TEXT: Credits
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter
  Authors • Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter
  Paizo, Inc.
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  Redmond, WA 98052
  paizo.com
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or 
  the 3.5 edition of the world’s oldest fantasy roleplaying game.
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  are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than 
  the material designated as Open Game Content may be reproduced in any form without written permission.
  Ultimate Intrigue Playtest Round 2 is published by Paizo Inc. under the Open Game License version 1.0a © 2000 Wizards of 
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  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Developers • John Compton, Adam Daigle, Mark Moreland, and 
  Owen K.C. Stephens
  Assistant Developers • Crystal Frasier, Amanda Hamon Kunz, 
  and Linda Zayas-Palmer
  Senior Editors • Judy Bauer and Christopher Carey
  Editors • Joe Homes and Jason Keeley 
  Managing Art Director • Sarah E. Robinson
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  Publisher • Erik Mona
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  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
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  Community Team • Liz Courts and Chris Lambertz
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  Sara Marie Teter, and Diego Valdez
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  Jeff Strand, and Kevin Underwood
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  Guillet, Julie Iaccarino, Erik Keith, and Scott Spalding
  Ult1mate 1ntr1gue 
  Playtest, Round 2
  Ult1mate 1ntr1gue 
  Playtest, Round 2
  Ult1mate 1ntr1gue 
  Playtest, Round 2
  
  AN INTRIGUING PLAYTEST
  Welcome to the Ultimate Intrigue playtest. This 
  thrilling book is due out in early 2016, but we here in the 
  Pathfinder design dungeon wanted you to get a chance 
  to play with one of the fun new options in this book right 
  now! In this document you will find rules for a brand 
  new class, the vigilante. Nobleman, merchant, or even 
  simple baker by day, this character takes on an alternate 
  persona by night to take the fight to his enemies!
  This class is unlike any other we have ever put together. 
  It has two entirely separate roles at the table, one of which 
  is focused around social encounters, while the other is 
  great for adventuring, taking on one of many different 
  funcitons in the group. We hope you will take this class 
  and add it to your game. Play it for a few levels and let 
  us know what you think! If you are a GM, incorporate a 
  vigilante as a villain or NPC that the PCs must deal with. 
  We think you will find that this class gives you a number 
  of interesting ways to challenge your players!
  Once you’ve gotten a chance to play the vigilante a 
  bit, head on over to the messageboards at paizo.com. 
  We’ve set up a playtest forum for you to give us your 
  feedback on this class. I should stress that while we do 
  want to you hear your opinions and thoughts, actual 
  playtest feedback is of more use to us as we evaluate the 
  strengths and weaknesses of this class. Be sure to test 
  your vigilante in social encounters and let us know how 
  he functions in that role. Finally, please be polite and 
  patient with your fellow playtesters. Remember, we are 
  all here to make this class the best it can be.
  The playtest boards will remain open until July 20th, 
  2015, but we will create a special thread for one last round 
  of feedback after that primary playtest is over. Details on 
  this special thread will be posted in the messageboards. 
  Finally, I want to take a moment to thank you for 
  participating in the playtest for Ultimate Intrigue. I 
  know I speak on behalf of the entire design team when I 
  say that we are looking forward to seeing what you think!
  Jason Bulmahn
  Lead Designer
  Vigilante
  Life can be unfair. From the starving peasants forced to 
  toil for the local baron to the common laborers tasked 
  with building the king’s newest palace for a mere handful 
  of copper pieces each week. There are those who see these 
  injustices and do nothing. They are complicit, willing 
  to reap the rewards obtained through the suffering of 
  others. Then there are those who see the inequality and 
  find themselves driven to take action, outside the law 
  if necessary. These vigilantes operate in plain sight, 
  hiding behind respectable personas by day, but donning 
  alternate guises by night to right the wrongs they see all 
  around them.
  Not all vigilantes are out to make the world a better 
  place. These criminals hide behind the pretenses of being 
  ordinary folk, only to become terrors in the shadows, 
  stealing and killing to fulfill some dark agenda. In either 
  case, the vigilante is a character of two natures, the face 
  that everyone knows and the mask that inspires fear. 
  Role: The vigilante can take on many tasks within a 
  group. While most are skilled at negotiating delicate social 
  situations and courtly intrigue, their role in dangerous 
  environments depends heavily on their specialization. 
  They can serve as skilled arcane spellcasters, feverish 
  zealots, stealthy spies, or even brutish warriors.
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 5d6 × 10 (average 175 gp)
  CLASS SKILLS
  The vigilante’s class skills are Bluff (Cha), Craft (Int), 
  Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), 
  Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), 
  Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight 
  of Hand (Dex), and Stealth (Dex).
  Skill Ranks per Level: 6 + Int modifier.
  CLASS FEATURES
  The following are the class features of the vigilante.
  Weapon and Armor Proficiencies: Vigilantes are proficient 
  with all simple and martial weapons and with light armor, 
  medium armor, and shields (except tower shields).
  Dual Identity (Ex): Starting at 1st level, a vigilante learns 
  to hide his true identity, allowing him to move about 
  social circles and nobility without carrying the stigma of 
  2
  
  being a ruthless vigilante. In effect, the vigilante has two 
  identities: one is a polite member of society while the other 
  is a skilled and cunning warrior. To keep up this charade, 
  the vigilante usually has two names, his true name used in 
  polite company and his vigilante name used to strike fear in 
  those who oppose him. Knowledge checks about one do not 
  reveal information about the other, unless the vigilante has 
  been captured and his identity revealed to the world at large.
  The vigilante can start each day in either of his identities, 
  referred to simply as social or vigilante. Changing from 
  one identity to another takes 1 minute and must be done 
  out of sight from other creatures to preserve the vigilante’s 
  secrets. Changing identities is more than just changing 
  outfits and clothing (although that is certainly a part of 
  it); it often also involves make-up, hair, and other personal 
  effects. Furthermore, the change is as much a state of 
  mind as of body, so items like hat of disguise do not reduce 
  the time required to change identities. Many of the class 
  features of the vigilante are usable only when the vigilante 
  is in one of his two identities, as noted in the ability.
  A vigilante can possess two alignments, one for each of 
  his identities. When in an identity, he is treated as having 
  that identity’s alignment for all spells, magic items, and 
  abilities that target alignment. For the purposes of meeting 
  a qualification for a feat, class, or other ability, he is only 
  eligible if both of his alignments meet the requirements. A 
  vigilante’s two alignments must be within one step of each 
  other on each alignment axis. For example, a vigilante with a 
  lawful neutral social identity could have a vigilante identity 
  that is lawful good, lawful neutral, lawful evil, neutral, 
  neutral good, or neutral evil. If a vigilante is the target of 
  an effect that would change his alignment, it changes both 
  alignments to the new alignment. Any attempts to scry or 
  otherwise locate the vigilante work only if the vigilante is 
  currently in an identity known to the creature attempting to 
  locate him. If he is in an identity unknown to the creature, 
  the spell or effect has no effect, revealing nothing but 
  darkness as if the target was invalid or did not exist.
  Seamless Guise (Ex): Starting at 1st level, a vigilante learns 
  to behave in a way that appears perfectly proper and normal 
  for his chosen social identity. Should anyone suspect him of 
  being anything other than what he appears to be while in his 
  social identity, he can make a Disguise skill check with a +20 
  circumstance bonus to appear as a member of polite society.
  Social Talent: Starting at 1st level, and every 2 levels 
  thereafter, a vigilante gains a social talent. Unless 
  otherwise noted, a talent can be selected only once. Some 
  talents require the vigilante to meet other prerequisites 
  before they can be chosen, such as possessing another 
  social talent or attaining a minimum level. Once a talent 
  has been chosen, it cannot be changed.
  Any Guise (Su): A vigilante can use his everyman social 
  talent to disguise himself as any specific person, even a 
  king or high priest. Furthermore, if the actual individual 
  is an invalid target (such as by being dead) or protected 
  from divinations designed to locate the individual, such 
  divinations always find the vigilante instead. A vigilante 
  must be at least 17th level and possess the everyman social 
  talent to select this talent.
  Everyman (Su): The vigilante can take on the appearance 
  of a specific individual whenever he assumes a mundane 
  guise. The individual must be a farmer, laborer, or peasant. 
  While disguised as this individual, the vigilante receives a 
  +20 circumstance bonus on Disguise skill checks to appear 
  as that individual. Any spell or ability designed to locate 
  the individual has a 50% chance of finding the vigilante 
  or the actual individual, and divination spells and abilities 
  used on the vigilante give results as if he was the actual 
  individual. Although this doesn’t grant the vigilante any 
  special knowledge of the individual, the vigilante’s training 
  grants him a +10 circumstance bonus on Bluff skill checks 
  to properly play the part of the specific individual. A 
  vigilante must be at least 11th level and possess the many 
  guises social talent to select this talent.
  Feign Innocence (Ex): The vigilante’s social identity seems 
  so innocent, it is hard to believe he was involved in wrong-
  doing. Within his area of renown, this provides a non-
  magical effect identical to the innocence spell (Pathfinder 
  RPG Advanced Player’s Guide 229). A vigilante must be at 
  least 5th level and possess the renown social talent to take 
  this talent. 
  Great Renown (Ex): The vigilante is known on a broader 
  scale. He can gain renown in a single community of up 
  to 5,000 individuals (a large town) or up to two smaller 
  communities of no more than 2,000 individuals each (two 
  small towns). The bonus while he is in his social identity 
  remains unchanged, but the circumstance bonus to 
  Intimidate while he is in his vigilante identity increases 
  to +6. A vigilante must be at least 7th level and possess the 
  renown social talent to select this talent.
  Immediate Change (Ex): The vigilante can change 
  identities as a move action, and he no longer needs to 
  readjust his appearance and persona. A vigilante must be 
  at least 13th level and must possess the quick change social 
  talent to select this talent.  
  Incredible Renown (Ex): The vigilante is incredibly 
  famous in both identities. He can gain renown in a single 
  community of up to 25,000 individuals (a large city) or up 
  to two smaller cities of no more than 10,000 individuals 
  each (two small cities). The bonus while he is in his social 
  identity remains unchanged, but the circumstance bonus to 
  Intimidate while in he is in his vigilante identity increases 
  to +8. A vigilante must be at least 11th level and possess the 
  great renown social talent to select this talent.
  Instant Recognition (Ex): The vigilante is so well known 
  that his name precedes him, even to other communities. It 
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  only takes 4 hours of effort to get the word out to transfer 
  his renown benefits to a new community. A vigilante must 
  be at least 13th level and possess the incredible renown 
  social talent to select this talent.
  Loyal Aid (Ex): The vigilante gains the service of a number 
  of loyal allies that can help him gather information, cover 
  for his two identities, or perform minor tasks. Inside his 
  area of renown, a vigilante with this talent gains a bonus 
  on Diplomacy checks made to gather information equal to 
  1/2 his vigilante level.
  In addition, if the vigilante wants, he can task his 
  friends to help cover for him by spreading false tales of 
  his location and activities to others. This has the effect of 
  increasing the DC of Diplomacy checks made to gather 
  information about the vigilante and Survival checks made 
  to track him by an amount equal to his level. This lasts for 
  1 day, and can be used only once per week.
  Finally, once per day, the vigilante can ask his allies 
  to perform a minor task for him. This usually involves 
  delivering a message, purchasing a piece of mundane 
  gear worth 100 gp or less (which the vigilante must pay 
  for), or retrieving an object owned by the vigilante (that 
  would be easily accessible by the ally). This task might 
  take other forms as well, subject to GM discretion, but 
  can never involve combat or danger. A vigilante must be 
  at least 3rd level and possess the renown social talent to 
  select this talent.
  Many Guises (Ex): The vigilante can take on any number 
  of mundane guises. Whenever he changes his identity, he 
  has a third option (instead of social or vigilante): he can 
  become mundane. The mundane identity is not a specific 
  individual. Each one is created at the moment it is assumed, 
  and quickly forgotten as soon as it is removed. While in a 
  mundane identity, the vigilante does not gain the benefit of 
  either his social or vigilante identity, but instead appears as 
  a member of his race, usually a common laborer, farmer, or 
  peasant of any gender. His alignment is treated as neutral 
  when he is in his mundane identity. While in this identity, 
  he has a +20 circumstance bonus on Disguise skill checks 
  to appear like an ordinary member of his race. Spells and 
  abilities that are looking for the vigilante in either of his 
  other identities fail while he is in his mundane identity. He 
  must build the appearance for this identity using whatever 
  clothing and tools he has at his disposal. While he can use 
  magic (such as a hat of disguise), his mundane identity can 
  never be anything other than an ordinary member of a 
  society or large group (subject to GM discretion). A vigilante 
  must be at least 5th level to select this talent.
  Quick Change (Ex): The vigilante learns to shift between his 
  identities with ease. Instead of needing 1 minute to change 
  his identity, he can now do so as a full-round action. If he uses 
  this ability and he encounters any creature familiar with both 
  of his identities, he must make a Disguise skill check to avoid 
  the creature seeing through his hastily donned disguise and 
  Table 1–1: Vigilante
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special
  1st 
  +0 
  +0 
  +2 
  +2 
  Dual identity, seemless guise, social talent, vigilante specialization
  2nd 
  +1 
  +0 
  +3 
  +3 
  Vigilante talent
  3rd 
  +2 
  +1 
  +3 
  +3 
  Social talent
  4th 
  +3 
  +1 
  +4 
  +4 
  Vigilante talent
  5th 
  +3 
  +1 
  +4 
  +4 
  Social talent, startling appearance
  6th 
  +4 
  +2 
  +5 
  +5 
  Vigilante talent
  7th 
  +5 
  +2 
  +5 
  +5 
  Social talent
  8th 
  +6/+1 
  +2 
  +6 
  +6 
  Vigilante talent
  9th 
  +6/+1 
  +3 
  +6 
  +6 
  Social talent
  10th 
  +7/+2 
  +3 
  +7 
  +7 
  Vigilante talent
  11th 
  +8/+3 
  +3 
  +7 
  +7 
  Frightening appearance, social talent
  12th 
  +9/+4 
  +4 
  +8 
  +8 
  Vigilante talent
  13th 
  +9/+4 
  +4 
  +8 
  +8 
  Social talent
  14th 
  +10/+5 
  +4 
  +9 
  +9 
  Vigilante talent
  15th 
  +11/+6/+1 
  +5 
  +9 
  +9 
  Social talent
  16th 
  +12/+7/+2 
  +5 
  +10 
  +10 
  Vigilante talent
  17th 
  +12/+7/+2 
  +5 
  +10 
  +10 
  Social talent, stunning appearance
  18th 
  +13/+8/+3 
  +6 
  +11 
  +11 
  Vigilante talent
  19th 
  +14/+9/+4 
  +6 
  +11 
  +11 
  Social talent
  20th 
  +15/+10/+5 
  +6 
  +12 
  +12 
  Vengeance strike, vigilante talent
  4
  
  realizing that they are, in fact, the same person. The vigilante 
  can spend 1 additional round adjusting and perfecting his 
  appearance and persona to negate the need for this check. A 
  vigilante must be at least 7th level to select this talent.
  Renown (Ex): The vigilante becomes known for deeds and 
  abilities, regardless of his current identity. This renown 
  grants him favorable treatment in civilized company and 
  lends an air of menace while facing down his enemies.
  While he is in his social identity, a vigilante can spend 1 
  week gaining renown among the locals of any community 
  of no more than about 200 individuals (a village if using 
  settlement statistics). This could be the entire community 
  or a smaller neighborhood in a larger settlement. He must 
  spend at least 4 hours each day socializing and making 
  contacts. After spending 1 week, whenever he is in his 
  social identity, all NPCs treat their starting attitude toward 
  him as one category better, as long as their initial attitude 
  would have at least been indifferent (see the Diplomacy 
  skills on pages 93–94 of the Pathfinder RPG Core Rulebook).
  While he gains renown in an area using his social identity, 
  he also spreads rumors and tales about his vigilante identity. 
  Once he has gained renown in a community, whenever he is 
  in his vigilante identity, he gains a +4 circumstance bonus 
  on Intimidate skill checks. This bonus applies only while he 
  is within a number of miles equal to his vigilante level from 
  the community in which he has gained renown. 
  A vigilante can hold renown in only a limited number 
  of communities (one or possibly two with other social 
  talents). If he gains renown in a new community, he must 
  decide which one of his previous communities to lose. 
  These bonuses and abilities are subject to GM approval. 
  The GM might rule that an NPC or monster has not heard 
  the tales or, in rare cases, might respond negatively if the 
  NPC targeted by the check is a foe of the vigilante.
  Safe House (Ex): The vigilante can establish a safe house 
  in his area of renown, and he can change it every time he 
  changes his area of renown. This safe house must be an 
  area no larger in volume than a cube 10 feet per vigilante 
  level to a side, though it can be arranged any way he likes 
  and it can be part of a larger building, like a secret room 
  or an underground cave. Objects within this safe house 
  cannot be located by any effect less than a discern location 
  spell. At 7th level, creatures in the safe house are also 
  protected from discern location. At 13th level, the entire area 
  is protected from scrying effects (though not mundane 
  snooping) like a mage’s private sanctum. A vigilante must 
  have the renown social talent to select this talent.
  Social Grace:  The vigilante can select any one Intelligence-, 
  Wisdom-, or Charisma-based skill. Whenever the vigilante 
  is in his social identity, he receives a +4 circumstance bonus 
  on checks with the selected skill. At 5th level, and every 4 
  levels thereafter, he can select another skill (with the same 
  restrictions) to gain this bonus.
  Subjective Truth (Ex): The vigilante’s disparate identities 
  allow him to defeat magic that detects lies. As long as 
  what he says is true from the point of view of his current 
  identity, it detects as true to effects like discern lies and he 
  can say it in effects like zone of truth that force him to speak 
  the truth. A vigilante must be at least 9th level and possess 
  the feign innocence social talent to select this talent.
  Vigilante Specialization (Ex): At 1st level, a vigilante 
  must select a specialization that determines many of the 
  abilities granted to him when he assumes his vigilante 
  identity. Once this choice is made, it cannot be changed. 
  Each specialization grants a base ability at 1st level and a 
  number of class skills. In addition, each specialization has 
  a number of unique talents that can be selected with the 
  talent class feature. The base ability and bonus class skills 
  apply when the vigilante is in either of his identities without 
  restriction, but if the vigilante uses any other abilities while 
  in his social identity, he must succeed at a Disguise check 
  against the Perception checks of all onlookers, without the 
  +20 bonus from social grace, or the onlookers will realize 
  that he is something more than his social identity, and 
  perhaps discover that the social and vigilante identities are 
  one and the same. If a talent calls for a saving throw, the 
  DC for that save is equal to 10 + 1/2 the vigilante’s level + the 
  vigilante’s Charisma modifier, unless stated otherwise.
  Vigilante Talent: Starting at 2nd level and every 2 levels 
  thereafter, a vigilante gains a vigilante talent. When 
  choosing a talent, a vigilante can select from among any 
  of the talents listed in his vigilante specialization. Unless 
  otherwise noted, a talent can be selected only once. Some 
  talents require the vigilante to meet other prerequisites 
  before they can be chosen, such as possessing another 
  vigilante talent or attaining a minimum level. Once a 
  talent has been chosen, it cannot be changed.
  Startling Appearance (Ex): At 5th level, a vigilante learns 
  to use the element of surprise to his advantage, startling 
  foes that are unaware of his presence. Whenever a vigilante 
  with this ability makes an attack against a foe that is 
  completely unaware of the vigilante’s presence (usually 
  due to Stealth or invisibility), the foe is treated as flat-
  footed for the rest of the vigilante’s turn (uncanny dodge 
  or a similar ability prevents this effect unless the vigilante 
  is at least 4 levels higher than the foe with uncanny dodge) 
  and the foe takes a –4 penalty on attacks made against the 
  vigilante until the start of the vigilante’s next turn.
  Frightening Appearance (Ex): At 11th level, whenever the 
  vigilante with this ability makes an attack against a foe 
  that is unaware of the vigilante’s presence (see startling 
  appearance above), the vigilante can, as a free action, make 
  an Intimidate skill check to demoralize the target of his 
  attack and any enemies within 10 feet who witness the 
  attack. This check is attempted before the attack roll against 
  the foe is made and resolved. The vigilante rolls only one 
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  Intimidate check and applies the result to all the targets. If 
  the check succeeds against the target of his attack, that foe 
  is also frightened for 1 round, in addition to being shaken 
  as normal, unless the foe succeeds on a Will save (DC = 10 
  + 1/2 the vigilante’s class level + his Charisma modifier). 
  Once a creature has been the target of this ability (either as 
  the target of the attack or as a nearby creature, regardless 
  of whether or not it was successful) it is immune to that 
  vigilante’s frightening appearance for 24 hours. This effect 
  is in addition to the bonuses gained from the startling 
  appearance ability. This is a mind-affecting fear effect.
  Stunning Appearance (Ex): At 17th level, a vigilante can 
  leave his foes unable to respond when he appears. Whenever 
  a vigilante with this ability makes a successful attack 
  against a foe that is unaware of the vigilante’s presence 
  (see startling appearance above), the foe must make a Will 
  save with a DC equal to 10 + 1/2 the vigilante’s level + the 
  vigilante’s Charisma modifier or be stunned until the 
  end of the vigilante’s next turn. If the creature has more 
  HD than the vigilante’s level, it receives a +4 circumstance 
  bonus on this save. This ability is in addition to the effects 
  of startling appearance and frightening appearance. Once 
  a creature has been the target of this ability (regardless of 
  whether or not the save is successful), it is immune to that 
  vigilante’s stunning appearance for 24 hours. This is a 
  mind-affecting fear effect.
  Vengeance Strike (Ex): At 20th level, a vigilante can 
  spend a standard action to study a target that is unaware 
  of the vigilante (or does not see him as a threat). He can 
  continue to spend standard actions in this way, up to a 
  maximum of 5 standard actions, but all must be spent in 
  consecutive rounds. After studying a target, the vigilante 
  can, in the next round, declare that he is making a 
  vengeance strike against the target. For each round spent 
  studying the target, the vigilante can grant himself a +4 
  circumstance bonus on the attack roll, gain +3d6 points 
  of precision damage, or treat his die roll as if it were 2 
  higher for the purpose of determining if the attack hit 
  or if it threatens a critical hit (maximum 20). Each round 
  of study can be spent in a different way, but each round 
  of study must be allocated before the attack roll is made. 
  A vengeance strike must be declared within 1 round of 
  studying a target and all rounds of study are expended 
  when the vigilante declares a vengeance strike.
  VIGILANTE SPECIALIZATIONS
  The vigilante can choose between the following sets of 
  abilities for his vigilante identity.
  Avenger
  Rushing from the shadows with a blade held high, the 
  avenger vigilante uses skill at arms to strike down his 
  foes. With an impressive array of combat-focused abilities, 
  he can bring vengeance to those who have wronged him 
  or his ideals. 
  Class Skill: In addition to the standard class skills of the 
  vigilante, the avenger vigilante also gains the following 
  class skills: Climb (Str), Knowledge (dungeoneering), 
  Ride (Dex), Survival (Wis), and Swim (Str).
  Base Ability: The avenger vigilante gains the following 
  ability, regardless of his current identity.
  Assault Training (Ex): Starting at 1st level, the avenger 
  vigilante treats his vigilante level as his base attack bonus 
  instead of the bonuses 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.
  Vigilante Talents: An avenger vigilante can select from 
  any of the following vigilante talents.
  Armor Skin (Ex): The avenger vigilante’s armor is like 
  a second skin. He doesn’t apply the armor check penalty 
  for light and medium armor on Acrobatics, Escape Artist, 
  or Stealth skill checks. This penalty applies to other skill 
  checks as normal. At 8th level, he can move at full speed in 
  medium armor.
  Close the Gap (Ex): Each round, at the start of his turn, the 
  avenger vigilante can designate one foe within 20 feet that 
  isn’t adjacent to him. When he moves, he doesn’t provoke 
  attacks of opportunity from that foe as long as he ends his 
  move adjacent to that foe. If he charges that foe, he does 
  not take the –2 penalty to his AC on any attacks made by 
  the designated foe.
  Combat Skill (Ex): The avenger vigilante gains any one 
  combat feat as a bonus feat. He must meet the prerequisites 
  for this feat, but he is treated as though he had a number 
  of fighter levels equal to 1/2 his vigilante level for the 
  purposes of qualifying for this feat. The avenger vigilante 
  can select this talent more than once; each time he must 
  select a different feat.
  Environment Weapon (Ex): When the avenger vigilante 
  gains this talent, he must select one type of terrain from 
  the list of ranger favored terrains. While in the selected 
  environment, the avenger can find an improvised 
  weapon if there are any loose or moveable objects around 
  (subject to GM discretion) as a swift action. He doesn’t 
  take a penalty for using these improvised weapons. For 
  example, if the avenger vigilante selected the urban 
  environment, he might attack a foe with a chair, an empty 
  bottle, or even a door. At 5th, 10th, 15th, and 20th levels, 
  the avenger can select an additional type of terrain.
  Favored Maneuver (Ex): The avenger vigilante must 
  select one type of combat maneuver when he gains this 
  talent. He gains the Improved feat corresponding to 
  that combat maneuver. He gains a +2 circumstance 
  bonus on checks to make that combat maneuver against 
  a foe that is unaware of the vigilante at the start of his 
  combat maneuver. An avenger vigilante can select this 
  6
  
  talent more than once. Each time, it applies to a different 
  combat maneuver.
  Fist of the Avenger (Ex): The avenger vigilante gains 
  Improved Unarmed Strike as a bonus feat. In addition, 
  whenever he attacks with his fist or a gauntlet, he adds 1/4 
  his vigilante level to damage, to a maximum of +5.
  Heavy Training (Ex): The avenger vigilante gains Heavy 
  Armor Proficiency as a bonus feat. The armor skin 
  avenger vigilante talent also applies to heavy armor. At 
  16th level, if the vigilante has the armor skin avenger 
  vigilante talent, he can move at full speed in heavy armor.
  Living Shield (Ex): Whenever the avenger vigilante 
  is grappling a creature and is targeted by an attack, 
  he can, as an immediate action, attempt a combat 
  maneuver check against the target of his grapple (this 
  combat maneuver check doesn’t count as a combat 
  maneuver check to grapple). If he succeeds, the target 
  of his grapple becomes the new target of the attack. If 
  the check fails, the target escapes the grapple and the 
  avenger is the target of the attack as normal. This ability 
  must be used after the attack is declared against the 
  avenger vigilante, but before the attack is made and the 
  results revealed. Mad Rush (Ex): Whenever the avenger 
  vigilante charges, he can make a full attack. Whenever 
  he uses this ability, he takes a –4 penalty to his AC until 
  the start of his next turn (in addition to the AC penalty 
  for charging). An avenger vigilante must be at least 12th 
  level to select this talent.
  Nothing Can Stop Me (Ex): Once per round, while the 
  avenger vigilante is moving, he can make one free attack 
  against an unattended object that is in the way of his path, 
  such as a door, table, or other obstacle. If his attack deals 
  enough damage to destroy the object, he can continue to 
  move without interrupting his action. If he doesn’t deal 
  enough damage, his move ends. This attack doesn’t count 
  against his attacks this round, and is made as part of his 
  move. If his attack inadvertently targets a creature (such 
  as a mimic), it automatically misses and his move ends 
  (although he can still attack the creature as normal at the 
  end of his movement).
  Shield of Fury (Ex): The avenger vigilante gains Improved 
  Shield Bash as a bonus feat. In addition, if he is at least 6th 
  level, he is treated as if he has the Two-Weapon Fighting feat 
  as long as one of the weapons used is a shield. He may take 
  feats that require Two-Weapon Fighting as a prerequisite, 
  but these feats only apply while he is wielding a shield as 
  one of his weapons (unless he takes Two-Weapon Fighting 
  as normal, in which case this restriction is lifted).
  Signature Weapon (Ex): The avenger vigilante must select 
  one type of weapon (such as longsword or crossbow) when 
  he gains this talent. He gains Weapon Focus as a bonus 
  feat for his selected weapon. At 8th level, he also gains 
  Weapon Specialization as a bonus feat for his selected 
  weapon. He doesn’t have to meet any of the prerequisites 
  for these feats.
  Suckerpunch (Ex): Whenever the avenger vigilante attacks 
  a foe who is unaware of his presence (or who views him as 
  an ally), and the attack deals nonlethal damage, the attack 
  deals an additional 1d6 points of nonlethal damage. This 
  additional damage increases by 1d6 at each of 6th, 12th, 
  and 18th levels.
  Unexpected Strike (Ex): The avenger vigilante gains Quick 
  Draw as a bonus feat. At 8th level, he can draw hidden 
  weapons as a swift action (instead of a move action).
  Unkillable (Ex): The avenger vigilante gains Diehard as a 
  bonus feat. At 6th level, he doesn’t lose hit points when he 
  takes a standard action while disabled. At 12th level, when 
  he would die from hit point damage, he remains alive for 
  1 round before dying (and if his hit points rise above his 
  negative Constitution score before that round is over, he 
  doesn’t die). At 18th level, he is no longer disabled at negative 
  hit points and can take a full round’s worth of actions.
  Vital Punishment (Ex): The avenger vigilante gains Vital 
  Strike as a bonus feat. Once per round, before he makes 
  an attack of opportunity, he can declare it to be a vital 
  punishment. If the attack hits, the avenger vigilante can 
  apply Vital Strike. The avenger can apply Improved Vital 
  Strike or Greater Vital Strike as his vital punishment 
  instead if he later gains those feats. An avenger vigilante 
  must be at least 6th level before taking this talent. 
  Stalker
  The stalker vigilante moves fluidly through the night, 
  securing areas and manipulating objects and information 
  with ease, all in pursuit of some mysterious goal.
  Class Skill: In addition to the standard class skills of the 
  vigilante, the avenger vigilante also gains the following 
  class skills: Acrobatics (Dex), Appraise (Int), Climb (Str), 
  Disable Device (Dex), Knowledge (engineering), and Use 
  Magic Device (Cha).
  Base Ability: The stalker vigilante gains the following 
  ability, regardless of his current identity.
  Hidden Strike (Ex): Starting at 1st level, the stalker vigilante 
  gains the ability to deal 1d8 extra 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 are denied their Dexterity bonus to AC by startling 
  appearance. 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 
  vigilante can deal hidden strike damage against targets 
  with concealment (but not total concealment).
  Vigilante Talents: A stalker vigilante may select from 
  any of the following talents. A stalker vigilante can apply 
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  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 (or who considers 
  him an ally), unless otherwise noted.
  Another Day (Ex, Su): When the stalker vigilante is 
  dropped unconscious due to hit point damage, he 
  automatically stabilizes, but he also appears to be dead, 
  unless an examining creature succeeds at a Heal check 
  (DC = 20 + the stalker’s vigilante level) or a caster level 
  check with the same DC if using magic like deathwatch 
  (affecting spells is supernatural; the rest of the ability is 
  extraordinary). The stalker vigilante counts as having 
  received aid and automatically succeeds at the Constitution 
  check to become conscious after 1 hour (unless he has 
  actually died in the meantime).
  Case the Joint (Ex): The stalker vigilante can use his social 
  identity to learn important facts about a location before 
  returning later in his vigilante identity. If he spends at 
  least 1 hour in a location while in his social identity, he 
  can attempt a DC 20 Knowledge (engineering) check. If he 
  succeeds, he gains the ability to reroll any one failed skill 
  check involving the location’s layout (such as Stealth to 
  sneak into the location, Disable Device to disable an alarm, 
  or Sleight of Hand to snatch an object from a pedestal). For 
  every 10 by which the check exceeds 20, the stalker gains 
  an additional reroll. If the stalker vigilante fails to return 
  to the location within one week, the situation changes too 
  much, and he cannot use the rerolls. A stalker vigilante 
  cannot case the same joint more than once a week. 
  Cunning Feint (Ex): The stalker vigilante can feint as a 
  move action or in place of his first attack during a full 
  attack. At 8th level, on a successful feint, the opponent is 
  denied its Dexterity bonus against all attacks until the 
  stalker vigilante’s next turn, as well as against the stalker 
  vigilante’s next attack.
  Expose Weakness (Ex): The stalker vigilante can use 
  sneaky tricks in order to make it easier to damage a foe, 
  whether it be throwing a fine dust of cold iron over a fey 
  or melting a glob of silver onto a lycanthrope’s hide. The 
  stalker vigilante can add the ability to reduce a creature’s 
  damage reduction or hardness by 10 to the list of options 
  when attempting a dirty trick combat maneuver check 
  (Advanced Player’s Guide 320). This does not stack with 
  itself, and it does not work against creatures with DR/—.
  Evasive (Ex): The stalker vigilante is hard to catch with 
  area attacks. He gains the evasion ability, and at 12th level, 
  he gains the improved evasion ability.
  Foe Collision* (Ex): The stalker vigilante shoves one of his 
  foes into another. When the stalker vigilante deals hidden 
  strike damage to a corporeal foe with a melee attack, he 
  can also deal an amount of nonlethal damage equal to 
  the reduced damage from hidden strike to an opponent 
  adjacent to the first (even if the second opponent is out 
  of his reach). The damage is bludgeoning damage, and 
  it counts as magic, evil, and so on if the colliding foe’s 
  natural attacks do so. Unlike normal, this vigilante talent 
  applies to any successful hidden strike.
  Hide in Plain Sight (Ex): The stalker vigilante can vanish 
  right before his foes’ eyes, even when being observed. As 
  long as he is within 10 feet of dim light (his own shadow 
  doesn’t count), he can hide without anything to actually 
  hide behind. A stalker vigilante must be at least 8th level 
  to choose this talent.  
  Leave an Opening* (Ex): The stalker vigilante’s hidden 
  strike leaves an unbalancing opening in a foe’s defenses, 
  setting himself up to attack again. At the beginning of the 
  foe’s next turn, if the stalker vigilante threatens the foe, 
  the foe provokes an attack of opportunity from the stalker 
  vigilante. Multiple attacks against the same foe do not 
  create multiple attacks of opportunity in the same round 
  (but attacks against several foes can cause each to provoke 
  one attack of opportunity).
  Mighty Ambush* (Ex): The stalker vigilante can instantly 
  knock out an opponent whom he gets the drop on. Once 
  per round when he makes a successful hidden strike, he 
  can instantly drop the damaged enemy unconscious for 
  1d4 rounds (Fort negates, DC = 10 + 1/2 the vigilante’s level 
  + the higher of the vigilante’s Strength and Dexterity 
  modifiers). Whether or not a creature successfully saves 
  against this ability, it can’t be affected by that stalker 
  vigilante’s mighty ambush again for 24 hours. A stalker 
  vigilante must be at least 10th level to choose this talent.
  Mockingbird (Ex): The stalker vigilante can mimic almost 
  any sort of voice, or even animal calls and sound effects, and 
  he can throw his voice at a distance. This functions similarly 
  to a combination of the ghost sound, ventriloquism, and vocal 
  alteration (Pathfinder RPG Ultimate Magic 248) spells. A stalker 
  vigilante must be at least 4th level to choose this talent.
  Perfect Fall (Ex): As long as there is a wall or other surface 
  within arm’s reach, a stalker vigilante never suffers falling 
  damage. Even if no surface is available, he suffers only half 
  damage from falling and lands on his feet.
  Perfect Vulnerability (Ex): As a standard action, the 
  stalker vigilante can attack his foe where that foe is 
  weakest. This attack targets the foe’s touch AC, and the 
  foe is denied her Dexterity bonus against the attack. Once 
  a foe has been the target of perfect vulnerability, she can’t 
  be the target of the same vigilante’s perfect vulnerability 
  for 24 hours. A stalker vigilante must be at least 8th level 
  to choose this talent.
  Pull into the Shadows (Ex): As a full-round action, the 
  stalker vigilante can move up to his speed towards an 
  opponent who is unaware of his presence (or who considers 
  him an ally) and make a single attack against that 
  opponent. If the attack hits, he can attempt a drag combat 
  maneuver check (Advanced Player’s Guide 321) against that 
  8
  
  enemy with a +4 bonus and without provoking an attack 
  of opportunity. If the drag succeeds, the stalker vigilante 
  doesn’t need to have enough movement speed remaining 
  in order to move with the enemy. The stalker vigilante 
  cannot use this ability on an ally or a willing target.
  Rogue Talent (Ex): The stalker vigilante gains a single 
  rogue talent (not an advanced talent) of his choice. If he 
  selects a rogue talent marked with an asterisk (*), that 
  talent applies to his hidden strike instead of a sneak 
  attack, and it counts as a stalker vigilante talent with an 
  asterisk (*) for the limitation of one per hidden strike. 
  Rooftop Infiltrator (Ex): The stalker vigilante gains a 
  climb speed equal to half her base speed, which increases 
  to his full base speed when climbing a rope he has 
  personally attached via means such as a grappling hook.  
  Shadow’s Sight (Ex): The stalker vigilante gains low-light 
  vision and darkvision 60 ft. If he already had darkvision, 
  its range increases by 30 ft.
  Silent Dispatch (Ex): When a stalker ambushes an enemy or 
  enemies unaware of his presence, the stalker vigilante can 
  roll a Stealth check with a –5 penalty. The result indicates 
  the Perception DC to hear the stalker vigilante’s attacks 
  (rather than the normal DC of –10 to hear pitched combat) 
  until an opponent’s first action, when the DC returns to 
  –10. Other enemies present can still see the attack; this 
  talent only prevents the sounds of battle from alerting 
  further enemies.  
  Sniper (Ex): The stalker vigilante can make hidden 
  strikes with ranged attacks at any distance, rather than 
  within 30 feet. A stalker vigilante must be at least 6th level 
  to choose this talent.
  Strike the Unseen (Ex): The stalker vigilante gains Blind-
  Fight as a bonus feat and can deal hidden strike damage 
  against targets with total concealment. At 10th level, 
  he gains Improved Blind-Fight as a bonus feat and can 
  deal all types of precision damage against targets with 
  concealment or total concealment. At 16th level, he gains 
  Greater Blind-Fight as a bonus feat.
  Surprise Strike (Ex): The stalker vigilante gains a greater 
  advantage when his foe is unable to defend herself. 
  Whenever he makes an attack against a foe that is denied 
  her Dexterity bonus to AC, he gains a +1 bonus on his 
  attack roll. This bonus increases to +2 at 8th level and to 
  +3 at 16th level.
  Throat Jab* (Ex): The stalker vigilante’s hidden strike 
  jabs his opponent in the throat, preventing that opponent 
  from speaking until the stalker vigilante’s next turn (if he 
  uses this ability on the surprise round against a surprised 
  target and also acts before the target in the first round of 
  combat, it lasts until the vigilante’s next turn after the 
  first time the target acts). This prevents the target from 
  calling out for help, using spells with verbal components, 
  or doing anything else that requires speaking. The target 
  cannot be affected by that vigilante’s throat jab again for 
  24 hours. A stalker vigilante must be at least 4th level to 
  choose this talent.
  Twisting Fear (Ex): Whenever the stalker vigilante causes an 
  opponent to suffer from the shaken, frightened, or panicked 
  conditions, that opponent suffers an amount of nonlethal 
  damage equal to the stalker vigilante’s reduced hidden strike 
  damage, as the stress wears upon its body. A given creature 
  cannot suffer damage from twisting fear more than once per 
  round. Panicked creatures that take damage from twisting 
  fear are too winded even to scream as they flee in terror. 
  Up Close and Personal (Ex): When the stalker vigilante 
  attempts an Acrobatics check to move through an 
  opponent’s space during a move action, he can make a 
  single melee attack against that opponent as a swift action. 
  If the Acrobatics check succeeds, this attack applies the 
  stalker vigilante’s hidden strike damage as if the foe was 
  unaware of the stalker vigilante. Otherwise he applies the 
  reduced hidden strike damage. A stalker vigilante must be 
  at least 4th level to choose this talent.   
  Warlock
  Practicing magic in secret, the warlock vigilante obscures 
  his arcane scholarship from public view. His study of these 
  arts allows him to hide his dual nature and enchant his 
  enemies—or simply blast them with furious magical attacks.
  Table 1–2: Warlock Vigilante Spells Prepared
   
  Spells Known
  Level 0 
  1st 
  2nd* 3rd* 4th* 5th* 6th*
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  —
  2nd 
  5 
  3 
  — 
  — 
  — 
  — 
  —
  3rd 
  6 
  4 
  — 
  — 
  — 
  — 
  —
  4th 
  6 
  4 
  2 
  — 
  — 
  — 
  —
  5th 
  6 
  4 
  3 
  — 
  — 
  — 
  —
  6th 
  6 
  4 
  4 
  — 
  — 
  — 
  —
  7th 
  6 
  5 
  4 
  — 
  — 
  — 
  —
  8th 
  6 
  5 
  4 
  3 
  — 
  — 
  —
  9th 
  6 
  5 
  4 
  4 
  — 
  — 
  —
  10th 
  6 
  5 
  5 
  4 
  2 
  — 
  —
  11th 
  6 
  6 
  5 
  4 
  3 
  — 
  —
  12th 
  6 
  6 
  5 
  4 
  4 
  — 
  —
  13th 
  6 
  6 
  5 
  5 
  4 
  — 
  —
  14th 
  6 
  6 
  6 
  5 
  4 
  3 
  —
  15th 
  6 
  6 
  6 
  5 
  4 
  4 
  —
  16th 
  6 
  6 
  6 
  5 
  5 
  4 
  2
  17th 
  6 
  6 
  6 
  6 
  5 
  4 
  3
  18th 
  6 
  6 
  6 
  6 
  5 
  4 
  4
  19th 
  6 
  6 
  6 
  6 
  5 
  5 
  4
  20th 
  6 
  6 
  6 
  6 
  6 
  5 
  5
  * A warlock vigilante only knows spells of this level only if he 
  has the appropriate talent to cast spells of this level.
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  Class Skills: In addition to the standard class skills of 
  the vigilante, the warlock vigilante also gains the following 
  class skills: Fly (Dex), Knowledge (arcana) (Int), Knowledge 
  (history) (Int), Knowledge (planes) (Int), Spellcraft (Cha), and 
  Use Magic Device (Cha).
  Base Abilities: The warlock vigilante gains the following 
  abilities, regardless of his current identity.
  Arcane Training I (Ex): Starting at 1st level, the warlock 
  vigilante gains the ability to cast a limited number of 
  arcane spells. His spells are drawn from the sorcerer/
  wizard spell list, presented in Chapter 10 of the Core 
  Rulebook. A warlock vigilante must prepare his spells 
  ahead of time, but unlike a wizard, his spells are not 
  expended when they’re cast. Instead, he can cast any 
  spell that he has prepared by consuming a spell slot of 
  the appropriate level, assuming he hasn’t yet used up his 
  spell slots per day for that level.
  To learn, prepare, or cast a spell, the warlock vigilante 
  must have an Intelligence score equal to at least 10 + the 
  spell’s level. The saving throw DC against a warlock 
  vigilante’s spell is 10 + the spell’s level + the warlock 
  vigilante’s Intelligence modifier.
  A warlock vigilante starts out being able to cast only 
  two 1st-level spells per day. In addition, he receives bonus 
  spells per day if he has a high Intelligence score (see Table 
  1–3 in the Core Rulebook). The warlock vigilante doesn’t 
  automatically gain access to more spell levels as he goes 
  up in level. Instead, he must select further arcane training 
  talents if he wants to be able to cast higher-level spells.
  A warlock vigilante may know any number of spells, but 
  the number he can prepare each day is limited. At 1st level, 
  he can prepare four 0-level spells and two 1st-level spells 
  each day. At each new vigilante level, the number of spells 
  he can prepare each day increases, adding new spell levels 
  as indicated on Table 1–2. Unlike the number of spells he 
  can cast per day, the number of spells a warlock vigilante 
  can prepare each day is not affected by his Intelligence 
  score. Feats and other effects that modify the number of 
  spells known by a spellcaster instead affect the number of 
  spells a warlock can prepare.
  A warlock vigilante must choose and prepare his spells 
  ahead of time by getting 8 hours of sleep and spending 1 
  hour studying his spellbook. While studying, the warlock 
  vigilante decides what spells to prepare and refreshes his 
  available spell slots for the day.
  Like a sorcerer, a warlock vigilante can choose to 
  apply any metamagic feats he knows to a prepared spell 
  as he casts it, with the same increase in casting time (see 
  Spontaneous Casting and Metamagic Feats on page 113 of 
  the Core Rulebook). However, he may also prepare a spell 
  with any metamagic feats he knows and cast it without 
  increasing casting time like a wizard. He cannot combine 
  these options—a spell prepared with metamagic feats 
  cannot be further modified with another metamagic feat 
  at the time of casting.
  Spellbooks: A warlock vigilante must study his spellbook 
  each day to prepare spells. He can’t prepare any spell not 
  recorded in his spellbook, except for read magic (which all 
  warlock vigilantes can prepare from memory).
  A warlock vigilante begins play with a spellbook 
  containing all 0-level wizard/sorcerer spells plus three 
  1st-level spells of his choice. He also selects a number 
  of additional 1st-level spells equal to his Intelligence 
  modifier to add to the spellbook. At each new vigilante 
  level, he gains two new spells of any spell level or levels 
  that he can cast (based on his new vigilante level) for his 
  spellbook. At any time, a warlock vigilante can also add 
  spells found in other spellbooks to his own (see Chapter 9 
  of the Core Rulebook).
  Cantrips: Warlock vigilantes can prepare a number of 
  cantrips, or 0-level spells each day, as noted on Table 1–2. 
  These spells are cast like any other spell, but they do not 
  consume spell slots. As with his other spells, these spells 
  are not expended when cast.
  Vigilante Talents: A warlock vigilante can select from 
  any of the following talents.
  Arcane Training II (Ex): The warlock vigilante gains the 
  ability to cast one 2nd-level spell per day and increases 
  the number of 1st-level spells he can cast per day by two. 
  A warlock vigilante must be at least 4th level, have an 
  Intelligence of 12 or higher, and have the arcane training I 
  warlock vigilante base ability to select this talent.
  Arcane Training III (Ex): The warlock vigilante gains the 
  ability to cast one 3rd-level spell per day and increases 
  the number of 2nd-level spells he can cast per day by two. 
  A warlock vigilante must be at least 8th level, have an 
  Intelligence of 13 or higher, and have the arcane training II 
  warlock vigilante talent to select this talent.
  Arcane Training IV (Ex): The warlock vigilante gains the 
  ability to cast one 4th-level spell per day and increases 
  the number of 3rd-level spells he can cast per day by two. 
  A warlock vigilante must be at least 10th level, have an 
  Intelligence of 14 or higher, and have the arcane training III 
  warlock vigilante talent to select this talent.
  Arcane Training V (Ex): The warlock vigilante gains the 
  ability to cast one 5th-level spell per day and increases 
  the number of 4th-level spells he can cast per day by two. 
  A warlock vigilante must be at least 14th level, have an 
  Intelligence of 15 or higher, and have the arcane training IV 
  warlock vigilante talent to select this talent.
  Arcane Training VI (Ex): The warlock vigilante gains the 
  ability to cast one 6th-level spell per day and increases 
  the number of 5th-level spells he can cast per day by one. 
  A warlock vigilante must be at least 16th level, have an 
  Intelligence of 16 or higher, and have the arcane training V  
  warlock vigilante talent to select this talent.
  1010
  
  Arcane Striker (Su): The warlock vigilante gains Arcane 
  Strike as a bonus feat. At 12th level, when he activates Arcane 
  Strike, he can choose to also give his weapons the flaming, 
  frost, shock, or thundering weapon special ability. He 
  makes this choice each time he activates Arcane Strike, and 
  it lasts for the same duration. At 16th level he adds anarchic, 
  axiomatic, flaming burst, icy burst, holy, shocking burst, 
  and unholy to the list he can select from. He can choose to 
  apply an alignment-based weapon special ability only if it 
  matches the alignment of his vigilante identity.
  Bombs (Su): The warlock vigilante gains the alchemist’s 
  bomb class feature (Advanced Player’s Guide 28). He can 
  create a number of bombs per day equal to his Intelligence 
  modifier + 1/2 his vigilante level. Since he doesn’t possess 
  the throw anything alchemist class feature, he does not 
  add his Intelligence to his damage rolls with his bombs. 
  A warlock vigilante with this talent can use his further 
  talents to select alchemist discoveries that modify bombs 
  (discoveries with an asterisk [*]). He treats his vigilante 
  level as his alchemist level for this purpose, and must meet 
  all other prerequisites. If he also has levels in alchemist, his 
  vigilante levels and alchemist levels stack for the purpose 
  of determining bomb damage and meeting prerequisites 
  for alchemist discoveries that modify bombs.
  Bond of Blood (Sp, Su): The warlock vigilante has a magical 
  bond to life-giving blood. When he deals 5 or more points of 
  piercing or slashing damage to an adjacent living creature 
  that has blood, he gains 1d6 temporary hit points. These 
  temporary hit points last for 1 hour, and he can’t gain 
  temporary hit points again from bond of blood during that 
  hour (even if he loses all the temporary hit points from bond 
  of blood before that time). The number of temporary hit 
  points gained increases by 1d6 for every 4 vigilante levels 
  he possesses. At 6th level, the warlock vigilante can activate 
  blood armor (Pathfinder RPG Advanced Class Guide 176) once 
  per day as a spell-like ability as a swift action.
  Caster’s Defense (Su): The warlock vigilante gains 
  Combat Casting as a bonus feat and can cast spells in 
  light armor without any chance of spell failure. At 12th 
  level, he can cast spells in medium armor without any 
  chance of spell failure.
  Concealed Casting (Ex): When the warlock vigilante casts 
  a spell with a verbal or somatic component, he can attempt 
  to conceal that component, as well as conceal the fact that 
  he is even casting a spell. Concealing a verbal component 
  requires a Bluff check opposed by the targets’ Sense Motive 
  checks, and concealing a somatic component requires a 
  Sleight of Hand check opposed by the targets’ Perception 
  checks. The warlock vigilante gains a +4 bonus on checks to 
  conceal his verbal or somatic components. If he attempts to 
  conceal both components for the same spell, he must make 
  a check for each. If creatures are unaware of the warlock 
  vigilante, he typically doesn’t need to make a Sleight of 
  Hand check. Observers will suspect someone is nearby, but 
  they pinpoint the warlock vigilante only if he fails at his 
  Bluff check. A concealed spell does not provoke an attack of 
  opportunity. He can make a Bluff check even if the spell has 
  no verbal components in order to conceal the spellcasting.
  Educated Defense (Su): By analyzing a spell, a warlock 
  vigilante can negate it or turn it back on its caster. If the 
  warlock succeeds at a Spellcraft check to identify a spell 
  that targets him (subject to the same restrictions as spell 
  turning), he can spend an immediate action to negate that 
  spell. He can negate a number of levels worth of spells per 
  day equal to his vigilante level, and can’t attempt to negate 
  a spell if his remaining number or levels of negation is less 
  than the spell’s level. At 12th level, the warlock vigilante 
  can reflect the spell back on its caster (as spell turning) by 
  spending one additional level of negation when he negates 
  a spell. A warlock vigilante must be at least 6th level to 
  select this talent.
  Elemental Battle Armor (Su): When in his vigilante 
  identity, the warlock vigilante gains armor made of 
  elemental energy. He is surrounded by a nimbus of ice, 
  lightning, or flames, granting him resistance 5 to cold, 
  electricity, or fire. The damage type must be chosen 
  when he selects this talent, and it cannot be changed. 
  At 4th level, a creature striking the warlock vigilante 
  with a natural weapon or a non-reach handheld weapon 
  takes 1d6 points of damage of the chosen energy type. A 
  creature that attempts a grapple combat maneuver check 
  against him also takes this damage. A creature can take 
  damage in this way no more than once per round. At 8th 
  level, the energy resistance increases to 10. At 12th level, 
  the damage creatures take when grappling or striking 
  the warlock vigilante increases to 2d6. At 16th level, the 
  warlock vigilante becomes immune to the chosen damage 
  type while in his vigilante identity. A warlock can select 
  only one battle armor expertise option. 
  Familiar (Ex): The warlock vigilante gains a familiar 
  (Core Rulebook 82), using his vigilante level as his effective 
  wizard level. The familiar also has a social identity as 
  a seemingly normal animal, though vigilantes with 
  outlandish familiars may still need to hide the familiar.
  Living Shadow (Sp): Once per day, the warlock vigilante 
  can become a living shadow as though he were using 
  shadow body (Pathfinder RPG Occult Adventures 186). This 
  effect lasts for 1 round per vigilante level, and the warlock 
  vigilante can’t cast spells while in this form. At 14th level, 
  the warlock vigilante can remain as a living shadow for 
  1 minute per vigilante level instead, and can cast spells 
  while he’s a living shadow. A warlock vigilante must be at 
  least 6th level to select this talent.
  Mystic Bolts (Su): The warlock can sling bolts of magical 
  energy at will by shooting a ray or touching his foe. A 
  melee mystic bolt requires a melee touch attack, and a 
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  ranged mystic bolt is a ranged touch attack with a range 
  of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 
  for every 4 vigilante levels the warlock vigilante possesses. 
  When he selects this talent, the warlock vigilante must 
  choose one type of damage for his mystic bolt: acid, cold, 
  electricity, or fire. Attacking with a mystic bolt takes the 
  place of one of the warlock vigilante’s normal attacks, and 
  he can make a full attack using mystic bolts. The warlock 
  vigilante attacks with mystic bolts as though they were 
  light one-handed weapons, and the bolts can be used for 
  two-weapon fighting (with each hand creating one mystic 
  bolt) and feats and abilities that apply to weapon attacks 
  (unless they’re excluded from that feat, such as with Power 
  Attack). Weapon Focus (ray) doesn’t apply to mystic bolts, 
  but a warlock vigilante can take Weapon Focus (mystic 
  bolts) and apply it on both melee and ranged mystic bolts. 
  Creating a mystic bolt requires the hand to be free, but 
  the bolt appears only briefly, so a warlock vigilante using 
  mystic bolts has a hand free any time he’s not attacking 
  with a mystic bolt. The warlock vigilante threatens with a 
  mystic bolt, but only if he has a hand free. Because mystic 
  bolts are impermanent, a spell that targets a single weapon 
  (like magic weapon) can’t affect it, nor can a mystic bolt be 
  made with magic weapon special abilities. Abilities that 
  affect all weapon attacks, such as the arcane strikerwarlock 
  vigilante talent, function with mystic bolts. A warlock 
  vigilante can select this talent multiple times. Each time, 
  he can choose a new damage type he can use for his mystic 
  bolts. For each mystic bolt attack he makes, he chooses 
  which energy type to use, and he can switch back and forth 
  when making multiple attacks. A warlock must be at least 
  4th level to select this talent.
  Nonlethal Spellcasting (Su): The warlock vigilante can 
  cause his spells to deal nonlethal damage instead of lethal 
  damage. When he casts a spell that deals damage, he can 
  declare it to be a nonlethal spell. If the spell deals typed 
  damage, it’s still treated as that type (for immunities, 
  weaknesses, and so on) but adds to the target’s nonlethal 
  damage total instead of subtracting from its hit points. 
  Creatures that are immune to nonlethal damage are 
  immune to this damage. The warlock vigilante’s decision 
  affects all targets of the spell; he can’t choose for some to 
  take lethal damage and others to take nonlethal damage.
  Shadow Jump (Su): The warlock vigilante gains the shadow 
  jump ability with an effective shadowdancer  level equal to 
  his vigilante level – 6. If he has levels in shadowdancer, 
  those levels stack with his vigilante levels to determine the 
  total distance per day he can shadow jump (to a maximum 
  of 320 feet per day). A warlock vigilante must be at least 
  10th level to select this talent.
  Signature Spell (Su): The warlock vigilante becomes 
  known for using a particular spell that becomes a symbol 
  of his magical power. When he casts this spell, he gains 
  a +4 bonus on concentration checks required to cast that 
  spell and increases the DC of any saving throws it requires 
  by 1. Whenever he gains a vigilante level, he can change the 
  spell to which this talent applies.
  Social Simulacrum (Sp): The warlock vigilante can 
  create a short-lived simulacrum (as per lesser simulacrum 
  on page 238 of Ultimate Magic) that duplicates his social 
  identity, allowing him to appear to be in two places at 
  once. Creating the duplicate takes 1 hour and requires no 
  material component cost. It lasts for 4 hours before turning 
  back into an inert pile of snow. The duplicate replicates 
  only the warlock vigilante’s social identity, with the same 
  alignment and social talents. It has no magical abilities, 
  and can’t assume a vigilante identity. As with the spell, the 
  simulacrum isn’t under the warlock vigilante’s control. 
  The warlock vigilante can create a social simulacrum no 
  more than once per day and can have only one in existence 
  at a time. A warlock vigilante must be at least 8th level to 
  select this talent.
  Tattoo Chamber (Su): The warlock vigilante can magically 
  absorb items through a runic tattoo on his hand or wrist 
  and either easily retrieve them or activate their magical 
  abilities without making them manifest. The items 
  seemingly disappear into the tattoo, but actually enter 
  an extradimensional space that the warlock vigilante can 
  quickly access via the tattoo. Stowing an item in this way 
  Table 1–3: Zealot Vigilante Spells Known
   
  Spells Known
  Level 0 
  1st 
  2nd* 3rd* 4th* 5th* 6th*
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  —
  2nd 
  5 
  3 
  — 
  — 
  — 
  — 
  —
  3rd 
  6 
  4 
  — 
  — 
  — 
  — 
  —
  4th 
  6 
  4 
  2 
  — 
  — 
  — 
  —
  5th 
  6 
  4 
  3 
  — 
  — 
  — 
  —
  6th 
  6 
  4 
  4 
  — 
  — 
  — 
  —
  7th 
  6 
  5 
  4 
  — 
  — 
  — 
  —
  8th 
  6 
  5 
  4 
  3 
  — 
  — 
  —
  9th 
  6 
  5 
  4 
  4 
  — 
  — 
  —
  10th 
  6 
  5 
  5 
  4 
  2 
  — 
  —
  11th 
  6 
  6 
  5 
  4 
  3 
  — 
  —
  12th 
  6 
  6 
  5 
  4 
  4 
  — 
  —
  13th 
  6 
  6 
  5 
  5 
  4 
  — 
  —
  14th 
  6 
  6 
  6 
  5 
  4 
  3 
  —
  15th 
  6 
  6 
  6 
  5 
  4 
  4 
  —
  16th 
  6 
  6 
  6 
  5 
  5 
  4 
  2
  17th 
  6 
  6 
  6 
  6 
  5 
  4 
  3
  18th 
  6 
  6 
  6 
  6 
  5 
  4 
  4
  19th 
  6 
  6 
  6 
  6 
  5 
  5 
  4
  20th 
  6 
  6 
  6 
  6 
  6 
  5 
  5
  * A zealot vigilante only knows spells of this level only if he 
  has the appropriate talent to cast spells of this level.
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  requires a full-round action, and the space can store one 
  item plus one additional item per 3 vigilante levels he 
  possesses. These items must be items the warlock vigilante 
  can hold in one hand. Retrieving a stowed item requires 
  mentally activating the tattoo as a swift action. The item 
  appears in the vigilante’s hand, so if it’s a worn item he must 
  still don it to benefit from it. The warlock vigilante can also 
  activate any spell-trigger abilities of a stored item as though 
  he were wielding the item, producing the magic effect from 
  his tattoo rather than from the item. If the warlock vigilante 
  dies while items are within his tattoo chamber, those items 
  fade into existence within 5 feet of the corpse.
  Zealot 
  Crusaders on a holy or unholy mission, zealot vigilantes 
  often work for divine purpose in settlements in the need 
  of grace or purging. Hiding their faith during the day, they 
  work their divine will against the nonbelievers during the 
  night from the shadows. 
  Class Skill: In addition to the standard class skills of 
  the vigilante, the zealot vigilante also gains the following 
  class skills: Knowledge (nature), Knowledge (religion) (Int), 
  Knowledge (planes), Spellcraft (Int), and Survival (Wis).
  Base Abilities: The zealot vigilante gains the following 
  abilities, regardless of his current identity.
  Divine Power I (Ex): Starting at 1st level, the zealot vigilante 
  gains the ability to cast a limited number of spells. His 
  spells are drawn from the inquisitor spell list. He can cast 
  any spell he knows at any time without preparing it ahead 
  of time, assuming he has not yet used up his allotment of 
  spells per day for the spell’s level.
  To learn or cast a spell, a zealot vigilante must have 
  a Charisma score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a zealot 
  vigilante’s spell is 10 + the spell level + the zealot vigilante’s 
  Charisma modifier.
  A zealot vigilante starts out being able to cast one 1st-level 
  spell per day. In addition, he receives bonus spells per day if 
  he has a high Charisma score.
  A zealot vigilante’s selection of spells is extremely 
  limited. A zealot vigilante begins play knowing four 
  0-level spells and three 1st-level spells of his choice from 
  the inquisitor spell list. At each new vigilante level, the 
  number of spells the zealot vigilante knows each day 
  increases, adding new spell levels as indicated on Table 1–3, 
  though the zealot vigilante can’t know spells he can’t cast 
  because he does not have the appropriate divine training 
  talent. The zealot vigilante doesn’t automatically gain 
  access to more spell levels as he goes up in level. Instead, 
  he must select further divine training talents if he wants 
  to be able to cast higher-level spells. Unlike the number 
  of spells he can cast per day, the number of spells a zealot 
  vigilante knows isn’t affected by his Charisma score. 
  Like a sorcerer, a zealot vigilante can choose to apply any 
  metamagic feats he knows to a prepared spell as he casts it, 
  with the same increase in casting time. 
  The zealot vigilante then chooses a single type of divine 
  power to harbor (see page 15). The choice grants the zealot 
  vigilante a number of divine powers and expanded spell 
  choices. The type of divine power the zealot vigilante 
  harbors can affect how zealot vigilante talents function and 
  can serve as a prerequisite to some zealot vigilante talents. 
  Once a zealot  vigilante chooses the type of divine power he 
  harbors, this decision cannot be changed. 
  Orisons: Zealot vigilantes learn a number of orisons, or 
  0-level spells, as noted on Table 1–3. These spells are cast 
  like any other spell, but they are not expended when cast.
  Chaotic, Evil, Good, and Lawful Spells: Zealot vigilantes can’t 
  cast spells of an alignment opposed to his vigilante identity’s 
  alignment or that of his deity (if he has one). Spells associated 
  with particular alignments are indicated by the chaotic, evil, 
  good, and lawful descriptors in their spell descriptions. 
  Vigilante Talents: A zealot vigilante may select from any 
  of the following talents.
  Abyssal Rend (Ex): When a zealot vigilante hits with both of 
  the claw attacks granted by the abyssal divine power, it can 
  rend as a free action. The rend deals an amount of damage 
  equal to one of the claw attacks plus 1-1/2 the Strength 
  bonus of the vigilante. The zealot must be 4th level and have 
  the abyssal divine power before taking this talent. 
  Channel Energy (Su): A zealot vigilante who takes this talent 
  can channel energy with an effective cleric level equal to 
  his vigilante level – 4. The source of a zealot’s divine power 
  determines whether or not the vigilante channels positive 
  or negative energy. Zealots with either the celestial or fey 
  divine power channel positive energy, while those with the 
  abyssal or infernal divine power channel negative energy. A 
  zealot vigilante must be 6th level before taking this talent. 
  Celestial Bastion (Su): As a swift action, the zealot vigilante 
  can enter a divinely empowered stance that grants him a 
  sacred bonus to his CMD equal to 1/2 his vigilante level 
  (minimum 1). At 5th level, the zealot vigilante also grants 
  this bonus to allies who are adjacent to him. He can use this 
  ability a number of rounds each day equal to its vigilante 
  level. The rounds need not be consecutive. Ending the 
  stance is a free action. A zealot must have celestial divine 
  power to take this talent. 
  Vigilante Feats
  It is important to note that unlike many of the other classes 
  with a variety of options to choose from, the vigilantes 
  talents are intentionally a bit more powerful than most. As 
  a result, there will probably not be an Extra Vigilante Talent 
  feat. Please keep this in mind while playtesting the vigilante.
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  Discern Lies (Sp): The zealot vigilante can use discern lies 
  as a spell-like ability for a number of rounds per day equal 
  to her vigilante level. The rounds need not be consecutive. 
  Activating this ability is an immediate action. A zealot 
  vigilante must be 6th level before taking this talent.
  Divine Power II (Ex): The zealot vigilante gains the ability to 
  cast one 2nd-level spell per day and increases the number of 
  1st-level spells he can cast per day by three. A zealot vigilante 
  must be at least 4th level, have a Charisma 12 or higher, and 
  have the divine power I zealot vigilante base ability to select 
  this talent.
  Divine Power III (Ex): The zealot vigilante gains the ability 
  to cast one 3rd-level spell per day and increases the number 
  of 2nd-level spells he can cast per day by three. A zealot 
  vigilante must be at least 8th level, have a Charisma 13 or 
  higher, and have the divine power II zealot vigilante talent 
  to select this talent.
  Divine Power IV (Ex): The zealot vigilante gains the ability 
  to cast one 4th-level spell per day and increases the number 
  of 3rd-level spells he can cast per day by three. A zealot 
  vigilante must be at least 10th level, have a Charisma 14 or 
  higher, and have the divine power III zealot vigilante talent 
  to select this talent.
  Divine Power V (Ex): The zealot vigilante gains the ability to 
  cast one 5th-level spell per day and increases the number of 
  4th-level spells he can cast per day by three. A zealot must be 
  at least 14th level, have a Charisma 15 or higher, and have the 
  divine power IV zealot vigilante talent to select this talent.
  Divine Power VI (Ex): The zealot vigilante gains the ability 
  to cast one 6th-level spell per day and increases the number 
  of 5th-level spells he can cast per day by three. A zealot 
  vigilante must be at least 16th level, have a Charisma 16 or 
  higher, and have the divine power V zealot vigilante talent 
  to select this talent.
  Empower Symbol (Su): As a standard action, the zealot 
  vigilante can empower his holy symbol. If the zealot is of 
  good alignment, this works as if the holy symbol was the 
  center of a consecration emanation. If the zealot is evil, it words 
  as if the holy symbol was the center of a desecration emanation. 
  If the zealot is neutral, he can choose whether this ability acts 
  as per consecration or desecration, but once the choice is made, 
  it cannot be changed. At 10th level, the zealot vigilante treats 
  his holy symbol as a permanent fixture for the purpose of 
  determining the consecration or desecration effects. A zealot 
  vigilante must be at least 4th level to select this talent.
  Fey Touch (Su): As a standard action, the zealot vigilante can 
  make a single melee touch attack that can fascinate his target. 
  A target hit with this touch attack is fascinated for a number 
  of rounds equal to 1/4 the zealot’s vigilante level (minimum 
  1 round) unless it succeeds at a Will saving throw (DC = 1/2 
  the zealot’s vigilante level + the zealot vigilante’s Charisma 
  modifier). Those who succeed the saving throw are dazzled 
  instead. A creature who succeeds the saving throw is immune 
  to fey touch made by the same vigilante for 24 hours. A zealot 
  vigilante must have the fey divine power to select this talent. 
  Infernal Gaze (Su): The zealot vigilante gains a gaze 
  attack he can use for a number of rounds per day equal to 
  his vigilante level. The rounds need not be consecutive. 
  Activating the gaze is a swift action that lasts until the start 
  of the zealot vigilante’s next turn, at which point he has the 
  option to continue it as a free action or end the effect. This is 
  a gaze attack (Pathfinder RPG Bestiary 300); enemy targets 
  must succeed at a Will saving throw (DC = 10 + half the zealot 
  vigilante’s level + zealot vigilante’s Charisma modifier) or 
  become shaken and also take a –2 penalty on saves against 
  fear effects for 1 minute. A creature that successfully saves 
  against this infernal gaze cannot be affected by same zealot 
  vigilante’s infernal gaze for 24 hours. A zealot vigilante 
  must be at least 8th level and have infernal divine power to 
  select this talent.
  Life Bond (Ex): As an immediate action after an ally within 
  30 feet is damaged by an attack or an effect, the zealot 
  vigilante can create a bond between himself and that ally. 
  The zealot vigilante then takes half of the damage that the 
  ally would have taken once that attack’s damage is mitigated 
  by any resistances, damage reduction, or other protections 
  possessed by that ally. The damage taken by a zealot 
  vigilante using this ability cannot be reduced in any way. 
  The zealot vigilante can use this ability a number of times 
  per day equal to 1 + his Charisma bonus.
  Revivifying Touch (Su): Once per day, the zealot vigilante 
  can bring a creature who recently died back to life. As a 
  standard action, the zealot vigilante can touch a creature 
  who died within 1 round. The touch heals 5d8 + 1 point per 
  vigilante level (maximum +20) and if the healing is enough 
  to bring the creature back to life, it does. At 15th level, the 
  zealot vigilante can use this ability twice per day, and at 
  18th level, he can use this ability three times per day. A 
  zealot vigilante must be at least 12th level before taking 
  this talent.
  Stalwart (Ex): A zealot vigilante with this talent can use 
  mental and physical resilience to avoid certain attacks. 
  If he succeeds at a Fortitude or Will saving throw against 
  an attack that has a reduced effect on a successful save, he 
  avoids the effect entirely. A helpless zealot vigilante doesn’t 
  gain the benefit of this ability. A zealot vigilante must be 
  12th level before selecting this talent.
  Stern Gaze (Ex): A zealot vigilante with this talent is skilled 
  at sensing deception and intimidating his foes. The zealot 
  vigilante gains a morale bonus on all Intimidate and Sense 
  Motive checks equal to 1/2 his vigilante level (minimum +1). 
  Zealot Smite (Su): Once per day, a zealot vigilante with this 
  talent may use this power to smite a foe. Zealot vigilantes 
  with the celestial or the fey divine power can smite evil 
  creatures, while those with the abyssal or infernal divine 
  power can smite good creatures
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  As a swift action, the zealot vigilante chooses one target 
  within sight to smite. If this target is of the proper alignment, 
  the zealot adds his Charisma bonus (if any) to his attack rolls 
  and adds her vigilante level to all damage rolls made against 
  the target of his smite. If the target of smite is an outsider 
  with an alignment subtype of the zealot vigilante’s smite, 
  a similarly-aligned dragon, or either an undead creature 
  (if the zealot vigilante’s smite is against evil creatures) or a 
  good-aligned cleric or paladin (if the zealot vigilante’s smite 
  is against good creatures), the bonus to damage on the first 
  successful attack increases to 2 points of damage per vigilante 
  level. Regardless of the target, smite attacks automatically 
  bypass any DR the creature might possess. 
  At 4th level, and every three levels thereafter, a zealot 
  vigilante can smite one additional time per day, to a 
  maximum of seven times per day at 19th level.
  Zealot Vigilante Divine Powers
  The following represent only some of the possible divine 
  powers a zealot vigilante can harbor.
  Abyssal
  A terrible thing lurks inside of you, and it can drive you to 
  do terrible things when you’re in your vigilante identity. 
  You many only use your abyssal divine power abilities 
  and any supernatural or spell-like abilities granted by 
  zealot vigilante talents that have the abyssal divine power as 
  a prerequisite when your alignment is non-good.
  Claws (Su): You can grow claws as a free action. These 
  claws are treated as primary natural weapons, allowing you 
  to make two claw attacks as a full round action using your 
  full attack bonus. These attacks deal 1d6 points of damage 
  each (1d4 if you are Small) plus your Strength modifier. At 
  5th level, these claws are considered magic weapons for the 
  purposes of overcoming Damage Reduction. At 7th level, the 
  damage increases by one step to 1d8 points of damage (1d6 
  if you are Small). At 11th level, these claws gain the benefit 
  of the flaming weapon ability. You can manifest these claws 
  for a number of rounds equal to 3 + half your vigilante level 
  each day. The rounds need not be consecutive. 
  Spells: You add the following spells to your zealot 
  vigilante spells known when you gain the ability to cast 
  spells of the appropriate level: 1st—enlarge person; 2nd—
  scorching ray; 3rd—rage; 4th—stoneskin; 5th—waves of fatigue; 
  6th—disintegrate.
  Celestial
  You harbor the power of some celestial force or being inside 
  of you and use its power to achieve your goals.
  You many only use your celestial divine power abilities 
  and any supernatural or spell-like abilities granted by 
  zealot vigilante talents that have the celestial divine power 
  as a prerequisite when your alignment is non-evil.
  Heavenly Fire (Sp): You can force out the celestial power 
  coursing through your essence as a jet of celestial fire. Using 
  this ability is a standard action that can target any creature 
  within 30 feet as a ranged touch attack. Against evil creatures, 
  this ray deals 1d4 points of damage + 1 for every 2 vigilante 
  levels you possess. This damage is divine and not subject to 
  energy resistance or immunity. The ray heals good creatures 
  for 1d4 points of damage + 1 for every 2 vigilante levels you 
  possess. Neutral creatures are neither harmed nor healed by 
  this effect. You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier. 
  Spells: You add the following spells to your zealot vigilante 
  spells known when you gain the ability to cast spells of the 
  appropriate level: 1st—color spray; 2nd—hypnotic pattern; 
  3rd—daylight; 4th—rainbow pattern; 5th—overland flight; 
  6th—chain lightning.
  Fey
  You have been blessed or maybe cursed with the power of the 
  fey, driving you to help those in need or punish those who 
  would despoil nature.
  Vanishing Step (Sp): You become invisible when you move. 
  When you take a move action and move 10 or more feet, you 
  can spend a swift action to become invisible as per the vanish 
  spell (Advanced Player’s Guide 253), with a caster level equal to 
  your vigilante level. You can use this ability a number of 
  timers per day equal to 3 + your Charisma modifier.
  Spells: Instead of spells from the inquisitor list, only druid 
  spells of 6th level or lower and ranger spells are considered 
  to be part of your spell list. If a spell appears on both the 
  druid and the ranger list, use the lower of the two spell 
  levels listed for the spell. 
  Infernal
  Something diabolical empowers you, pushing you to 
  punish lawbreakers without pity or remorse. 
  You many only use your infernal divine power abilities 
  and any supernatural or spell-like abilities granted by 
  zealot vigilante talents that have the celestial divine power 
  as a prerequisite when your alignment is non-good.
  Corrupting Touch (Sp): You can cause creatures to become 
  shaken as a melee touch attack. This effect persists for 
  a number of rounds equal to half your vigilante level. 
  While a creature is shaken by this ability, it gains the evil 
  subtype. Multiple uses of this ability or other fear effects 
  that cause the creature to be shaken don’t stack, but using 
  this ability multiple times does add to the duration. You 
  can use this ability a number of times per day equal to 3 + 
  your Charisma modifier.
  Spells: You add the following spells to your zealot vigilante 
  spells known when you gain the ability to cast spells of the 
  appropriate level: 1st—burning hands; 2nd—burning gazeAPG; 
  3rd—fireball; 4th—wall of fire; 5th—fire seeds; 6th—fire storm.
  1515
  Ultimate Intrigue Playtest
  Ultimate Intrigue Playtest
  
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  System Reference Document © 2000. Wizards of the Coast, Inc.; 
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  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, 
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  Ultimate Intrigue Playtest Round 2 © 2015, Paizo Inc.; Authors: Logan 
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  1616
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Core Rules/Ultimate Intrigue Playtest, Round 2 (Vigilante).pdf