Pact Vigilante (Apath)
|Unofficial rules compendium|
Some vigilantes make a pact with a mysterious power. In return for supernatural protection, they carry out the agenda of their mysterious patron, or they carry out their own agenda in the name of their patron. The nature of this patron and the reason why it sponsors him is often unclear even to the pact vigilante himself. Pact vigilante patrons are similar to witch patrons, with the same fields of interest, but offer completely different benefits.
Role: Pact vigilantes are grim individuals, facing each day as if it were their last. Some do this with a face of gaiety, others with grim determination, but all do their best to steel themselves and prepare for their day of judgement. They do this by finding companions to aid them and by facing lesser trials on the way, making them trustworthy heroes and companions.
Hit Dice: d8.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Except as noted, the pact vigilante has all the vigilante's class features.
Weapon and Armor Proficiency
Pact vigilantes are proficient with all simple and martial weapons, and with shields (except tower shields), but not with any armor.
Every pact vigilante carries their fate with them, and no ability manifests this as clearly as the pact vigilante's doom. Each pact vigilante must choose a doom at first level, but this comes with benefits as well as a hindrance. This doom is chosen at 1st level, and once made, it cannot be changed. The pact vigilante’s curse cannot be removed or dispelled without the aid of a deity. The effective level of a pact vigilante’s doom is her pact vigilante plus one for every two levels or Hit Dice from other sources.
A pact vigilante that is also an oracle (or other class that has the curse class feature) can choose the same or a different curse. If selecting the same curse, use levels in other cursed classes as pact vigilante levels for the effective level of the curse. Bonuses and penalties from curses do not stack, but when the benefit from the curses are different, both apply.
This replaces frightening appearance and stunning appearance.
Pact Aura (Su)
A character with this ability can project a powerful protective aura that functions as armor and becomes an expert at using bracers of armor. This aura is force armor, and protects against incorporeal touch attacks. It can be activated at will as a swift action, and the protection stays up until deactivated or as long as the user is conscious. At class level 4, this armor can be used alongside bracers of armor, with stacking benefits. It does not otherwise stack with armor, either normal or force. It can be affected by armor-enhancing effects like magic vestment, but such enhancements do not stack with braces or armor. This counts as heavy armor to abilities that require or work with armor and suffers a 25% chance of arcane spell failure.
Pact aura provides an armor bonus of +5. It is visible as a semi-solid manifestation of the pact vigilantes patron. A pact vigilante that uses his pact aura in his social form has the same chance of having his social form recognized as if using a vigilante talent.
At 10th level, the pact vigilante can select frightening appearance as a vigilante talent. At 16th level, the pact vigilante with frightening appearance can select stunning appearance as a vigilante talent.
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