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Shyftir
2013-04-05, 02:37 AM
STILL UNDER CONSTRUCTION

First and foremost this is something I worked out with my DM for a custom class. It is not based on the Vigilante prestige class... at all. Though I might create a non-martial version that uses that spell list in some form. Instead this was created on the chassis of the PF Ranger. The Crunch is done obviously the Fluff is currently non-existent.

If anyone has suggestions to improve the class I would appreciate it. [note:It would probably make sense to change the Trapfinding stuff to some kind of Urban Tracking ability, but for my current game the character I'm building needs to be the party's trapfinder.]

Stat Block


Martial Vigilante
{table=head]Level|BAB|Fort|Ref|Will|Special |
M. Known|
M. Ready|
Stance

1st|+1|+2|+2|+0|Trapfinding, Skirmish +1d6|
-|
-|
-

2nd|+2|+3|+3|+0|Martial School|
1|
0|
1

3rd|+3|+3|+3|+1|Endurance, Skirmish +1d6 /+1AC|
1|
0|
1

4th|+4|+4|+4|+1||
2|
1|
1

5th|+5|+4|+4|+1|Skirmish +2d6/+1AC|
2|
1|
1

6th|+6/+1|+5|+5|+2||
3|
1|
2

7th|+7/+2|+5|+5|+2|Urban Stride, Skirmish +2d6/+2AC|
3|
1|
2

8th|+8/+3|+6|+6|+2|Swift Trapfinding|
4|
2|
2

9th|+9/+4|+6|+6|+3|Evasion, Skirmish +3d6/+2AC|
4|
2|
2

10th|+10/+5|+7|+7|+3||
5|
2|
3

11th|+11/+6/+1|+7|+7|+3|Quarry, Skirmish +3d6/+3AC|
5|
2|
3

12th|+12/+7/+2|+8|+8|+4|Camoflauge|
6|
3|
3

13th|+13/+8/+3|+8|+8|+4|Skirmish +4d6/+3AC|
6|
3|
3

14th|+14/+9/+4|+9|+9|+4||
7|
3|
4

15th|+15/+10/+5|+9|+9|+5|Skirmish +4d6/+4AC|
7|
3|
4

16th|+16/+11/+6/+1|+10|+10|+5|Improved Evasion|
8|
4|
4

17th|+17/+12/+7/+2|+10|+10|+5|Skirmish +5d6/+4AC|
8|
4|
4

18th|+18/+13/+8/+3|+11|+11|+6||
9|
4|
5

19th|+19/+14/+9/+4|+11|+11|+6|Improved Quarry, Skirmish +5d6/+5AC|
9|
4|
5

20th|+20/+15/+10/+5|+12|+12|+6|Trapmaster|
10|
5|
5

[/table]
Alignment: Any
Hit Die: 1d8

Class Skills:
Class Skills
Climb (Str), Concentration (Con), Craft (Int), Disable Divice (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (history) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Slight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier



Skirmish (EX): as the scout ability
Replacing: Favored Enemy/Terrain and Hunter's Bond
Trapfinding: as the rogue ability of the same name
Replacing: Track and Wild Empathy

Martial School: at 2nd level, a martial vigilante selects 3 martial disciplines from which he gains maneuvers and stances as indicated on the class table. he recovers and readies maneuvers in the same manner as a Warblade. [note: his Initiator level improves as with a non-initator class]
Replacing: Combat Style and Spell-casting

Endurance: at 3rd level, a martial vigilante gains Endurance as a Bonus Feat

Urban Stride(EX): at 7th level, a martial vigilante gains the extraordinary ability to ignore difficult terrain caused by Urban environments including crowds and slanted rooftops, but not difficult terrain caused by spells or spell-like-abilities.
Replacing: Woodland Stride

Journeyman Trapfinder (EX): at 8th level, a martial vigilante can choose to take a 10 on any Search check to find a trap, or Disable Device check to disarm a trap as a standard action.
Replacing: Swift Tracker

Evasion(EX): at 9th level, a martial vigilante gains Evasion, as the rogue ability of the same name.

Quarry(EX): at 11th level, a martial vigilante gains Quarry, as the ranger ability of the same name.

Urban Camoflauge (EX): at 12th level, a martial vigilante can use the
Hide skill in any sort of non-natural terrain, even if the terrain doesn’t
grant cover or concealment.
Replacing: Camoflauge

Improved Evasion (EX): at 16th level, a martial vigilante gains Improved Evasion as the rogue special ability.

Improved Quarry(EX): at 19th level, a martial vigilante gains Improved Quarry as the ranger ability of the same name.

Trapmaster(EX): at 20th level, a martial vigilante can choose to take a 20 on any Search check made to find a trap or Disable Device check made to disarm a trap, as a standard action.
Replacing: Master Hunter