TEXT: 1
  Vigilantes of Porphyra
  Blake Morton
  
  2
  Vigilantes of Porphyra
  Blake Morton
  Additional 
  Writing
  Perry Fehr, N. Jolly
  Editing
  Perry Fehr, Mark Gedak
  Porphyra Logo Rick Hershey
  Art
  Gary Dupuis, Matt Morrow
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Vigilantes of Porphyra is compatible with the Porphyra  Campaign Setting and  
  the Porphyra Wiki located at: http://porphyra.wikidot.com/
  If you have trouble locating reference content on the site drop me an email at 
  gedakm@gmail.com and I will get the content updated and point you to it.
  
  3
  “Voila! In view a humble vaudevillian veteran, cast vicariously as both victim 
  and villain by the vicissitudes of Fate.  This visage, no mere veneer of vanity, is a 
  vestige of the vox populi, now vacant, vanished.  However, this valorous visita-
  tion of a bygone vexation, stands vivified and has vowed to vanquish these venal 
  and virulent vermin vanguarding vice and vouchsafing the violently vicious and 
  voracious violation of volition.”
  - V for Vendetta
  Vigilantes in Porphyra are often larger than life characters. They are masters 
  of both show and stealth, appearing with grandiose displays and showman-
  ship. Figures who are so overblown as  to be unreal. Yet, that just makes 
  it all the more unsettling when they disappear into the wind. Becoming 
  myths the moment people believe they are gone.
     Porphyrian vigilantes can be found lurking in many cities from a huge 
  variety of species. An Underdeep Xelusine Drow will find the path of a vigi-
  lante convenient to navigate social circles as they dance their way upwards 
  and indulge their sins. Humans might be born with mystical and unknown 
  connections to glorious facial hair. Some of the most feared pirates ever to 
  sail are those who take on a pirate’s name and reputation in the public eye. 
  Vigilantes can even be found as seemingly harmless, but enchanted stat-
  ues in a garden. Vigilantes are everywhere, and now is your chance to join 
  them!
     In this book, you will find some new social and vigilante talents to help 
  complete your games as well as a handful of new vigilant focused feats. In 
  addition, you can learn about three of the powerful archetypes found in 
  Porphyra. From the the boisterous dread pirate, to the hilarious mustached 
  mauler, to the grand shapeshifter. Your adventures will not be complete 
  without these, colorful, characters.
  Archetypes
  The following archetypes add to the options available to vigilantes.
  Dread Pirate
  A dread pirate is trained and raised to run a ship. In his vigilante identity he 
  is commonly a notorious and deadly pirate,  while his social identity could 
  be a common man, noble, or merely a privater whose associates are well 
  aware of his more daring side. Dread pirates are among the most notori-
  
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  ous of their associates, and ply many far-flung routes, not just around The 
  Haunted Seas.
  Boisterous Guise (Ex) A dread pirate is rather brazen about his attempts at 
  disguising himself in fine company. His disguise is relatively weak, but so dar-
  ing it is harder to see through. He gains a +5 circumstance bonus to appear 
  as their current identity. However unlike seamless disguise, this does apply to 
  using vigilante talents in his social identity.
     This replaces seamless disguise.
  Ship Trained (Ex) The dread pirate is apt at moving about on a ship. He 
  gains Sea Legs as a bonus feat without having to meet the prerequisites. If he 
  already has the Sea Legs feat, he can immediately swap it for another feat for 
  which he qualified at the level he chose Sea Legs.
     This replaces the social talent gained at 1st level.
  Drunkard’s Fortitude (Ex) If the dread pirate selects the avenger specializa-
  tion his base  Fortitude save from his vigilante levels is equal to 2 + ½th his 
  vigilante level and his base Reflex save from vigilante levels is equal to ⅓rd his 
  vigilante level.
     If he is a stalker vigilante then his base saving throws do not change. How-
  ever, for the purpose of alcohol he treats his base Fortitude save from vigilante 
  levels as being equal to his base Will save from vigilante levels.
     This alters base saving throws.
  Pirate Tricks A dread pirate gains access to a number of additional social and 
  vigilante talents exclusive to their profession.
     This alters social talents and vigilante talents.
  Social Talents
  • 
  Burst of Speed (Ex) The dread pirate can use the wind, tacking, and cur-
  rents to his advantage. With a DC 15 Profession (sailor) check, he can 
  increase his ship’s base movement by 5 feet for 1  hour.
  • 
  Hold Breath (Ex) A dread pirate with this social talent can hold his breath 
  for twice as long as normal.
  • 
  Quick Appraise (Ex) The dread pirate has the ability to quickly find out 
  what to steal. He can appraise an item as a move action and can deter-
  mine the most valuable item in a treasure hoard as a standard action. 
  He gains a +4 bonus on these  Appraise checks. At 12th level, he further 
  reduces these actions to a swift action to appraise an item and a move ac-
  
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  tion to determine the most valuable item in a hoard.
  • 
  Raising the Black Flag (Ex) Whenever the dread pirate reveals pirate flags 
  and initiates a ship to ship combat the other ship’s crew is treated as being 
  affected by his startling appearance, frightening appearance, and stunning 
  appearance class features (if any). The target of frightening appearance is 
  considered to be the enemy ship’s captain. This ability may only be used 
  once per day. The dread pirate must be of at least 15th level and possess 
  the instant recognition social talent to select this talent.
  • 
  Tavern Renown (Ex) A dread pirate’s vigilante identity is a common sight 
  in taverns. By spending 1 week drinking and establishing tales of his 
  prowess in a tavern he can set that tavern as part of his area of renown. 
  This time is decreased by talents and abilities that reduce the time for 
  spreading himself to other communities, such as instant recognition. He 
  can do this in up to 1 tavern per 2 vigilante levels. He does not gain the 
  normal benefits of renown from his social identity here, but he does get 
  all the other benefits and 50% off alcoholic drinks. A dread pirate must 
  possess the renown social talent in order to select this social talent.
  Vigilante Talents
  • 
  Fire the Cannons (Ex) The dread pirate gains Siege Engineer as a bonus 
  feat without having to meet the prerequisites. If he already has the Siege 
  Engineer feat, he can immediately swap it for another feat for which he 
  qualified at the level he chose Siege Engineer. At 12th level, the dread 
  pirate can use a move action to shout orders to the crew. This grants the 
  Siege Gunner feat to them even if they wouldn’t qualify and they gain a 
  +1 morale bonus on attacks with siege weaponry.
  • 
  Hook Stabber (Ex) The dread pirate gains Weapon Focus (hook hand) as a 
  bonus feat. If he already has the Weapon Focus (hook hand) feat, he can 
  immediately swap it for another feat for which he qualified at the level he 
  chose Weapon Focus (hook hand). When using a hook hand he is treated 
  as having the Two-Weapon Fighting feat. The dread pirate may freely se-
  lect feats that require the Two-Weapon Fighting feat, but may only apply 
  them when wielding weapons that grant Two-Weapon Fighting, unless 
  he possesses some other effect that grants Two-Weapon Fighting. At 8th 
  level, he also gains Weapon Specialization (hook hand) as a bonus feat. 
  He doesn’t have to meet any of the prerequisites for these feats.
  • 
  Natural Climber (Ex) The dread pirate does not lose his Dexterity bonus 
  to AC when climbing.
  • 
  Pirate Weapon Training (Ex) The dread pirate applies the effects of 
  Weapon Focus and all feats that list Weapon Focus as a prerequisite to all 
  
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  pirate weapons he possesses so long as they can be used by that weapon 
  normally. Pirate weapons are crossbow, cutlass, dagger, hook hand, rapier, 
  and short sword. Only an avenger vigilante that possesses the signature 
  weapon talent can select this  talent.
  • 
  Seadog’s Armor Skin (Ex): The vigilante knows how to wear armor on the 
  high seas. He doesn’t apply the armor check penalty for light and medium 
  armor on Acrobatics, Climb, or Swim checks. This penalty applies on 
  other skill checks as normal unless he has an ability to reduce it. At 8th 
  level, he can move at full speed in medium armor. This vigilante talent 
  replaces and otherwise acts as armor skin and counts as that talent for the 
  purposes of other talents and abilities such as heavy training.
  • 
  Shout Orders (Ex) As a full-round action, the dread pirate can scream 
  instructions to his ship mates. All allies within 30 feet of the dread pirate 
  who can hear him gain a +1 morale bonus on either attack rolls or on a 
  skill check choosen by the dread pirate for 1 round per vigilante level. The 
  dread pirate chooses to which of these they gain when he uses this abil-
  ity and cannot change it. The crew cannot benefit from the same dread 
  pirate’s shout orders talent more than once every 5 minutes. The dread 
  pirate must be of at least 14th level to select this vigilante talent.
  • 
  Storm Seasoned (Ex) The dread pirate treats all storms as if they were one 
  category less severe for the purposes of sailing and navigation. This stacks 
  with other forms of reducing the category of a storm. He does not take 
  an Acrobatics check penalty from slightly slippery, slightly unsteady, or 
  moderately unsteady conditions. The dread pirate must possess the ship 
  trained talent to choose this vigilante talent.
  • 
  Swinging Strike (Ex) The dread pirate can use masts, rigging, ropes, rail-
  ings, barrels, and more to aid his travel across the ship. This allows him to 
  make charge and bull rush attacks on a ship without moving in a straight 
  line. The dread pirate must possess the sure-footed vigilante talent in 
  order to chose this talent.
  A Bit of Grog (Ex) At 4th level, the dread pirate can drink to gain various 
  benefits. These benefits depend on his vigilante specialization.
     Avenger vigilantes can spend a full-round action taking a deep swig of an 
  alcoholic beverage, throwing the container off to the side, and drawing an 
  object with easy access off his person. This finishes the drink off. He is then 
  treated as if under the effects of a rage spell. This lasts for a number of rounds 
  equal to his vigilante level.
     Stalker vigilantes can spend a swift action to drink down a bit of alcohol 
  he has in his hand. If it is not in hand, but easy to reach he can retrieve and 
  
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  drink it as a move action. So long as he is wearing light, or no armor, this 
  grants him a +1 dodge bonus to AC and a +1 morale bonus to Will and 
  Reflex saving throws. This last for a number of rounds equal to his vigilante 
  level. His maximum dodge bonus from a bit of grog is equal to +¼th his 
  vigilante level.
     At 12th level, the dread pirate doubles the moral bonuses gained from a bit 
  of grog.
  A Bit More Grog (Ex) At 7th level, if the dread pirate is dying he can stabi-
  lize instantly from a sip of alcohol. (Which is usually a standard action from 
  an adjacent creature, but may happen in other ways.) This counts as having 
  Drunkard’s Recovery as a bonus feat. He does need to meet the prerequisites 
  of this feat. If he already has the Drunkard’s Recovery feat, he can imme-
  diately swap it for another feat for which he qualified at the level he chose 
  Drunkard’s Recovery.
     At 13th level, the dread pirate regains consciousness instantly from con-
  suming an alcoholic drink, if it is within arm’s reach.
     This replaces the social talent gained at 7th level.
  Mustached Mauler (Human Racial Archetype)
  There are men, and then there are the manly. And the manly are far more 
  than men. They are the pinnacle of what a person can become. These are 
  men and women who go beyond what others say can or should be done. You 
  might ask yourself, how could such a manly person also be a woman? And the 
  answer is simple, sexism is not manly you pig! Seriously, stop reading this and 
  drop down and do push ups till your arms are sore. How dare you even think 
  such a thing that you might not have thought because this is just manly text I 
  am writing to a mass audience! But for those of you who did think it, manly 
  up and do the pushups.
  Skill Ranks per Level: The mustached mauler gains a number of skill ranks 
  equal to 4 + their Intelligence modifier at each level, instead of the normal 6 
  + their Intelligence modifier skill ranks.
     This alters the vigilante’s skill ranks per level.
  Needs No Weapon (Ex) The mustached mauler is proficient with absolutely 
  nothing! Weapons are for sissy babies and cowards. While in their mustached 
  identity the mustached mauler may never benefit from weapons proficiencies 
  they possess from any source. Instead, while in their mustached identity they 
  
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  possess the Unarmed Strike class feature as a brawler of their vigilante level 
  and their fists are treated as magic weapons.
     This replaces weapon and armor proficiency.
  Impressive Fortitude (Ex) The mustached mauler’s base Fortitude save from 
  vigilante levels is equal to 2 + ½ his vigilante level.
     This alters base saving throws.
  Mustached Identity (Su) The mustached mauler’s vigilante identity must be 
  that of a fighter with clearly displayed and powerful facial hair in the form of 
  a glorious mustache. This is known as their mustached identity. They do not 
  need to possess this mustache in their social identity. Instead, they can grow 
  one spontaneously when changing identities and can choose to shave it off for 
  their social identity.
     The mustached mauler can change identities as a full-round action by rip-
  ping their shirt off and growing a mustache. This means they cannot normal-
  ly benefit from quick change. Instead, the quick change vigilante talent grants 
  the effects of the immediate change vigilante talent without having to qualify 
  for it.
     While in their mustached identity the mustached mauler’s base attack bo-
  nus from vigilante levels is equal to their vigilante level. They cannot perform 
  Intelligence and Wisdom based checks or skill checks, except Perception, and 
  cannot cast Intelligence or Wisdom based spells or spell like abilities. If they 
  must make such a check they automatically fail. While in their mustached 
  identity their Will save is unmodified by their Wisdom modifier, and they 
  cannot benefit from any effects that grant Intelligence or Wisdom bonuses 
  to saving throws. However, if an ability modifier other than Intelligence or 
  Wisdom is added to or swapped onto Will they may use it as  normal.
     In addition, the mustached mauler can choose talents as if they were an 
  avenger or stalker vigilante. Though they cannot benefit from effects that 
  modify hidden strike. They can never use their vigilante talents in their social 
  identity.
     This replaces vigilante specialization and alters dual identity.
  AC Bonus (Ex) The mustached mauler’s rough glistening skin and thick 
  sweat is their armor. While in their mustached identity so long as most of 
  their pectoral and abdominal muscles are clearly visible they add their Cha-
  risma bonus to their AC.
     In addition, the mustached mauler gains a +1 bonus to AC at 4th level. 
  This bonus increases by 1 for every four vigilante levels thereafter, up to a 
  
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  maximum of +5 at 20th level.
     These bonuses to AC apply even against touch attacks or when the mus-
  tached mauler is flat-footed. They lose these bonuses when they wear any 
  armor, when they carry a shield, or when their muscles have been bound and 
  hidden.
  Martial Flexibility (Ex) The mustached mauler can switch their fighting 
  style on the fly. They possesses a brawler’s martial flexibility class feature as a 
  brawler of their vigilante level.
     This replaces the vigilante talents gained at 2nd, 6th, 10th, and 12th levels 
  as well as vengeance strike.
  Maneuver Training (Ex) The mustached mauler favors exotic maneuvers. 
  They possesses a brawler’s maneuver training class feature as a brawler of their 
  vigilante level.
     This replaces the social talents gained at 3rd, 7th, 11th, 15th, and 19th 
  levels.
  Mauler Talents
  The mustached mauler gets access to a few exclusive vigilante talents.
  • 
  Awesome Blow (Ex) The mustached mauler has learned to make attacks 
  beyond their size. They gain the Awesome Blow monster feat without 
  having to meet the prerequisites. Their awesome blow combat maneu-
  ver deals an amount of damage equal to their unarmed strike damage. 
  At 16th level, the mustached mauler can use Awesome Blow against a 
  creature up to one size category bigger than them, and they can bull rush, 
  drag, reposition, and trip creatures of up to one size category greater. The 
  mustached mauler must be at least 8th level to select this  talent.
  • 
  Bounce Off (Ex) Once per round, the mustached mauler can choose to 
  block incoming damage head on. After an attack is declared but before 
  the results are known he can choose to add his Charisma bonus as DR/- 
  instead of as AC.
  • 
  Burst of Insight (Ex) The mustached mauler can sometimes provide a 
  surprisingly intelligent insight. Once every minute they can make one 
  Intelligence or Wisdom based ability check or skill check while in their 
  mustached identity and add a +4 bonus to this check.
  • 
  Dull Magic (Su) The mustached mauler treats all attack rolls with magical 
  weapons against him as if they did not have an enhancement bonus. The 
  mustached mauler must be at least 14th level and possess the ignorance is 
  
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  bliss talent in order to select this talent.
  • 
  Ignorance is Bliss (Su) The mustached mauler finds their opponent’s magi-
  cal weapons to be completely overblown. The power of the mustache 
  protects them and thus they can ignore magical weapon special abilities. 
  To do so, they possess an ignorance score. This ignorance score is equal 
  to ¼th their vigilante level (min 1). They can ignore special abilities, but 
  not enhancement bonuses, with a bonus cost equal to or less than their 
  ignorance score. If the magical item possess more qualities than their ig-
  norance score they can choose a quality they have identified to ignore and 
  then the GM determines what else they ignore by a random method done 
  in secret. The mustached mauler cannot ignore more than their ignorance 
  score. The mustached mauler must be at least 6th level in order to select 
  this talent.
  This alters vigilante talents.
  Shapeshifter (Vigilante Archetype)
  Shapeshifters are among the most feared of vigilantes. Their capabilities shift 
  as often as their bodily forms making them difficult to pin down.  Shapeshift-
  ers were common fifth columnists among the Elementalist zendiqi forces, and 
  assassinated many Deist VIPs.
  Shapeshift (Sp) The shapeshifter can change their form into that of other 
  creatures. This is a polymorph effect that does not provide the usual +10 bonus 
  to Disguise checks. Instead, they look similar to their vigilante identity while 
  in another form. (ie. similar colors or shapes.) Whenever a shapeshifter uses 
  their shapeshift they are considered to be in their vigilante identity. However, 
  if they did not change into their vigilante identity before using shapeshift, the 
  natural form they revert back to when the effect ends will be whatever iden-
  tity they were in at the time. Seeing an identity change into the vigilante can 
  give them  away.
     They possesses a number of shapeshifting points equal to 3 x their vigilante 
  level. By expending 1 point, as a standard action the vigilante can shapeshift 
  into a single form provided by the vigilante’s shapeshifting specialization(s). 
  This usually functions as per a spell or effect given at the appropriately listed 
  level. Unless otherwise stated, this can only be a single form. This form lasts 
  for 10 minutes and can be ended at any time as a free action. At the end of 
  the 10 minutes, the vigilante can spend an additional point to maintain their 
  current form.
  
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     Certain effects can be added on top of other forms. When doing so, for 
  every additional effect the shapeshift consumes an additional point of shape-
  shifting points to either change, or maintain a form. These additional effects 
  must be maintained if the vigilante maintains their current form. These ef-
  fects can either be applied when initially turning into a form, or added later 
  as a standard action.
     This replaces the social talent gained at 1st and the vigilante talents gained 
  at 4th, 8th, and  12th.
  Shapeshifting Specialization (Su) At 1st level, the shapeshifter chooses a 
  shapeshifting specialization. This determines the forms or abilities they can 
  take on with shapeshift.
  Aberration
  • 
  At 1st level, the shapeshifter chooses one of the following spells; 
  aboleth’s lung, bouncy body, cat’s grace, bear’s endurance, bull’s 
  strength, eagle’s splendor, fox’s cunning, jump (using their vigilante 
  level as their caster level),  long arm, monkey fish, owl’s wisdom, 
  or touch of the sea. They can change themselves as per this spell. 
  At 4th level and every 2 vigilante levels past 4th, the shapeshifter 
  adds an additional spell from this list to their options. This can be 
  applied once on top of another form, but it must not grant a size 
  or enchantment bonus to a stat that already benefits in that form. 
  At 16th level, it does not cost the shapeshifter a shapeshifting 
  point to apply this spell.
  • 
  At 4th level, when shapeshifted the shapeshifter can gain the ben-
  efits of alchemist discoveries. They can choose from the tentacle, 
  vestigial arm, parasitic twin, preserve organs, chameleon, sponta-
  neous healing, or wings discoveries using their vigilante level as 
  their alchemist level. They must otherwise qualify for the discov-
  ery. For every 4 levels past 4th they gain another discovery. This 
  can be applied once on top of another form or effect, including 
  itself.
  • 
  At 4th level, the shapeshifter can change their form as per count-
  less eyes. This effect can be added once on top of another form or 
  effect other than itself.
  • 
  At 4th level, the shapeshifter can change forms to take on an 
  evolved shape. When crafting this form, they gain a number of 
  evolution points equal to those of an unchained eidolon of their 
  vigilante level. They use their vigilante level -3 as their effective 
  
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  unchained summoner level to qualify for abilities and count as a 
  bipedal untyped eidolon. After applying these evolution points, 
  this remains their form for the duration of their shapeshift. They 
  are restricted in natural attacks to those of an eidolon of their 
  vigilante level.
  • 
  At 6th level, the shapeshifter can gain the benefits of eyes of the 
  void. This effect can be added once on top of another form or ef-
  fect other than itself.
  • 
  At 6th level, the shapeshifter can elongate their hair. By expend-
  ing 9 shapeshifting points they can use strangling hair as a spell-
  like ability. This is not a form change and uses the shapeshifter’s 
  Charisma modifier as the attack modifier.
  Bestial
  • 
  At 1st level, the shapeshifter’s form can change as per animal as-
  pect. At 4th level, this improves to greater animal aspect. These can 
  be applied once on top of another form. At 10th level, this can be 
  applied without spending a shapeshifting point.
  • 
  At 1st level, the bestial specialization allows shapeshifters to take 
  the Aspect of the Beast feat without meeting the prerequisites. By 
  spending 1 shapeshifting point as a move action, the shapeshifter 
  can semi-permanently alter the benefits of this feat to other valid 
  benefits until this action is done again. If they possess the quick 
  shift talent this may be done as a free or immediate action.
  • 
  At 4th level, they can change forms as per beast shape I. For every 
  2 vigilante levels past 4th the shapeshifter possesses beast shape 
  functions as a one level higher version. While in a creature’s shape, 
  the shapeshifter can communicate with creatures of approximately 
  the same kind as themselves, though animals are still limited by 
  their mental ability scores.
  • 
  At 6th level, the shapeshifter gains a combat style feat as a ranger 
  of their vigilante level with the natural weapon style. The shape-
  shifter only gains the benefits of this feat when using a form or 
  a form modified by an effect granted by the bestial specializa-
  tion.  If they would not normally qualify for these feats they may 
  take them with normal feats from leveling so long as a ranger of 
  their vigilante level could take these feats. However, if they are 
  not bonus feats the vigilante must be in a form that could qualify 
  for them to gain the benefits. At 10th, 14th, and 18th levels, the 
  shapeshifter gains an additional bonus feat from this style.
  
  14
  • 
  At 6th level, the shapeshifter can change to gain the effects of 
  phantom hunt on only themselves.
  Celestial
  • 
  At 1st level, the shapeshifter can take on the features of a celestial 
  being as per lesser angelic aspect. This can be added once on top of 
  another form or effect other than itself. At 4th level, they gain the 
  benefits of celestial healing while under the effects of lesser angelic 
  aspect and this improves to greater celestial healing at 6th. At 8th 
  level lesser angelic aspect improves to angelic aspect, and at 14th 
  level this improves to greater angelic aspect.
  • 
  At 4th level, the shapeshifter can expend 6 shapeshifting points 
  to use smite evil as a paladin of their vigilante level. This is a swift 
  action the same as a normal smite evil.
  • 
  At 6th level, the shapeshifter can gain the effects of freedom of 
  movement. This can be added once on top of another form or ef-
  fect other than itself.
  • 
  At 12th level, the shapeshifter can change themselves so that any 
  manufactured weapon they wield is considered to have the holy 
  special quality. This is an effect change that follows the normal 
  rules for such and can be applied once on top of another form 
  or effect so long as the shapeshifter has angelic aspect applied to 
  themselves already.
  Draconic
  • 
  At 1st level, the shapeshifter can take on draconic claws. These are 
  2 primary claw attacks that do 1d4 if small and 1d6 if medium. 
  These replace any claws the shapeshifter’s current form possesses. 
  These can be added once on top of another form. At 4th level, 
  while possessing draconic claws the vigilante can also gain a 
  primary bite attack that applies 1-½ times their strength modifier 
  and deals 1d6 if medium and 1d4 if small. This replaces any bite 
  attack the shapeshifter’s current form possesses. At 8th level, while 
  possessing draconic claws the vigilante can also gain wings with a 
  flight speed equal to their base speed and good maneuverability.
  • 
  At 6th level, the shapeshifter’s claw and bite attacks granted by 
  draconic specialization add 1d6 worth of cold, acid, electric, or 
  fire energy damage. If they are using form of the dragon this dam-
  age type is determined by their breath weapon.
  • 
  At 10th level, they can take on forms as per form of the dragon I. 
  
  15
  At 12th this improves to form of the dragon II, and at 14th this 
  improves to form of the dragon III.
  Elemental
  • 
  At 1st level, the shapeshifter can gain the effects of elemental 
  touch. They can add elemental touch once on top of another shape-
  shift form, except elemental touch.
  • 
  At 4th level, they can instead change forms as per gaseous form or 
  ironskin.
  • 
  At 4th level, they can instead gain the effects of elemental aura. 
  They can add elemental aura once on top of another shapeshift 
  form, except elemental aura.
  • 
  At 6th level, they can instead change forms as per scorching ash 
  form.
  • 
  At 6th level, they can instead change shape as per elemental body 
  I. For every two vigilante levels past 6th the shapeshifter possesses 
  elemental body functions as a one level higher version.
  • 
  At 8th level, the shapeshifter can instead take on forms as per 
  geniekind.
  • 
  At 10th level, the shapeshifter can instead take on fluid form.
  • 
  At 12th level, the shapeshifter can instead take on ice body.
  • 
  At 16th level, the shapeshifter can instead take on fiery body.
  Giant
  • 
  At 1st level, the shapeshifter’s form can change as per enlarge per-
  son or reduce person. At 4th level, when the shapeshifter changes 
  size their shapeshifting does stack with other magical effects that 
  change a creature’s size. At this level they can add enlarge person or 
  reduce person once on top of another shapeshift form. (Including 
  enlarge person or reduce person.)
  • 
  At 6th level, whenever the shapeshifter’s form is changed they are 
  also treated as if under the effects of a stone throwing spell. This 
  does not need to be a form change from the size specialization.
  • 
  At 12th level, they can take instead take on forms as per giant 
  form I and at 14th this improves to giant form II. Also at 14th, 
  they can instead change as per frightful aspect.
  Humanoid
  • 
  At 1st level, the shapeshifter’s form can change as per alter self.
  • 
  At 4th level, the shapeshifter gains the many guises social talent. 
  
  16
  He can use 1 shapeshifting point to turn into a mundane identity 
  as a standard action. (Quick shift can reduce this. It applies even 
  to mundane identities taken by social talents such as any guise.)
  • 
  Also at 4th level, they can take on forms as per monstrous physique 
  I. For every 2 vigilante levels past 4th the shapeshifter possesses 
  monstrous humanoid functions as a one level higher version. 
  (monstrous physique II at 6th, monstrous physique III at 8th, ect.)
  Plant
  • 
  At 1st level, the shapeshifter’s form can change as per tree shape.
  • 
  At 4th level, the shapeshifter’s form can instead function as vine 
  strike. While under the effects of vine strike the shapeshifter also 
  is treated as possessing the fist of the avenger vigilante talent even 
  though they are not an avenger. They can add vine strike once on 
  top of another shapeshift form, except vine strike itself.
  • 
  At 6th level, a plant specialist shapeshifter is under the effects of 
  a constant speak with plants spell. This requires no shapeshifting 
  points to use.
  • 
  At 8th level, they can travel into trees as per tree stride. Tree stride 
  can be applied once on top of another form.
  • 
  At 8th level, they can instead take forms as per plant shape I. At 
  10th this improves to plant shape II, and at 12th this improves to 
  plant shape III.
  Stone
  • 
  At 1st level, the shapeshifter can gain the effects of stone fist. They 
  can add stone fist once on top of another shapeshift form, except 
  stone fist. Unlike other additional effects, adding stone fist does not 
  cost an additional shapeshifting point.
  • 
  At 2nd level, they can instead change forms as per ironskin. At 
  10th level, while under the effects of iron skin they can spend a 
  move action to change the effects to those of dust form. They can 
  spend a move action to change back into ironskin and can choose 
  to start in dust form when using their action to shapeshift. At 12th 
  level, while under the effects of ironskin (but not dust form) they 
  also are treated as if under the effects of a statue spell.
  • 
  At 4th level, the shapeshifter gains the stone guise social talent. 
  He can use 1 shapeshifting point to turn into a statue identity as a 
  standard action. (Quick shift can reduce this.)
  • 
  At 4th level, they can instead change forms as per meld into stone. 
  
  17
  This can be added once on top of another form.
  • 
  At 6th level, the shapeshifter can remove the petrified status from 
  themselves as a free action. They are not rendered unconscious 
  when petrified.
  • 
  At 6th level, they can gain the effects of calcific touch. This can be 
  added once on top of another shapeshifting form, except calcific 
  touch.
  • 
  At 12th level, they can alter forms as per a statue spell. This can 
  be added once on top of another form, though it is pointless with 
  statue or a shapeshifter’s ironskin. (While under the effects of 
  statue, they can use statue’s ability to change to stone and back as 
  a free action.)
  • 
  At 14th level, they can instead change forms as per iron body.
  Swarm
  • 
  At 1st level, the shapeshifter can change into a single swarm form. 
  This is a CR 1 or less swarm of the vermin or animal type.
  • 
  At 4th level, the shapeshifter is immune to all forms of disease, 
  including magical and supernatural.
  • 
  At 4th level, the shapeshifter can turn into a swarming mass of 
  some form of small creatures. While in this form they gain a 
  worm that walks’ Worm that Walks Traits, Discorporate, and 
  Squirming Embrace special abilities. At 6th level, they also gain 
  the Diehard feat and a +2 bonus to Dexterity and Constitution. 
  At 8th level, they gain DR 5 and Fast Healing 5. At 10th level, 
  they increase the bonus to Dexterity and Constitution to +4 and 
  the DR to DR 10.
  • 
  At 6th level, they can instead change shape as per vermin shape I. 
  At 8th level, this improves to vermin shape II.
  • 
  At 10th level, they can change their body similar to swarm skin. 
  This uses their vigilante level as their caster level and does not 
  leave behind bones or gear. Instead, their bones and gear trans-
  form with them and their consciousness resides in the swarms. 
  If all the swarms are slain, the shapeshifter dies and their body is 
  left behind in the final swarm. The swarms may reform into the 
  shapeshifter. This only requires one of the swarms to do so, but if 
  at least half the swarms the shapeshifter divided into are not pres-
  ent they take 1 negative level. They add additional swarms to their 
  list of options as per the table below.
  
  18
  Viglante Level
  Swarm Type(s)
  2th
  Water Strider Swarm
  4th
  Bat Swarm, Snake Swarm
  6th
  Murder of Crows, Mosquito Swarm, 
  Scarab Beetle Swarm
  8th
  Snake Swarm (Venomous)
  12th
  Jellyfish Swarm, Sprite Swarm
  20th
  Hive Mind Beetle Swarm
  Undead
  • 
  At 1st level, the shapeshifter’s form can change as per alter self, 
  except it only allows for the assumption of undead forms which 
  must be vaguely humanoid shaped instead of assuming humanoid 
  shape.
  • 
  At 4th level, alter self improves to undead anatomy I. At 8th level, 
  this improves to undead anatomy II. For every 2 vigilante levels 
  past 8th the shapeshifter possesses undead anatomy functions as a 
  one level higher version of undead anatomy. 
  • 
  At 14th level, if the shapeshifter takes the form of an incorporeal 
  creature they can choose either to not accept being incorporeal, or 
  they can accept incorporeal in which case they use up an addi-
  tional shapeshifting point to change or maintain it.
  Master Shapeshifter (Su) By 20th level, the shapeshifter has learned all they 
  need to know about altering their body. They can change form as a free action 
  at the start of every turn and any form changes are permanent until they alter 
  them again. In addition, they choose two other shapeshifting specializations 
  besides their primary and gain them using their full vigilante level for them. 
  If they possessed additional specialization in one of these two they can change 
  that to a different specialization they do not already possess.
     This replaces vengeance strike.
  Shapeshifter Talents The shapeshifter gains access to the following unique 
  vigilante talents.
  • 
  Additional Specialization (Su) The shapeshifter gains an additional shape-
  shifting specialization. This specialization only grants effects as her vigi-
  lante level -4. The shapeshifter must be at least 6th level to select this 
  talent.
  
  19
  • 
  Convincing Form (Ex) The shapeshifter’s forms are actually suitable dis-
  guises. They no longer look similar to themselves while in a different form 
  and gain their seamless disguise bonus to appear as forms they take on. At 
  14th level, they can fake the appropriate aura of creatures they are mim-
  icking.
  • 
  Quick Shift (Ex) The shapeshifter can spend 1 additional shapeshifting 
  point to change forms or add effects as a swift action instead of a standard 
  action. At 12th level, this can be used as an immediate action.
     This alters vigilante talents.
  Feats
  Below are feats developed for vigilantes on Porphyra, but also usable by any 
  classes that qualify.
  Alternative Magic
  You use a different source of magic.
  Prerequisite: Magical child archetype
  Benefits: Choose either the druid spell list, the sorcerer/wizard spell list, or 
  the psychic spell list. If you have levels in the magical child vigilante arche-
  type you cast spells of up to 6th level from that list instead of the summoner 
  list. This does not change any other factor of your casting, just  your spell list.
  Special: Can only be taken at 1st level or before your first level of Magical 
  Child.
  By Night and Day (Combat)
  You can return within 24 hours to deal with someone again.
  Benefits: All of your vigilante class features and talents that can only affect a 
  target once in 24 are reduced so that you can only use them once in 12 hours.
  Charge Strike (Combat)
  You perform an epic slash that cuts clean through your foes.
  Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4
  Benefits: As a full-round action, you can make a special charge action. Unlike 
  a normal charge, you do not end your movement at your opponent. Instead, 
  you move past your opponent passing through adjacent squares. You must 
  have moved at least 10 feet to be able to attack your opponent during this 
  
  20
  action. When you attack, treat it as a Cleave action. You make your second 
  attack in this Cleave after having moved 5 feet from where you struck the first 
  opponent. After attacking your first opponent, you must move at least an ad-
  ditional 10 feet unless you are blocked or run out of movement in which case 
  you fall prone and are staggered for 1 round.
  Lasting Impression (Combat)
  You strike fear into your foes, which they remember  well.
  Prerequisite: Frightening Appearance class feature
  Benefits: The duration of effects is doubled for frightening appearance. To 
  use this the target must have been hit by your frightening appearance class 
  feature at least a day before.
  Piercing Charge (Combat)
  You perform a series of strikes that minces the flesh of your  enemies.
  Prerequisites: Str 15, Cleave, Charge Strike, Great Cleave, Power Attack, 
  base attack bonus +8
  Benefits: When making a charge strike you instead treat your attack as a great 
  cleave. Each opponent you attack you must do so after having moved 5 feet.
  Social Talents
  The following social talents add to the options available to vigilantes or any 
  other class that can select social talents.
  Artist’s Signature (Ex): The vigilante selects a Craft, Perform, or Profession 
  skill. Any work created with this skill possesses the artist’s signature. Whenev-
  er he is in his social identity, he gains a bonus of +5 on Diplomacy checks to 
  haggle his goods and negotiate prices and those who would be familiar with 
  the reputation of his quality of work have an initial attitude that’s one step 
  better. This attitude improvement does not stack with renown. These benefits 
  also apply to any skill that benefits from the entrepreneur social talent, if he 
  has it.
  Contacts (Ex): The vigilante attracts a more powerful group of followers 
  to aid in their tasks. This functions as the Recruits feat with some changes. 
  This does not count against being able to take the Leadership feat and these 
  cohorts cannot adventure with the vigilante. Instead, they serve as managers 
  
  21
  of his holdings, eyes and ears in the city, and can help cover for his identity. If 
  he possesses the safe house social talent they can bring library research mate-
  rial into his safe house and half the time he spends researching. They can 
  also bring him other materials such as food or basic resources he has paid for. 
  Each of them, once per day, can assist him as per the loyal aid talent.
     If he possesses the sidekick vigilante talent, then that sidekick counts 
  against his maximum number of followers and can be a promoted cohort so 
  long as he otherwise qualifies as a sidekick. The sidekick does not have to be 
  the same level as the other cohorts. The vigilante can swap out his sidekick for 
  another cohort to allow that cohort to adventure with the vigilante, but this 
  cohort will most likely be lower in level than the sidekick. This functions the 
  same as swapping out recruits normally does.
     These recruits can be made aware of the vigilante’s dual identity. If they are, 
  they add the vigilante’s bonus from seamless guise to checks made to Bluff 
  that the vigilante is not both people. The vigilante must be at least 5th level 
  and possess the loyal aid social talent to select this talent.
  Focused Study (Ex): The vigilante gains Skill Focus as a bonus feat. He must 
  select a specific skill to apply this to. If the skill could be used with social 
  grace and is not selected by social grace, while in his social identity he consid-
  ers it one of his social grace skills for the purposes of other talents, such as 
  magical craftsman.
  Keep it Going (Ex): The vigilante tries to use his words (or his opponent’s 
  tendency to monologue) to keep opponents from attacking him till he can 
  prepare a trap. This functions as the Call Truce feat, except as follows. In-
  stead of Diplomacy he uses Bluff  to initiate the check and the check is DC 
  20 + the highest Sense Motive of the group. During the entire truce he must 
  continue talking and be heard by his opponents or else keep his opponents 
  talking.
     While in this truce anyone (including enemies) with the wordy wit social 
  talent may use it. They make the normal wordy wit check without provoking 
  additional checks such as the normal sense  motive check to notice someone 
  is trying to gain a combat advantage. The wordy wit prepared actions do not 
  activate at the start of the vigilante’s next turn, but rather instead whenever 
  combat resumes. Everyone with the keep it going social talent can ready up 
  to three distinct actions in this way during this truce. Being discovered means 
  combat automatically resumes. The vigilante can only take this social talent if 
  he is at least a 11th level vigilante and possess the wordy wit social talent.
  
  22
  Magical Craftsman (Ex): The vigilante can make magical arms and armor. 
  With Craft skills with which the vigilante possesses social grace he is treated 
  as if he possessed the Craft Magic Arms and Armor and Master Craftsman 
  feats. If he possesses the social grace talent, he also gains these benefits with 
  all Craft skills he possesses with that talent. The vigilante must be at least 7th 
  level and possess the social grace talent to select this talent.
  Mouth Off (Ex): The vigilante is talented at using his words as a weapon. He 
  gains a +4 competence bonus to  Bluff checks using language. If he possess 
  the mockery vigilante talent he gains an additional usage per day of the In-
  timidate version of Antagonize. At 13th level this increases to a +8 bonus and 
  he gains one more usage per day of the Intimidate version of Antagonize.
  Safe House Resources (Ex): The vigilante gains Brilliant Planner as a bonus 
  feat without having to meet the prerequisites. If he already has the Brilliant 
  Planner feat, he can immediately swap it for another feat for which he quali-
  fied at the level he chose Brilliant Planner. He can spend gold up to ten times 
  his brilliant plan fund to outfit his safe house with the ability to provide for 
  his brilliant plans. Then, whenever he visits his safe house he can use these ad-
  ditional funds to instantly refill his brilliant plan funds from these additional 
  funds. He can use brilliant planner an additional time per day for every 5 
  vigilante levels, but must return to his safe house to refill. If he possesses the 
  loyal aid social talent his favor once a day can be to retrieve additional funds 
  from his safe house to him to refill instead. This does not allow him to exceed 
  how much of his brilliant plan funds he can carry on him. The vigilante must 
  be at least 3rd level and possess the safe house social talent to select this tal-
  ent. Rogues and others with the claimed turf rogue talent may select this tal-
  ent in place of a rogue talent using their effective rogue level in place of their 
  vigilante level.
  Stone Guise (Su): The vigilante gains an additional identity. This is known as 
  a statue identity. While in a statue identity, he can magically freeze and turn 
  to stone as per the statue spell, except that he does not gain hardness 8 and 
  cannot transform as a free  action. Instead, he changes to stone using the time 
  it would normally take him to change identities. He receives a +20 circum-
  stance bonus on Disguise checks to appear as an ordinary statute and has a 
  true neutral alignment while in his statue identity. Spells and abilities that are 
  seeking for the vigilante’s other identities fail while he is in his statue identity. 
  A vigilante’s statue identity is static, always being roughly the same statue. 
  But, he may change possessions and adopt different clothing (or lack thereof) 
  
  23
  
  24
  to attempt to disguise as a different statue in much the same way a social 
  identity might take on a normal disguise using the disguise skill. Most will 
  not think to closely observe a statue, even though they might find it peculiar 
  if they remember a statue of the same person. At 15th level, a vigilante can 
  remain in their statue identity indefinitely without aging. A vigilante must be 
  at least 5th level to select this talent.
  Unusual Weaponry (Ex): The vigilante is well practised in using a normally 
  innocuous tool as a deadly weapon. He chooses one object such as a broom, 
  a bottle, or similar improvised weapon. With it, he ignores the -4 penalty for 
  being unproficient and it does damage according to the following table.
  Weapon Type
  Dmg 
  (S)
  Dmg 
  (M)
  Dmg 
  (L)
  Critical Special
  Light
  1d4
  1d6
  1d8
  x3
  Performance
  Light (throwing)
  1d3
  1d4
  1d6
  19-20
  Fragile, Range 20 ft.
  One-Handed
  1d8
  1d10
  2d8
  x3
  Performance
  One-Handed 
  (throwing)
  1d6
  1d8
  2d6
  x3
  Range 10 ft.
  Two-Handed
  1d10
  2d6
  3d6
  x3
  Performance, see 
  text
  Two-Handed 
  (Long)
  1d10
  2d6
  3d6
  x3
  Performance, Reach
  Two-Handed 
  (Double)
  1d8
  1d10
  2d8
  x2
  Double
  The improvised weapon does either B or P damage, chosen when the  tool is 
  selected.  A normal two-handed improvised weapon does both B and P dam-
  age. This weapon can do nonlethal damage without taking a -4 to attack rolls. 
  These benefits apply to all tools or objects of the exact same type. If desperate 
  weapon is cast and summons a weapon of the same design as the vigilante’s 
  unusual weapon it acts as the normal unusual weapon. The vigilante’s un-
  usual weapon may be enchanted with weapon qualities for which it qualifies. 
  If the vigilante possesses the take ‘em alive vigilante talent these weapons do 
  an additional +2 damage when doing nonlethal on top of the damage buff 
  normally gained. The vigilante may select this talent multiple times, choosing 
  a new object each time.
  
  25
  Wordy Wit (Ex): The vigilante distracts someone with rapid talking, allowing 
  him to prepare a surprise in plain view of them without them noticing. He 
  chooses an action he can normally use as a readied action. Unlike a normal 
  readied action, it can be delayed to trigger during his next turn without tak-
  ing up an action on that turn. When he readies this action he makes a check 
  identical to the one for the conceal spell feat. Readying an extraordinary 
  ability or mundane ability does not allow opponents to use spellcraft for their 
  opposed check. If he possesses conceal spell treat this as greater conceal spell 
  instead.
     If he succeeds, the targets of the check do not notice he has already pre-
  pared an action that is ready to go off, such as legs being clinched in prepara-
  tion to move, fingers edging the barrel of a gun to reload, a spell beginning 
  behind them, or so  on.  If he fails this check the opponent is aware of his 
  readied action and its trigger. If he has successfully executed this talent on an 
  enemy, they gain a +10 cumulative bonus against further uses for 1 minute. 
  The vigilante can only take this social talent if he is at least a 7th level vigi-
  lante and possess the mouth off social talent.
  Vigilante Talents
  The following vigilante talents add to the options available to vigilantes.
  Advanced Cleave Training (Ex): The vigilante gains Great Cleave as a bonus 
  feat without having to meet the prerequisites. If he already has the Great 
  Cleave feat, he can immediately swap it for another feat for which he quali-
  fied at the level he chose Great Cleave. He does not take a -2 penalty to AC 
  when using Cleave. If he possesses Improved Vital Strike or Greater Vital 
  Strike he can apply the effects of those instead of Vital Strike to his first at-
  tack. The vigilante must be at least 6th level and possess the cleave training 
  vigilante talent to select this talent.
  Cleave Training (Ex): The vigilante gains Cleave as a bonus feat without 
  having to meet the prerequisites. If he already has the Cleave feat, he can im-
  mediately swap it for another feat for which he qualified at the level he chose 
  Cleave. If he also possesses Vital Strike or the perfect vulnerability vigilante 
  talent, he can apply the effects of one of these to the first target he cleaves.
  Cut Through (Ex): The vigilante gains Charge Strike as a bonus feat. If he 
  already has the Charge Strike feat, he can immediately swap it for another 
  
  26
  feat for which he qualified at the level he chose Charge Strike. If he possess 
  advanced cleave training he also gains Piercing Charge as a bonus feat. He 
  does not need to met the prerequisites for these feats. The vigilante must be 
  at least 6th level and possess the cleave training vigilante talent to select this 
  talent.
  Evolved (Ex): While in his vigilante identity, the vigilante gains the effects 
  of an additional racial trait from their race they do not possess. At 6th level, 
  they gain another. And at 14th level, they gain a third. They must not already 
  possess these racial traits. Feats that need this racial trait to qualify for can 
  be taken, but only can be used while in the vigilante’s vigilante identity. (i.e.. 
  The vigilante may take Extra Spider Legs feat if they choose a karza’s spider 
  legs with this ability, but they only have their legs and additional legs in their 
  vigilante identity.)
  Read Movement (Ex): The vigilante learns to read the movements of his 
  opponents. Once per day, as a swift action he can designate an opponent. So 
  long as this opponent remains in their sights they are treated as if the vigilan-
  te had used the spell anticipate thoughts on them. He gains an additional use 
  of this ability at 14th and 18th levels. A vigilante must be at least 8th level to 
  select this talent.
  Sidekick (Ex): The vigilante gains the benefits of a sidekick. This functions 
  similarly to the Leadership feat, except that the cohort is also a vigilante 3 lev-
  els lower than the vigilante that gained this  talent. This cohort cannot choose 
  this talent and must have the same archetype or archetypes as their leader. She 
  cannot multiclass. The vigilante determines her Leadership score according to 
  the rules presented in the Leadership feat
     If the vigilante releases his sidekick from service or otherwise loses her side-
  kick, he may train a new one by scouting for potential candidates in a city or 
  large town where adventurers are at least somewhat common, and then train-
  ing them which requires 1 week of effort. Unlike other hirelings, a sidekick 
  requires no compensation for her services. The opportunity to train alongside 
  a legendary vigilante is more than enough.
     Upon reaching 8th level, this talent changes to the Leadership feat and the 
  sidekick may be treated as a normal cohort no longer bound to being a vigi-
  lante. The vigilante must be at least 4th level to select this  talent.
  Skill Mastery (Ex): The vigilante has absolute confidence in his skills. He 
  can select any vigilante class skills or skills he possess social grace in up to a 
  
  27
  maximum of his ½ intelligence modifier (min 1). With these skills he can 
  always take 10 even if stress or distractions would normally prevent him from 
  such. Stalker vigilantes can use their full Intelligence modifier instead of half 
  to determine how many skills they master. The vigilante must be at least 8th 
  level to select this talent.
  Spinning Strikes (Ex): The vigilante gains Circling Mongoose as a bonus 
  feat without meeting the prerequisites. Against attacks of opportunity caused 
  by using this feat the vigilante gains a +4 dodge bonus. The vigilante must be 
  at least 8th level and possess the fantastic stride vigilante talent to select this 
  talent.
  Tactical Contact (Ex): The vigilante possess a special contact to aid him in 
  an advisory role. One of his cohorts turns into a tactical contact. A tactical 
  contact can spend a full-round action to grant the vigilante usage of a com-
  bat or teamwork feat he does not know for up to 1 minute per level of the 
  tactical contact. To do this, the vigilante must be able to clearly communicate 
  with the tactical contact and the tactical contact must not be under stress or 
  distract (such as by combat). This can be done once per day, and 1 additional 
  time per day at 14th and 18th levels. The vigilante must be at least 8th level 
  and possess the contacts social talent to select this  talent.
  Tactical Training (Ex): The vigilante gains the solo tactics class feature as an 
  inquisitor. He also can learn one teamwork feat he qualifies for at the level he 
  took this talent.
  Whirlwind Lash (Ex): The vigilante gains Whirlwind Attack as a bonus feat 
  without having to meet the prerequisites. If he already has the Whirlwind At-
  tack feat, he can immediately swap it for another feat for which he qualified 
  at the level he chose Whirlwind Attack. If he also possesses Vital Strike, Im-
  proved Vital Strike, Greater Vital Strike, or the perfect vulnerability vigilante 
  talent, he can apply the effects of one of these to the first target he attacks. 
  The vigilante must be at least 8th level and possess the advanced cleave train-
  ing vigilante talent to select this talent.
  
  28
  Favored Class Bonuses
  Favored class provide a racial bonus can be taken instead of adding a hit point 
  or a skill point when taking a level in one’s favored class. The following op-
  tions are available to the listed races from Fehr’s Ethnology, Lands of Porphy-
  ra, or the porphyra.wikidot.com website.
     Anpur Gain 1/6 of a social talent. 
     Avoodim Add ½ to the DC increase for unshakable.  
     Deigenae Add ½ to the DC increase for unshakable.
     Dhosari Add +1 to Bluff and Intimidate checks when dealing with beings 
  of Large size or larger.
     Dragonblood Gain +1/6 of a social talent.
     Drow (any subrace) Gain +1/3 on all Acrobatics, Climb and Stealth 
  checks while underground. 
     Enigmon Add ½ of the Disguise bonus provided by seamless guise.
     Erkunae Gain 1/6 of a new vigilante talent.
     Eventual Gain + ½ on Bluff checks to tell lies. 
     Femanx Gain 1/6 of a social talent.
     Half-elf (elf/orc) Add +1 to Diplomacy and Intimidate checks when deal-
  ing with beings with the elf or orc subtype.
     Half-human (human/orc) Add +1 to Bluff and Intimidate checks when 
  dealing with beings with the human or orc subtype.
     Ith’n ya’roo Increase the bonus from social grace on Craft skills by + ½.  
     Kripar Gain +1/3 on all Acrobatics, Climb and Stealth checks while under-
  ground.
     Orcam Gain +1/3 on all Acrobatics and Stealth checks when out of water.
     Polkan Add +1 to Intimidate and Sense Motive checks when dealing beings 
  of the human or native subtype.
     Qit’ar Gain +1/3 on all Acrobatics, Climb and Stealth checks when in for-
  est terrain.
     Satyrine Gain 1/6 of a vigilante talent.
     Saurian Add ½ to the DC increase for unshakable.
     Urisk Gain +1/4 on all Charisma-based skill checks.
     Xesa Add 1/6 of a social talent.
     Zendiqi Add ½ of the Disguise bonus provided by seamless guise.
  
  29
  Sample Character
  Below is a sample NPC vigilante character using the mustached mauler ar-
  chetype.
  Sam Saxton (Vigilante)/Veronica Hale (Social) (CR 4; XP 1,200)
  Female human vigilante (mustached mauler) 5
  CG (Vigilante)/N (Social) Medium humanoid (human)
  Init +1; Senses Perception +7
  Defense
  AC 14, touch 14, flat-footed 13 
  (+1 Dex, +3 Cha)
  hp 36 (5d8+10)
  Fort +6, Ref +6, Will +5
  Defensive Abilities unshakeable (+5 vs. intimidate)
  Offense
  Speed 30 ft.
  Melee unarmed strike +6/+6 (1d8+5) or unarmed strike +8 (1d8+5)
  Ranged improvised weapon (mug) +0 (1d4+3)
  Special Attacks fist of the avenger, maneuver training 1 (grappling)
  Tactics
  Before Combat Sam does not prepare for combat, combat prepares for Sam.
  During Combat As long as any foe is within charging distance, Sam will 
  charge them with her fist, using her martial flexibility to gain Improved 
  Grapple.  If she thinks her foe won’t break out of a grapple, she will attempt 
  to grapple them.  If not, she’ll simply pound them into dust. If Sam desper-
  ately needs a ranged attack she will expend a use of martial flexibility to gain 
  Throw Anything (+4 to her ranged attack). Usually she uses this with a mug 
  or other throwable object on her person.
  Morale Sam won’t stop fighting until she’s unconscious, although after she 
  regains consciousness she’s generally in good spirits unless her foes were at-
  tempting to kill her.
  Statistics
  Str 16, Dex 13, Con 12, Int 10, Wis 8, Cha 16
  Base Atk +4; CMB +7 (+8 grapple); CMD 18 (19 vs. grapple)
  Feats Improved Unarmed Strike, Dirty Fighting, Two-Weapon Fighting, 
  Toughness, Weapon Focus (unarmed strike)
  Skills Diplomacy +11, Intimidate +11, Perception + 7, Survival +7
  Languages Common
  SQ mustached identity, seamless guise, social talents (mouth off, renown), 
  
  30
  startling presence,  vigilante talents (fist of the avenger)
  Combat Gear potion of cure moderate wounds (4), potion of invisibility; Other 
  Gear cloak of resistance +1, metal mug (5), quickrunner’s shirt, 245 gp
  Demographics
  Homeland Iffud
  Deity/Faith Tulis
  Rarely does a party feel complete until Sam Saxton arrives.  A mountain of a 
  woman with facial hair that would make a dwarf bow down and take notice, 
  Sam manages to make friends wherever she goes, finding it hard to stay away 
  from a good gathering of song, spirits, and celebration.  Feeling at home in 
  the taverns of Berton, once she gets slightly tipsy she can be a bit dangerous 
  to have around, enjoying a good scrap with anyone who wishes to challenge 
  her.
     One of the only things Sam can’t stand is an insult to her honor, willing to 
  take a bet or a dare at the drop of a hat.  Regardless of if she thinks she can 
  do it or not, Sam will take up any challenge as soon as possible, reveling in 
  the experience regardless of if she succeeds or not.  It’s quite hard to break her 
  spirit, finding fun and joy wherever she goes.
     Mild mannered Veronica Hale is highly respected and well liked local per-
  formance star. She is quite ditzy and often found to run away from trouble. 
  Though well liked by directors,  this gives her a reputation of being easy to 
  manipulate.
  Boon: In order to shift Sam’s attitude to friendly, a character must beat her 
  at a challenge of some kind.  This can include drinking, arm wrestling, dart 
  throwing, or any other similar competition, although she will accept any 
  challenge if she thinks it will be fun.  Those who manage to do so can benefit 
  from Sam’s renown talent for 1 day.
  
  31
  OPEN GAME LICENSE Version 1.0a
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  an enhancement over the prior art and any addi-tional content clearly identified as Open Game Content by the Contributor, and means any work cov-ered 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson. 
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., pub-lished and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., pub-lished and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and dis-tributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Clark Peterson, based on original material 
  by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and dis-tributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Bunyip from from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised © 2002, Necro-mancer Games, Inc.; Author: Scott Greene, based on 
  original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., pub-lished and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., pub-lished and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  
  32
  Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Jean Wells.
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Neville White.
  Demon Lord, Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on material by Gary Gygax.
  Dragon Horse from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Flind and Flindbar from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by J.D. Morris.
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-uted by Frog God Games; Author: Scott Greene, 
  based on original material by Ian McDowell and Doug-las Naismith.
  Forlarren from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-uted by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. 
  Giant, Wood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott 
  Greene, based on original material by Wizards of the Coast.
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Underworld Oracle.
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and dis-tributed by Frog God Games; Author: Scott 
  Greene, based on original material by Philip Masters.
  Kech from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Magma Ooze from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon 
  Tillbrook.
  Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and  distrib-uted by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner,  Jason Nelson, Sean K Reynolds, Owen K.C. 
  Stephens, Russ Taylor. 
  Pathfinder Player Companion: Advanced Class Origins © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Tom Phillips, Stephen Radney-MacFar-
  land, and Owen K.C. Stephens.
  Pathfinder Player Companion: Arcane Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Steven T. Helt, and David N. Ross.
  Pathfinder Player Companion: Champions of Purity © 2013, Paizo Publishing, LLC; Authors: Jessica Blomstrom, Adam Daigle, Shaun Hocking, Daniel 
  Marthaler, Tork Shaw, and Christina Stiles.
  Pathfinder Player Companion: Cohorts and Companions © 2015, Paizo Inc.; Authors: Brian Duckwitz, Philip Minchin, and Jason Nelson.
  Pathfinder Player Companion: Giant Hunter’s Handbook © 2014, Paizo Inc.; Authors: Alexander Augunas, Luis Loza, Ron Lundeen, and David Ross.
  Pathfinder Player Companion: Melee Tactics Toolbox © 2015, Paizo Inc.; Authors: Paris Crenshaw, Ron Lundeen, and David Schwartz.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason 
  Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal 
  Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Tay-lor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John 
  Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, 
  
  33
  Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, 
  John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game: Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bul-
  mahn, Robert Emerson, Tim Hitchcock, Jason Nel-son, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bul-mahn, Tim Hitchcock, Colin McComb, Rob Mc-
  Creary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, 
  Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz,  Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, 
  Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, 
  Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
  distributed by Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Skulk from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene 
  and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott Greene.
  Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and dis-tributed by Frog God Games; Author: Scott Greene, 
  based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and dis-tributed by Frog God Games; Author: Scott 
  Greene.
  Vegepygmy from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Vigilantes of Porphyra © 2016, Purple Duck Games; Author Blake Morton.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Vigilantes of Porphyra.pdf