Vigilants are field agents both domestic and foreign. Part diplomat, part scout, part marshal, and part ferocious warrior, the vigilants are elite expeditionary forces. A skilled vigilant is given a remarkable amount of autonomy in executing missions for the gods and country. Vigilants have many allies and Vigils, or field offices, operating in coordination with embassies in nearly every major nation.
Role: Vigilants are tough, ferocious field agents, trained to see their way through most social encounters while also being capable warriors when tangling with titanspawn or other threats. They are swift and maneuverable, able to position themselves to maximize not only their own abilities, but those of their allies.
Alignment: While vigilants do have a military hierarchy, their autonomy as free agents means that the military prizes filial and national loyalty more than loyalty to a superior. Vigilants, therefore, tend toward chaotic good, like their adopted patron. All good alignments are well represented, though, and even neutral alignments are possible.
Hit Die: d10
To qualify to become a vigilant, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Special: Favored terrain, plus either track or 2d6 precision damage
The vigilant’s class skills (and the key ability for each) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Sense Motive (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Ranks at Each Level: 4 + Intelligence modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+1||+1||+1||+0||Armor training, ferocity||+1 level of existing class|
|3rd||+3||+2||+2||+1||Ferocity||+1 level of existing class|
|5th||+5||+3||+3||+2||Ferocity||+1 level of existing class|
All of the following are class features of the vigilant prestige class.
A vigilant is proficient with all simple and martial weapons, light armor, medium armor, and shields.
If a vigilant had a spellcasting class prior to become a vigilant, then at every odd class level, he gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a vigilant, he must decide to which class he adds the new level for purposes of determining spells per day.
At 1st level, a vigilant learns to be more maneuverable while wearing armor. Whenever he wears armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a vigilant can also move at his normal speed while wearing medium armor.
At 1st level, and every odd level thereafter, a vigilant’s combat training continues to improve, focusing on ruthlessness, endurance, and sheer ruggedness. Whenever a vigilant gains the ferocity feature, he may select one of the following abilities:
The vigilant gains sneak attack 1d6 or studied strike 1d6. This ability may be chosen more than once, but must match any precision damage the vigilant already possesses (if he does not have a precision damage granting ability, he may choose if it is sneak attack or studied strike).
At 2nd level, and again at 4th, the vigilant gains a vigil talent. Except where otherwise noted, each vigil talent can only be selected once.
Vigilants trained as stalkers gain the uncanny ability to detect falsehoods and pierce illusions. The vigilant may add her Intelligence modifier on Sense Motive checks and on all saving throws made against illusion spells and effects.
Alternate Talents: In place of a vigil talent, a vigilant may select one of the following rogue or slayer talents: coax information, fast stealth, foil scrutiny, ledge walker, resiliency, rogue crawl, stand up, or trapfinding.
Scarred Lands Player’s Guide © 2016, Onyx Path and Nocturnal Publishing, LLC; Authors Bill Ashbless, Jason Bolte, Tanya Cohan-Diaz, Chris Cowger, Steffie de Vaan, Adam Eichelberger, Matt Franklin, Nathan Knaack, Eddy Webb