Archomedes |
A classic trope of the caped crusader genre is the hero with superhuman abilities, whether they are faster, stronger or more durable than the average man while in their vigilante alter ego.
I feel that the avenger could benefit from a progression into superhuman territory, differentiating the specialization from standard full BAB high skill point per level classes.
To my design sensibility, the class feature would be added to Avenger Specialization go something like this:
Superhuman(Ex): While in vigilante identity, the avenger vigilante possesses superhuman attributes. At first level, the avenger gains a +2 inherent bonus to either Constitution, Dexterity or Strength, chosen the first time that he dons his vigilante identity. He gains this benefit each time he dons his costume. This increase is treated as temporary until the Avenger has spent 24 hours in vigilante identity. The temporary hit points gained by the temporary constitution increase remain lost even if the vigilante switches identities multiple times in a day, and are refreshed when the vigilante has rested for 8 hours, though these hours do not need to be consecutive.
At 3rd level the avenger chooses a second ability score among Constitution, Strength and Dexterity to assign a +2 inherent bonus to. A5 5th level he gains a +2 inherent bonus to the Ability Score among the three he has not yet selected. At 7th, 9th and 11th level he increases one of these bonuses from +2 to +4. At 13th, 15th, and 17th level he increases one of these bonuses from +4 to +6. At 19th and 20th level he increases one of these bonuses from +6 to +8.
This way all three ability scores have their modifier increased before the bonus accrues again to the same score, so you don't wind up with a ridiculous strength or dexterity score, but you can surpass the limits that a similar character could achieve. Normally inherent typed bonuses are only available much later, so the bonus stacks with whatever other tricks the vigilante is picking up, but moral, enhancement or even alchemical as a bonus type works just as well depending on how you are flavoring the source of the bonus. I settled on inherent scaling up to +8 because no other class would get this kind of bonus. The most you can get from wishcrafing or tomes would be +5. I initially typed it as a moral bonus, but quickly realized that a moral bonus would make more sense for something the vigilante was hyping themselves up to or pushing themselves to do, which is another common trope in the vigilante genre.
"Superhuman" abilities scores would allow for a wide range of concepts and also serve as a replacement for "That thing that other full BAB classes get that boosts their to hit and damage beyond just having full BAB." And also gives the avenger something of their own that is iconic among the more martial of archetypal vigilantes. The first ability score you choose to increase can only be increased again at level 7, and maybe by that point you want to choose a different one. Maybe you started with strength, but you prefer through the course of your career to emphasize your alter ego's durability so you choose to increase constitution at level 6. Any way you increase it your character is gradually becoming better rounded and more of superior specimen when in their alter ego.
For those vigilantes that have superhuman abilities as their entire shtick, an associated talent could be something like this:
Superhuman Surge(Ex): The vigilante is capable of superhuman displays of strength, speed, and endurance. As a swift action a vigilante may push beyond their physical limitations, gaining a +4 moral bonus to Constitution, Dexterity, or Strength for a number of minutes per day equal to their vigilante level. these minutes need not be consecutive but they must be spent in one minute intervals. At 8th level you may gain this moral bonus to two ability scores, at 16th level you gain this bonus to all three ability scores. The bonuses granted a barbarian's Rage class feature overlaps with the benefits of this ability score increases from Superhuman Surge.
I think moral works better for a temporary surge of additional juice to whatever ability score for the purpose of a combat or perhaps the duration of a feat of superhuman heroism beyond the vigilante's baseline.
And other talents could key off of that one or reinforce the kind of unique superhuman capabilities a super might have for example:
Vengeful Surge(ex): When a critical hit is confirmed against the vigilante or an ally within line of sight you may activate superhuman surge as an immediate action, gaining the benefit for one minute. This does not count against your uses for superhuman surge per day.
Giant's Power(Ex): The vigilante possesses the proportional strength that belies his size, hurling chucks of stone with ease and shouldering the weight of cascading stone. The Vigilante increases his size for the purpose of calculating encumbrance by one category and gains a bonus on saving throws against avalanches and cave ins, debris from crumbling buildings and the like equal to his strength bonus and gains the rock throwing and rock catching special quality. Thrown rocks deal 1d6 points of damage for a medium vigilante (1d8 for a large vigilante and 1d4 for a small vigilante) + 1&1/2 times the vigilante's strength modifier. While benefiting from the Superhuman Surge talent, the vigilante is treated as one size larger for the purpose of rock throwing and an additional size category larger for the purpose of encumbrance.
Super Speed(Ex): The vigilante can move in a superhuman blur. As long as the vigilante gains a dexterity bonus from a class feature he gains a 30 foot enhancement bonus to his base speed. At 4th level while in a Superhuman surge he gains the benefits of blur while moving, at 8th level he additionally gains the benefits of haste, at 16th level he can make an additional attack while making a full attack and the enhancement bonus increases to 60 feet.
Triggered Transformation(Ex): The vigilante's double life is unstable, and the avenger in him rises to the surface when provoked. When the opportunity presents itself for a character of the vigilante's alignment or creed to do preform a strongly aligned deed, such as a good vigilante stopping an unjust act or an evil vigilante harming a vulnerable innocent, the vigilante must make a DC 15 will save. Failure results in an involuntary change from social to vigilante identity. The vigilante may voluntarily fail such a save if he so desires. When this talent is selected the vigilante may choose whether the change causes a surge in mass and shift in bone structure, doubling the character's weight and rendering his regular clothing to shambles, making him more difficult to recognize, if not the vigilante loses the bonus to disguise granted by dual identity.
Archomedes |
Hope some of this stuff is usable in some capacity, at least in an archetype, or maybe a 5th or 6th specialization depending on how many you are musing over adding to the class.
It'd make a pretty good archetype if it replaced the sort of "terrifyingly emerge from the shadows" class features and maybe stealth as a class skill.
I'll also see if I can get one of my GM friends to let me playtest this stuff to see if its too OP.
Thrawn007 RPG Superstar Season 9 Top 16 |
Imbicatus |
I'm just hoping that Pathfinder doesn't get turned into Villains and Vigilantes. I'm ok with superheroes for inspiration a bit, but I don't really want superheroes on my table in Pathfinder games.
Anything over 6th level is already a superhero, and these abilities are already in game. Want a scaling bonus to STR? There is the Abyssal Bloodline. Con? The Pit Fiend bloodline. Want to be a speedster? Be a Monk or a Dervish Dance Bard (the bard does a better job of it).
The only thing that doesn't make the game Villians and Vigalantes as is is the flavor of the abilities. There is no reason anything suggested here couldn't match the flavor of a standard pathfinder game.