Vigilante Specialization (Ex)
At 1st level, a vigilante must choose to be either an avenger or a stalker.
An avenger gains a base attack bonus equal to his vigilante level instead of using those listed on Table 1–1. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.
A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance (see page 17). This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).
Once this choice is made, it can’t be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization. A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante’s presence (or who considers him an ally), unless otherwise noted.
Replaced or modified by archetypes
- Brute Form (Brute)
- Spill Blood (Cabalist)
- Gunmaster (Gunmaster)
- Animal Guide (Magical Child)
- Mount (Mounted Fury)
- Mystic Bolts (Warlock)
- Natural Course (Wildsoul)
- Inquisition (Zealot)
