Vigilante

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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.

Circles

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 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

As a standard action, you may move up to your movement speed, or your mount's movement speed if you are mounted, without provoking attacks of opportunity, and then make a melee attack against an opponent in your [Melee] range. This attack deals additional damage equal to your level. If you're not [Burrowing], [Flying], [Swimming], or [Soaring], you can target a [Flying] creature with this attack. If you're [Flying] but not [Burrowing], [Swimming], or [Soaring], you can target a creature that isn't [Burrowing], [Flying], [Swimming], or [Soaring] with this attack.

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 of these attacks after moving this way, and the additional damage for each attack increases to 2 per level you possess.

3rd Circle - Signature RideEX

If you do not already have a Personal Mount, as a move action, you may summon or dismiss a mysterious contraption, called your Signature Ride. This is a special mount. You may only have one Signature Ride, which you may treat as your Personal Mount. Only you can be its rider, and you can become and remain its rider during combat even if you do not have the Ride skill trained. You cannot become its passenger. Whenever you summon it, it appears in an unoccupied space adjacent to yours. Whenever you dismiss it, it disappears; if you are its rider, you cease to be its rider. As a free action, if you are adjacent to your Signature Ride or are in a square it occupies, you may become the rider of your Signature Ride without provoking attacks of opportunity. It has a movement speed equal to your movement speed + 15 ft, the Fly movement mode, and a space equal in size and shape to your own.

While you are the rider of your Signature Ride, you gain a 20% [Miss chance] against all attacks during any [Round] in which you move at least 20 ft.

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 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, or your mount's movement speed if you are mounted, without provoking attacks of opportunity, and then make a melee attack against an opponent in your [Melee] range. This attack deals additional damage equal to five times your level and you gain temporary HP equal to the damage dealt by this attack. You can choose to treat your Unarmed Strike natural weapon as a [Brutal 2], [Magnum] weapon for purposes of this attack. If you're not [Burrowing], [Flying], [Swimming], or [Soaring], you can target a [Flying] creature with this attack. If you're [Flying] but not [Burrowing], [Swimming], or [Soaring], you can target a creature that isn't [Burrowing], [Flying], [Swimming], or [Soaring] with 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.