So I woke up this morning wondering why we are discussing the need for a neutral qclass. Then this old hippie smoked a fat one and felt a scratching at the back of my mind. Then I remembered that it was a thought so I figured I would write it down right quick. Please tear it apart, break it down, help me tweek it.
Vigilante Requirements; alignment (neutral), ethos (non-lawful), race (human, werebeast, half-elf, feral), level 50, Class (thief, warrior, berzerker), special (must be flagged outlaw to apply)
Presume the Vigilante is a person of low morals who in the peak of their carreers realize that they alone have the special skills to deal with all the other criminals in the world. Remorse from his own foul deeds leads them to turn away from bladed weapons having seen their share of blood shed.
Skills
-
Hand to Hand Mace Flail Whip Staff Dodge Rescue Staves
-
Defuse Trap
-
Scrolls
-
Dirt Kick
-
Fast Healing
-
Second Attack
-
Pick Lock
-
Extraordinary Dodge
-
Hide Camoflauge
-
Addict Preserve
-
Sneak Disarm
-
Gather Information
-
Guild Infiltration A
-
Parry Lore
-
Dual Wield
-
Guild Infiltration B
-
Alcoholic
-
Rapid Retreat
-
Third Attack
-
Guild Infiltration C
-
Limited Disguise
-
Persuade Official
-
Dirty Trick
Spells
-
Detect Traps
-
Faerie Fire
-
Cure Light
-
Smite The Guilty
-
Luck of Heroes
-
Trail of Blood
-
Divine Justice
-
Invisibility
Descriptions
Extraordinary Dodge = (automatic) Doubles the AC bonus for dexterity, only works when Character is granted AC bonus for dexterity i.e. If your asleep or paralyzed you are not granted the bonus. Spells that modify dex will potentially have drastic effects on the characters AC.
Gather Information = Gather Information (guild) thief/ninja/bard allows for detect hidden, ranger/druid allows for keen sight, dk/bmg/inv/nec/shaman allows for detect invis. (note, local information is short termed and subject to change, effects last 24 hours, only one guild/skill at a time)
Guild Infiltration A/B/C = Infiltrate (guild) In this the Vigilante permanently associates himself with a certain guild by convincing the guild guards and guild master that he belongs. For each guild a different skill will be taught to the vigilante. These choices also define the parameters of the vigilantes disguises, he may only disguise himself as a guild member of a guild he has infiltrated. Skills/spells for Infiltrate Guild are as follows; (bldmstr) Footwork, (monk) Counter, (warrior) bash, (berserker) headbutt, (paladin) Lay on Hands, (healer) Cure critical, (cleric) Frenzy, (shaman) Curse, (invoker) Lightning bolt, (Necro) blindness, (btlmage) Shocking Grasp, (ranger) herb, (thief) Gag, (ninja) strangle, (bard) taunt, (DK) extort. A vigilante can not infiltrate qclasses (crusaders/druids/liches/vampires/psions).
Rapid Retreat = This is a cross between the ninja vanish skill and the spell "word of recall" in a puff of smoke the vigilante disappears relocating to his recall point. Requires the Vigilante to be carrying a form of recall in his inventory, but it need not be in his hands. Potions are sacrificed as would be charges to stones of recall.
Persuade Official = Persuade (mob) This is a form of limited charm person which affects only mobs with "guard" in their name. i.e. The Vigilante can charm guards into following him for a short time. He might do this to Lure the gate guards out of town to aid a raid or simply because he needs some added fire power against his current opponent.
Dirty Trick = By once again smoke screening the room, the Vigilante creates panic and confusion in the area, groups scatter in different directions Isolating the real victim alone with the vigilante in an adjacent room.
Smite the Guilty = This spell stacks and its effects change with each successful landing of the spell. (first effect/1 landing) "fault" minor wrath damage and minor lack of morale -1 to attack/damage/luck, (second effect/3 landings) "guilt" major lack of morale -2 to attack/damage/luck as well as moderate wrath damage, (third effect/5 landings) "remorse" total lack of morale -3 to attack/damage/luck , extreme wrath damage, has chance to "calm" victim. A victim must feel "remorse" to allow for divine justice.
Luck of Heroes = Similar to bless, this spell augments attack, and spell saves, while adding to the vigilantes luck.
Trail of Blood = For a limited time the vigilantes damage is increased and his bludgeoning weapon takes on the wounding descriptor causing his victims to bleed profusely leaving an easy trail for him to follow.
Divine Justice = Automatic Divine retribution that only affects those poor victims that feel "remorse" from the vigilantes smite the guilty spell. Unlike divine retribution the damage from this spell should not be dependent upon the opponents alignment, for the guilt that caused their remorse makes them evil (for all intents and purposes anyway)
Like I said tear it up, I want to hear your thoughts.