Wealthy Vigilante
Creature 8 (rare) — human, humanoid
ShadeFlankerLAND
By night, this member of the nobility dons a false identity to mete out violent, extralegal justice on petty criminals and the downtrodden. They're possessed of unwavering self-righteousness and the best equipment money can buy. Villains pursue selfish and cruel goals, trampling over anyone in their way.
Source: pathfinder-npc-core
Perception +15
Languages common
Skills acrobatics +16, athletics +16, deception +17, intimidation +17, society +16, stealth +17
Str
+4
Dex
+2
Con
+1
Int
+3
Wis
+1
Cha
+3
Items Flintlock Musket, Longsword, Studded Leather Armor, Lifting Belt, Healing Potion (Moderate), Fear Gem (Affixed), Emerald Grasshopper (Affixed), Dragon Turtle Scale, Effervescent Ampoule, Iron Cube, Feather Step Stone, Crimefighting Pouches (Function as Sleeves of Storage)
AC 27
Fort +12
Ref +17
Will +15
HP 120
Speed 25 feet
Offense
Melee Longsword (magical, versatile-p) +19, Damage 2d8+10 slashing
Melee Fist (agile, finesse, nonlethal, unarmed) +18, Damage 1d4+10 bludgeoning
Ranged Flintlock Musket (concussive, fatal-d10, magical, reload-1) +17, range increment 70 feet, Damage 2d6+6 piercing
Abilities
Custom Gear — The wealthy vigilante's support team has spent years tailoring and tuning the vigilante's equipment. Anyone but the vigilante attempting to use the items takes the same drawbacks they would if they were shoddy items. These peculiarities make the items have no value if sold.
Talisman Prepper — The vigilante goes on patrol with six talismans of 6th level or lower. The typical set includes a Fear Gem and Emerald Grasshopper affixed, with a Dragon Turtle Scale, Effervescent Ampoule, Feather Step Stone, and Iron Cube in storage.
Quick Replace (manipulate) —
Calculated Strike — The wealthy vigilante makes a melee Strike. If the Strike hits, the vigilante can then Shove the target. This Shove uses the same multiple attack penalty as the Strike and doesn't count toward the vigilante's multiple attack penalty, but the vigilante must Stride after the pushed creature. If the Strike misses, the vigilante can Step up to three times, each of which must take it further from the target. The vigilante can Hide if, after the Steps, they have cover or concealment from the target.
WORKS WELL WITH
AnvilLANDAnvil draws attention and holds the front line while a Shade exploits obscured approaches and flanking angles for higher-precision Strikes.
WeaverLANDWeaver debuffs strip reactions and lower AC, letting the Shade commit to melee without risking costly retributions on the way in.
SniperLANDShade's free Shove repositions a target out of cover, creating clean sightlines for the Sniper to deliver fatal ranged shots.
PUNISHES
✖ ranged reliance✖ standing still
Stacking another Shade dilutes frontline presence and leaves no clear anchor for aggro.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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