.5 non-lethal damage from being scared witless. When combined with the 32 points from earlier is more than enough to drop him (and deal him some lethal damage; serves him right for being criminal scum!). I then gag him and tie him up and stuff him into a crate. Now I am ready to deal with the next target.

Shaking my head to clear it, I notice that there is someone calling out, most likely for the sentry that I just took care of. I finish stuffing him into a crate after binding and gagging him, and then move on mister talkative. I wait until he send the others searching through the warehouse and for him to call out again, only to cut him off midsentence with a blow to the back of his head. I leave him there for his friends to find and wait for the others to head back. It is then that I notice that there are lights in the office. I need to finish this up quickly if I am to catch the ringleaders in the act.

Combat Round Two:

I ready an action to speak the command word for my wand to summon another unseen servant and then ready another action the next round to command it to move away from me and make noise. It does so, which draws off the other four orcs. I stealth up to the smart one and ready an action to attack him in the middle of his sentence so that I can scare the other orcs. (the stealth, perception, attack, intimidate, and damage rolls are all the same, so don't need to be repeated.) I leave him there for his friends and move to my next phase.

Rushing back to their friend, they find him bruised and bleeding from the nose. I use the opportunity to make my way back outside and scale the roof using the rope I secured there earlier. Once back on the roof, I scoot back from the window and then go crashing in. All of the mooks look up at me as I land. I look each of them in the eye, then laugh and say "You fools thought to bring weapons into MY city. It's time to pay for your sins." I see the thing I love most in the world: Each of them breaks eye contact, trying to look anywhere by at me, then each, almost in unison, roar and charge at me. Punks never learn. As they begin to charge, I shout "NOW!" and the building descends into darkness. I know, however, that these thugs can see just fine in the darkness.

Combat Round Three:

I use the distraction to make my way back to the roof, and then use the surprise round to come crashing in. Getting a 15 initiative to their 11, I use a full round action to use dazzling display, giving them the shaken condition for 5 rounds and dealing them 12.5 damage, thanks to twisting fear. The barbarians then rage and charge me.

The first couple of thugs to charge me get in the way of the others, who growl and begin moving to try and attack my sides. Neither attack connects, but both leave furrows in the ground where I was standing mere moments before. I Roll under the first orc's legs, forearm lashing out as I do and catching him squarely in the genitals and pretty well determining that he won't be trying to rape any women for a while. the crunching sound is glorious. I then roll away from them and let the darkness cloak me, while the stumble around trying to find me. I also see the door upstairs open and a pair of humans begin making their way down to the floor of the warehouse. The man is clearly the woman's bodyguard, staying in front of her while scanning the room to look for me. He does not, however, appear to be able to see in the dark. The red bandana and monk's outfit that he wears clearly mark him as Tony Delgato, a man whose street name is Backbreaker, so named for his signature move. The Half-Orc moving behind him with sensuality, grace, and anger must surely be Boss Shan Tanaka, an up-and-coming member of the Kinkaid Brothers smuggling ring. I had been looking for these two for a while now, and taking them out would leave the Kinkaid's organization open for infiltration. I allowed the woman to begin talking in an authorative voice while I moved into position, Dropping another of the orcs on along the way and leaving him where he fell as a reminder to the others that I am still here, patiently waiting.

combat round four:

All of the orcs attempt to charge me, but the first three get in the way of the last one, who moves to get into position. All three charge attacks miss with an attack roll of 19 (they break even on the charge bonus to hit and the shaken penalty). On my turn, I use Up Close and Personal to tumble through the square of one closest to the shelves and succeed with a 28. I use my swift action to hit him with an unarmed strike, which drops him, and then finish my movement and hide in plain sight, getting a 32 on my stealth check. at this point, the boss and her henchman join the fray at the end of the combat round. I spend my next round moving into position, using up close and personal plus move and hide to drop another mook, leaving 2 mooks. I then move and Hide in plain sight again, getting a 32 and becoming hidden from all targets.

After shouting orders, Tanaka calls forth magical light, where she is immediately hit with water from several locations, making her sputter. It does not, however, help me, as I am now visible while next to her. Her bodyguard moves into position on me, and begins a series of punches meant to drive me back. I parry and dodge while maintaining my positioning, which is not as easy as it sounds. I roll under one of his slower punches and hit him while i go by, making my way to the shadows in an attempt to draw him into chasing me.

The moron actually follows me! I give him several moments to realize that he was mistaken before showing myself to him again, right before my foot connects with his face.

combat round 5:

Backbreaker moves up and flurries me, getting a 21/21/16 to hit, which misses with all 3 attacks. I give him the ole' up close and personal, tumbling through his square and then intimidating him with a 33 vs. his dc of 20. I hit him and deal him a solid 44.5 damage (which is .5 shy of his hp cap, btw) and the move back into the darkness and disappear with a 33 stealth. I let him move up to where he saw me go, and then I tumble through his square dropping him with a good amount of actual lethal damage.

this just leaves the sorcerer and the two mooks at this point. Also i thought it would be hilarious if the unseen servants threw water on her because they were following my last command.

Having dealt with the bodyguard, now it was time to deal with the boss lady herself. I pick off her remaining thugs, while she runs, taking that beautiful, easy-as-hell-to-track light with her. As the last Half-Orc drops, I take off after her, Bringing myself up short as she wheels on me and casts the spell that all wizards seem to know: a bead of red speeds towards me and I roll, which helps to put out the fire and keep me moving after her as she begins to start running again. It doesn't take much to catch her and leaping punch her to get her to stop moving.

combat round 6:

I spend another couple of rounds taking out the guards while she buffs, and then she runs, trying to get away. She has to slow up some when she hits some of the rather twisting streets of the docks area, and that's where she throws a fireball at me. I make the reflex save and take 17.5 damage. She then keeps moves away from me. I move up to her and then use up close and personal to tumble through her square and hit her as I go by, dealing her 44.5 damage and making her shaken for 3 rounds.

She now begins unleashing her magic on me, in the middle of the streets: two beams of fire nearly hit me but i manage to dodge at the last second. She swears and makes to start running again, but I'm on her before she can even scream. I roll under her legs and hit her again. As she's falling, I remind her that she never should have come to my town. I then drag her off to ask her some "pointed" questions about the infrastructure of the Kinkaid Brothers' organization. Should make for an interesting night.

combat round 7:

As you might have guessed by now, she misses me thanks to the shaken condition and I use up close and personal to topple her for another 44.5 damage. And that's the combat.


A good read! It would have been nice if Mockingbird or Case the Joint had come into play.

Taking average results against a class which sacrifices accuracy for bonus attacks per round is just mean :P. Then again a Stalker will never stand in the same place for two rounds unless he's held by magics or fails his tumble check.

My maths have your non-lethal UC&P at 44 dmg; enough to down the mooks, but a decided 1 hp away from downing the monk. Of course you seem not to be doing anything with your standard actions, so you could potentially still down him in one round.


ya, the round he goes chasing after Jaeger into the dark, he has 1 hp left. My combat rounds were not 6 second combat rounds but more like "the combat round in which something happens".

If I had more talents, I would have definitely included case the joint. Given that part of his baskstory that I wrote in my head was that he's the dockmaster as his social persona, and case the joint makes a lot of sense. I just had to get the core abilities of his build put together first. I think if I were to write another one, it would be with him fighting some things that were immune to fear and non-lethal (i.e. the bad guys were smuggling in robots from Numeria, or golems from Nex).


Jaeger was lucky the sorcerer didn't know Dimension Door ;-) I also think she probably would've used cloudkill instead of fireball.

Anyway, that was a cool story, but I would've preferred it if you would've rolled the attacks instead of taking the average. Yes, it would've been more time consuming, but it would have given a more accurate picture of the vigilante doing his thing.

I'm not too familiar with the vigilante, though I think it looks pretty cool. How did he get to see in the dark? Is it a vigilante feature or stalker feature, or did you have some gear or ability I'm not seeing?

Scarab Sages

mbauers wrote:


I'm not too familiar with the vigilante, though I think it looks pretty cool. How did he get to see in the dark? Is it a vigilante feature or stalker feature, or did you have some gear or ability I'm not seeing?

There is a talent to gain darkvision, but it wasn't taken by the OP's character.


Imbicatus wrote:
There is a talent to gain darkvision, but it wasn't taken by the OP's character.

Crap, I think I had two different iterations of the character, and I might have grabbed the wrong one. Yes, my intent was to have darkvision.

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