Note: This archetype makes use of rules from Path of War by Dreamscarred Press.
Vigilantes are warriors who use fear and darkness to their advantage. They rely on keen insight and
inspiration to aid them where others would seek to use
magic or the supernatural.
Class Skills
A vigilante gains Knowledge
(dungeoneering), Knowledge (history), Knowledge
(geography), Knowledge (nobility), and Sleight of Hand
as class skills.
Maneuvers
A vigilante loses access to the Solar
Wind and Veiled Moon disciplines and adds Primal Fury,
Scarlet Throne, and Tempest gale to his list of available
disciplines. His initiation modifier is Intelligence, and
any stalker class features that previously used his
Wisdom modifier now use his Intelligence modifier. He otherwise learns, readies, initiates maneuvers as a
standard stalker.
This ability alters maneuvers.
Maneuvers Readied
Instead of recovering maneuvers like a standard stalker, a vigilante must open
his mind to the flow of battle and the inherent patterns
therein as a full-round action. When he does so, he
recovers a number of expended maneuvers equal to
his vigilante initiation modifier (minimum 2), gains a +4
insight bonus to his AC for one round and can move up
to to his speed during the action, provoking attacks of
opportunity as normal. In addition, the next attack he
makes this encounter adds his sneak attack damage if it
hits, regardless of whether or not the target his flanked
or flat-footed. Alternately, the vigilante can center his
awareness and recover a single maneuver as a standard
action.
This ability alters maneuvers readied.
Inspiration (Ex)
A vigilante relies on his insight to aid him in his mission, using his cunning to augment
skill checks and ability checks. The vigilante has
an inspiration pool equal to 1/2 his class level + his
vigilante initiation modifier (minimum 1). An vigilante’s
inspiration pool refreshes each day, typically after
he gets a restful night’s sleep. As a free action, he can
expend one use of inspiration from his pool to add 1d6 to
the result of that check, including any on which he takes
10 or 20. This choice is made after the check is rolled
and before the results are revealed. An vigilante can
only use inspiration once per check or roll. The vigilante
can use inspiration on any Knowledge, Perception, or
Sense Motive skill checks without expending a use of
inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving
throws, although it costs two points of inspiration rather
than one. Using inspiration while making a saving throw
is an immediate action, rather than a free action.
This ability replaces ki pool.
Trapfinding (Ex)
A vigilante adds 1/2 his level as a bonus on Perception checks to locate traps and to Disable
Device checks (minimum 1). A vigilante can use Disable
Device to disarm magical traps.
Sneak Attack (Ex)
If a vigilante can catch an opponent
when he is unable to defend himself effectively from
the vigilante’s attack, he can strike a vital spot for extra
damage.
The vigilante’s attack deals extra damage any time his
target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when
the vigilante flanks his target. This extra damage is 1d6
at 1st level, and increases by 1d6 every three vigilante
levels thereafter (2d6 at 4th level, 3d6 at 7th level, and
so on). Ranged attacks can count as sneak attacks only
if the target is within 30 feet. This additional damage is
precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as
a sap, unarmed strike, or whip), a vigilante can make
a sneak attack that deals nonlethal damage instead of
lethal damage. He cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack—not
even with the usual –4 penalty.
The vigilante must be able to see the target well enough
to pick out a vital spot and must be able to reach such a spot. A vigilante cannot sneak attack while striking a
creature with total concealment.
This ability replaces deadly strike.
Stalker Arts
Instead of selecting a stalker art at the appropriate level, a vigilante can select an
investigator talent instead, treating his stalker level
as his effective investigator level. He must meet the
prerequisites for this investigator talent as normal.
The vigilante cannot select investigator talents which
augment alchemy, nor can he select stalker arts which
require a ki pool to function. Any investigator talent
which augments studied strike instead affects the
vigilante’s sneak attacks.
This ability alters stalker arts.
Inspired Vengeance (Ex)
At 20th level, a vigilante has mastered inspiration to such an extent that he
instinctively places his attacks in near-perfect paths. The
vigilante can use inspiration on any attack roll he makes
without spending any points from his pool. In addition,
the vigilante can spend one point of inspiration once
per round as a free action to to add 1d6 the save DC of a
maneuver he initiates.
This ability replaces retributive ki.