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Vigilante

(Song and Silence: A Guidebook to Bards and Rogues variant, p. 20)

The vigilante combines magical and mundane investigative techniques to assess a crime scene.

Requirements

Base Attack Bonus: +4

Alignment: Any nonevil

Skills: Gather Information 8 ranks , Intimidate 8 ranks , Search 8 ranks , Sense Motive 8 ranks

Feats: Alertness


Hit die

d6

Skill points

6 + Int

Class Features

Weapon and Armor Profi ciency: Vigilantes are profi cient with all simple and martial weapons, plus the net. They gain no new armor profi ciencies.

Spells: Beginning at 1st level, a vigilante can cast arcane spells just as a sorcerer does. To cast a particular spell, the vigilante must have a Charisma score of at least 10 + the spell's level. The character gains bonus spells based on his Charisma score, and the DC for the saving throws against his spells is 10+ the spell's level + the vigilante's Charisma modifi er. Like a sorcerer, a vigilante need not prepare his spells ahead of time.

Vigilante Spells Known
Vigilante Level 1st 2nd 3rd 4th
1st 2
2nd 2
3rd 3 1
4th 3 2
5th 4 2 1
6th 4 3 2
7th 5 3 2 1
8th 5 4 3 2
9th 5 5 4 2
10th 5 5 4 3

Detect Evil (Sp): Once per day per vigilante level, the character can detect evil just as a paladin does (see the Paladin section in Chapter 3 of the Player's Handbook).

Search for Clues: A vigilante of 2nd level or higher who merely passes within 5 feet of a clue to a crime is entitled to a Search check to notice it as if he were actively looking for it. The vigilante must be aware that a crime has occurred, but need not know the specifi cs. The clue cannot be more than a week old.

Streetwise: Select one city to be the vigilante's "home turf." While in that city, he gains a circumstance bonus on Innuendo and Gather Information checks. This bonus is initially +2 at 2nd level, but it increases with class level as given on Table 1-9. If he moves to another city, he must spend a month getting acquainted with the new area before he can use this ability there.

Incredible Luck: This ability, available to vigilantes of 3rd level or higher, allows you to reroll any roll you have just made after learning the result but before it has taken effect. The rerolled result must be kept. Although this ability is usable more than once per day at higher levels, a vigilante can't use it more than once for a given check.

Shadow: At 4th level, the vigilante gains Shadow as a bonus feat. (See Chapter 2 of this book for this feat's description.)

Punish the Guilty (Su): If a vigilante of 5th level higher personally witnesses someone committing an action that the laws of his home turf defi ne as a crime, he an attempt to punish the miscreant. To do so, he makes one normal attack and adds his Charisma bonus (if any) to the attack roll, along with any other modifiers that would normally apply. If the attack is successful, it deals 1 extra point of damage per vigilante level. This special attack must occur within three days of the crime; otherwise the bonuses no longer apply. Punish the guilty is usable once per day at 5th level, twice per day at 7th level, and three times per day at 10th level. The vigilante can use this ability as many times as desired against the same miscreant and in response to the same incident, as long as all such uses occur within the time limit. Should the vigilante mistakenly try to punish someone who is not actually guilty of the crime witnessed, the bonuses do not apply, but the attempt still counts against the number allowed per day.

Slippery Mind (Ex): At 9th level, the vigilante gains the slippery mind ability (see the Rogue section in Chapter 3 of the Player's Handbook) if he does not already have it.

Vigilante Spell List

Vigilantes choose their spells from the following list.
1st Level—cause fear, change self, detect magic, detect secret doors, identify, light, obscuring mist.
2nd Level—darkvision, daylight, detect thoughts, locate object, scare, see invisibility, zone of truth.
3rd Level—clairaudience/clairvoyance, discern lies, dispel magic, emotion, magic circle against evil, speak with dead, tongues.
4th Level—arcane eye, detect scrying, dimensional anchor, fear, locate creature, scrying.

Advancement

—Spells per Day—
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Detect evil 0
2nd +1 +0 +3 +3 Search for clues, Streetwise +2 1
3rd +2 +1 +3 +3 Incredible luck 1/day 1 0
4th +3 +1 +4 +4 Streetwise +4, Shadow 1 1
5th +3 +1 +4 +4 Punish the guilty 1/day 1 1 0
6th +4 +2 +5 +5 Streetwise +6 2 1 1
7th +5 +2 +5 +5 Incredible luck 2/day, Punish the guilty 2/day 2 1 1 0
8th +6 +2 +6 +6 Streetwise +8 2 2 1 1
9th +6 +3 +6 +6 Slippery mind 2 2 2 1
10th +7 +3 +7 +7 Punish the guilty 3/day 3 2 2 2

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Craft INT no no
Disable Device INT yes no
Disguise CHA no no
Escape Artist DEX no yes
Hide DEX no yes
Innuendo Wis yes no
Intimidate CHA no no
Jump STR no yes
Move Silently DEX no yes
Open Lock DEX yes no
Perform CHA no no
Search INT no no
Sense Motive WIS no no
Tumble DEX yes yes
Use Rope DEX no no

Also appears in

  1. Complete Adventurer

Spells for Vigilante