Vigilante
Wherever the law can’t handle every crook wandering
the streets in search of easy prey, the
Vigilante comes out to lend a helping hand. These
champions and rebels equip themselves accordingly
for their task, to make sure that a stray
switchblade doesn’t put an end to their righteous
crusade, and always keep around a getaway ride
in case the local law enforcement gets funny ideas.
1st Circle – Vigilante ArmorEX: With a dramatic gesture
and shouted command, a suit of incredible
armor snaps into existence and covers your body.
This provides a +2 item bonus to Athletics, and is
a Lesser item of your design with enchantments
as normal for magic armor of its tier (see Chapter
XIII), but does not count against your normal
limit of attuned magic items. When you gain your
4th circle in Vigilante, redesign this armor as a
Greater item, and when you gain your 6th circle,
redesign it as a Relic.
2nd Circle – Brutal KickEX: You jump high in the sky,
then come streaking down towards your foe for a
devastating kick, whether or not you usually use
such attacks. As a standard action, you move up to
your movement speed without provoking attacks
of opportunity, and make a melee attack against an
opponent in your [Melee] range, which deals additional
damage equal to your level and can target
a [Flying] opponent even if you are not [Flying].
You can choose to treat your Unarmed Strike natural
weapon as a [Brutal 2], [Magnum] weapon for
purposes of this attack. At 10th level, you can make
2 attacks after moving this way, and the additional
damage for each attack increases to 2 per level
you possess. Against all expectations, you can still
activate Brutal Kick while mounted, using your
mount’s movement speed in place of your own.
3rd Circle – Signature RideEX: You gain the ability to
call forth or dismiss a mysterious contraption as
part of a move action. This is a special mount that
will allow no rider other than you, and which you
can control in combat even without having the
Ride skill trained. It appears in an unoccupied
space adjacent to yours when summoned and disappears
from wherever it may be when dismissed,
dismounting you if you happen to be riding it at
the time. As a free action, you may climb onto
your Signature Ride without provoking an attack
of opportunity. It has a movement speed 15 ft
greater than yours, the Fly movement mode, and
a space equal in size and shape to your own.
While mounted on your Signature Ride, you
gain a 20% [Miss chance] against all attacks during
any [Round] in which you move at least 20 ft. You
may only have one Signature Ride, and it may benefit
from magic items that apply to mounts.
4th Circle – Unnatural ResilienceEX: Through esoteric
means, you are simply tougher and more enduring
than any life ought to be. If you make a successful
Fortitude save against an effect that would normally
have a lesser effect on a successful save (such
as a spell with a save of “Fortitude half ”), you instead
ignore the effect entirely.
5th Circle – Vigilante’s CourageEX: You have [Immunity]
to [Fear] and gain a +2 bonus to initiative checks,
due to your prodigious courage. Twice per
[Round], whenever this ability negates an effect,
Chapter VI: Additional Tracks 127
or you successfully make a Fortitude save, you
may make a Brutal Kick against the opponent
that created the effect, as long as your Brutal Kick
ability could bring you within your [Melee] range
of that opponent.
6th Circle – Finishing MoveEX: You learn to devastate
your enemies, leaving you refreshed for your next
challenger. Once per [Encounter], as a standard
action, you may move up to your movement
speed without provoking attacks of opportunity,
and make a melee attack against an opponent in
your [Melee] range, which deals additional damage
equal to five times your level and can target
a [Flying] opponent even if you are not [Flying].
You can choose to treat your Unarmed Strike natural
weapon as a [Brutal 2], [Magnum] weapon for
purposes of this attack. You gain temporary HP
equal to the damage dealt by this attack.
7th Circle – UnbeatenEX: Once per [Encounter], as a
move action, you can heal all damage, setting your
current hit point total to your maximum HP.