TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  The vigilante is a new class introduced in Ultimate 
  Intrigue, and boasts an interesting model. No other class 
  is as modular as the vigilante, allowing players to fully 
  customize their character to use martial or stealthy abilities 
  at their discretion (and, through certain archetypes, magical 
  abilities, as well). Furthermore, the versatility of the vigilante 
  is not limited to their combat talents, but also to their social 
  skills, allowing players to choose abilities to augment their 
  roleplaying style. What, then, could such a versatile class 
  need? Even more choices! In this book we have provided an 
  abundance of new social and vigilante talents to augment 
  your character.
  Social Talents
   
  Admirers (Ex): The vigilante’s social identity has 
  a pack of fans and admirers eager to spend time with the 
  vigilante, and it costs the vigilante minimal effort to draw a 
  crowd to him when he wants one. Whenever the vigilante 
  remains in his social identity in the same 60-foot radius spot 
  within his area of renown for at least 4 hours, 2d10 admirers 
  arrive to surround him in order to bask in his attention. 
  These admirers are typically 1st-level commoners and experts 
  who identify with his social identity’s agenda. Additionally, 
  if the vigilante makes it publicly known that he will be in a 
  given location at a specific time, he can have 2d10 admirers 
  waiting for him at the appointed time and place, provided he 
  gives at least 1 hour’s notice. Admirers might not participate 
  in combat on behalf of the vigilante, but generally acquiesce 
  to any mundane requests, and will typically run social 
  interference on his behalf, decrying detractors or challenging 
  those who are trying to get to close to their beloved idol. The 
  vigilante must have the renown social talent in order to select 
  this talent.
   
  Criminal Contacts (Ex): The vigilante’s social identity 
  has connection to criminal circles and can use his underworld 
  contacts to learn about the activities of criminals in the area. 
  The vigilante gains a +4 bonus on Knowledge (local) checks 
  and Diplomacy checks made to gather information to learn 
  about the activities of criminals in an area, and can make 
  such checks in half the usual amount of time.
   
  Dramatic Revelation (Ex): While in his social 
  identity, the vigilante can reveal his vigilante identity to 
  another character as part of making a Bluff, Diplomacy, or 
  Intimidate check; if he does, he gains a +10 bonus on the 
  check and rolls the check twice, taking the higher result. Of 
  course, revealing his identity in this way can have disastrous 
  consequences for the vigilante.
   
  In Two Places (Ex): The vigilante is able to convince 
  his personal assistant to assume his vigilante identity in 
  order to appear to be in two places at the same time. If the 
  vigilante’s cohort is a personal assistant, he gains a +20 bonus 
  to Disguise checks made to assume the vigilante’s vigilante 
  identity. The vigilante must have the personal assistant social 
  talent to select this talent.
   
  Personal Assistant (Ex): The vigilante has a social 
  acquaintance who has access to useful skills or great wealth 
  which he uses to lend exceptional aid to the vigilante in 
  various ways. A vigilante with the Leadership feat can 
  designate his cohort as his personal assistant, if the cohort is 
  aware of both the vigilante’s social and vigilante identities. 
  A cohort who is identified as a personal assistant is able to 
  draw upon the vigilante’s social resources and contacts in 
  order to provide him with exceptional service. A personal 
  assistant gains a +2 bonus on Craft, Knowledge, Perform, and 
  Profession skill checks made at the request of the vigilante. 
  Additionally, the personal assistant enjoys increased access 
  to resources in the vigilante’s areas of renown, granting 
  a further +1 bonus on Craft, Knowledge, Perform, and 
  Profession skill checks made in the vigilante’s areas of 
  renown. If the vigilante has the great renown social talent, 
  this additional bonus in the area of renown increases to +2, 
  and if the vigilante has the incredible renown social talent, 
  the bonus in the area of renown increases to +6. Finally, the 
  personal assistant of the vigilante can invoke the vigilante’s 
  name in order to gain a +4 bonus on Bluff, Diplomacy and 
  Sense Motive checks within the vigilante’s areas of renown. 
  A vigilante must have the Leadership feat and the renown 
  social talent in order to select this talent. 
   
  Ruinous Rumor (Ex): The vigilante can use his 
  social identity’s great community standing to discredit other 
  individuals. The vigilante can spend 1 hour in his social 
  identity in his area of renown spreading rumors about an 
  individual, making a Bluff check with a DC equal to the 
  chosen victim’s CR + the Diplomacy DC for the vigilante to 
  raise the victim’s attitude by one step. The DC to discredit 
  particularly irreproachable individuals might be increased 
  by +5 or +10, at the GM’s discretion, while the DC to discredit 
  seedy individuals might lowered by –5 or –10. The normal 
  modifiers for the believability of the rumor apply to this 
  check. If the check is successful, then characters in the 
  vigilante’s area of renown treat their starting attitude toward 
  the individual as one step lower than it normally would 
  be, to a minimum of unfriendly. These rumors last until 
  the individual addresses them, and he must improve the 
  attitudes of affected individuals on his own. The vigilante 
  must be at least 10th level and have the renown social talent 
  before he can select this social talent.
   
  Social Awareness (Ex): The vigilante can use careful 
  analysis to gauge the effectiveness of his social skills. 
  Whenever the vigilante fails a Bluff check, the GM makes a 
  secret Perception check on the vigilante’s behalf, with a DC 
  equal to the result of the Sense Motive check which opposed 
  his Bluff check. If the check is successful, the vigilante learns 
  whether the target believes his lie before the target has time 
  to react to him. Additionally, the vigilante always knows if he 
  influences a character’s attitude with Diplomacy.
   
  Standing Invitation (Ex): The vigilante’s social 
  identity is rich and famous enough to command a standing 
  invitation to nearly any social gathering. The vigilante can 
  attempt a DC 20 Bluff or Diplomacy check in order to gain 
  entrance to any social gathering which requires an invitation. 
  If the event is particularly exclusive, the DC might be higher, 
  or if the event is easy to get into, the DC might be lower, at 
  the GM’s discretion. If the vigilante is in his area of renown, 
  he gains a +2 bonus on this check. If he has the greater 
  renown talent, this bonus increases to +4, and if he has the 
  
  3
  incredible renown talent, it increases further to +8. The 
  vigilante must have the renown social talent to select this 
  talent
   
  You Must Excuse Me (Ex): The vigilante is an expert 
  at escaping troubling social situations while avoiding 
  embarrassment and can usually come up with an excuse to 
  get out of nearly any uncomfortable conversation. Whenever 
  the vigilante fails a Bluff check, he may immediately reroll 
  the check; if the new roll succeeds, the vigilante can deliver a 
  clever excuse to extract himself from the conversation, which 
  distracts the other character for 1d10 minutes before coming 
  to realize the vigilante was lying, allowing him time to escape. 
  The vigilante must have the social awareness social talent and 
  the renown talent to select this social talent.
  Vigilante Talents 
   
  Alchemical Expert (Ex): The vigilante is gifted at the 
  creation and use of alchemical items. The vigilante gains 
  Brew Potion as a bonus feat and adds 1/2 his vigilante level 
  to Craft (alchemy) checks made to create alchemical items. 
  The saving throw DC, if any, for an alchemical item he creates 
  using Craft (alchemy) is equal to 10 + 1/2 the vigilante’s level 
  + the vigilante’s Intelligence modifier. For the purposes 
  of creating a potion, the vigilante is treated as having the 
  required spell, even if he does not have access to that spell; 
  doing so, however, causes the potion to cost 4 times what it 
  normally would. The vigilante must be at least 4th level to 
  select this talent.
   
  Binds of Justice (Ex): The vigilante chooses to spare 
  his foes and leave them for the proper authorities to deal 
  with, and as such is a master of using ropes and bonds to trap 
  his foes. Whenever the vigilante ties up or otherwise binds a 
  character, he may choose to employ secret rope techniques. 
  If he does, he may choose to increase or decrease the DC to 
  escape from his bonds by up to 10. 
   
  Cape Fighting (Ex): As long as the vigilante has at 
  least one hand free and is wearing a cape, cloak, or similar 
  piece of clothing, he can use the cape to his advantage in 
  combat. He gains a +1 shield bonus to AC. Further, he can 
  make disarm and dirty trick attempts with his cloak, gaining 
  a +2 circumstance bonus on the combat maneuver, and he 
  can make such combat maneuvers without provoking attacks 
  of opportunity.
   
  Certain Subdual (Ex): The vigilante has chosen to 
  spare the lives of his foes, seeing no justice in spilling undue 
  blood. Whenever the vigilante would reduce a character to 0 
  or fewer hit points, he may reduce them to 0 hit points and 
  inflict 1 point of nonlethal damage instead.
   
  Danger Sense (Ex): The vigilante is used to putting 
  himself in dire situations and has learned to react with 
  preternatural speed and cunning to avoid danger. The 
  vigilante gains a bonus to Perception checks made to locate 
  creatures concealed by Stealth equal to 1/2 his vigilante level, 
  and gains a +2 bonus on initiative checks.
   
  Death From Above (Ex): The vigilante uses attacks 
  from above to gain additional leverage against his foes, 
  gaining an additional +1 bonus to attack and damage rolls on 
  all attacks made while having higher ground. Additionally, 
  whenever the vigilante moves at least 10 feet vertically down 
  in a round in which he makes an attack against another 
  creature, that creature is denied her Dexterity bonus to AC 
  against the attack. 
   
  Face Fling (Ex): The vigilante is able to fling objects 
  and weapons at his foes’ faces in order to distract and cripple 
  them. The vigilante may perform a dirty trick combat 
  maneuver with a held or improvised thrown weapon at a 
  range of 30 feet. If the attempt fails, the thrown weapon lands 
  in the target’s square. 
   
  Just in Time (Ex): The vigilante can attempt to 
  disable a mechanical trap or open a lock as a move action, 
  but suffers a -5 penalty on the check if he does so. If he fails 
  the first attempt, any retries take the normal amount of time. 
  Certain elaborate locks and traps may be too large or complex 
  to disable in this short timeframe, at the GM’s discretion. The 
  vigilante must have at least 1 rank in Disable Device in order 
  to select this talent.
   
  Knight of the Night (Ex): The vigilante prefers to do 
  battle under the cover of darkness, using it to his advantage. 
  Whenever a character attacks the vigilante while the vigilante 
  has concealment due to darkness, the attacker must roll her 
  miss chance twice and take the worse result. The vigilante 
  must be at least 8th level to select this talent and have the 
  shadow’s sight talent.
  
  4
   
  Rope Combat (Ex): The vigilante is exceptionally 
  gifted with the use of rope in combat, allowing him to 
  entangle and entrap his foes in the heat of battle. Whenever 
  the vigilante holds a rope in both hands, he may use the rope 
  like a net to entangle his foes. Using the rope in this way 
  does not provoke attacks of opportunity. Additionally, while 
  holding a rope in both hands, the vigilante gains a +4 bonus 
  on grapple combat maneuver attempts, and if he successfully 
  pins a character in this way, he can tie that character up as a 
  free action. The vigilante must be at least 6th level and have 
  the binds of justice talent in order to select this talent.
   
  Shot in the Dark (Ex): While in an area of dim light 
  or darkness, whenever the vigilante makes an attack with a 
  ranged weapon against a target at least one range increment 
  beyond the ranged weapon’s first range increment, he may 
  use Stealth to hide as an immediate action. If he does, he 
  suffers only a -5 penalty on the Stealth check. He may not use 
  Stealth to hide while observed, unless he also has the ability 
  to hide in plain sight. A vigilante must be at least 6th level to 
  select this talent.
   
  Sidekick (Ex): If the vigilante has the Leadership feat 
  and his cohort is aware of both his social identity and his 
  vigilante identity, the vigilante can identify that cohort as his 
  sidekick. A sidekick gains any one vigilante talent (other than 
  sidekick). For the purposes of qualifying for vigilante talents, 
  the sidekick counts as a vigilante with the same specialization 
  as the vigilante and of half his vigilante level. When the 
  vigilante reaches 10th level, and every 5 levels thereafter, his 
  sidekick gains an additional vigilante talent.
   
  Sucker Punch (Ex): Whenever the vigilante deals full 
  hidden strike damage to a creature with his unarmed strike, 
  the target suffers an additional amount of damage equal to 
  the vigilante’s level. Only vigilantes of at least 6th level with 
  the stalker specialization may select this talent.
   
  Terrible Warning (Ex): The vigilante is a master 
  of speaking to those who cannot see him in order to make 
  exceptionally persuasive points. The vigilante gains a +6 
  bonus on Bluff, Diplomacy, and Intimidate checks made 
  against characters who cannot pinpoint his location. The 
  vigilante can use this talent while in his social identity 
  without risk of revealing his vigilante identity.
   
  Uncanny Defense (Ex): The vigilante is always on 
  alert for potential dangers and is rarely caught off guard. 
  He gains the uncanny dodge ability of the barbarian. At 8th 
  level, he gains the improved uncanny dodge ability of the 
  barbarian. Additionally, he gains a +1 dodge bonus to AC 
  during surprise rounds. This vigilante talent can only be 
  selected by vigilantes of at least 4th level with the avenger 
  specialization. The vigilante must have the danger sense 
  talent to select this talent.
   
  Utility Belt (Ex): The vigilante finds himself in 
  constant need to draw a wide variety of items. The vigilante 
  has a special belt, bandoleer, pouch or similar device which 
  can hold up to 50 lbs. worth of items at the ready. The 
  vigilante can draw these items as a swift action. 
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
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  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. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 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. 
  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. 
  Weekly Wonders: Vigilante Talents Copyright 2016, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Enhance Your Utility Belt!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Vigilante Talents.pdf