4. La Administración electrónica (e-Administración)
4.3. El acceso electrónico de los ciudadanos a los servicios públicos
Some vigilantes form special bonds with the creatures they use as steeds, considering these loyal and trusted mounts just as much heroes or antiheroes as they might be. Mounted furies often masquerade as anonymous stable hands or humble quartermasters to mask their vigilante activities.
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Class Skills: A mounted fury adds Handle Animal to his list of class skills, instead of Swim and Use Magic Device.
This alters the vigilante’s class skills.
Thorough Change: A mounted fury must take care when changing from one identity to another, including making any changes necessary to ensure that his mount is not associated with his social identity and vice versa (although if anyone suspects him of being anything other than what he appears to be while in his social identity, he need not make a separate Disguise check for his mount). The mounted fury always requires 1 minute to change identities, regardless of other effects that reduce the time required, and he cannot choose the immediate change or quick change social talents.
This alters dual identity.
Mount (Ex): A mounted fury gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the mounted fury’s vigilante level as his effective druid level.
The creature must be one that he is capable of riding and is suitable as a mount. A Medium mounted fury can select a camel or a horse. A Small mounted fury can select a pony or a wolf, but can also select a boar or a riding dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A mounted fury can exchange or replace his mount the same way that a druid exchanges or replaces her animal companion.
A mounted fury does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A mounted fury’s mount does not gain the share spells ability.
A mounted fury’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. At 3rd level, the mounted fury’s mount shares all his teamwork feats, without needing to meet the prerequisites (although while mounted, the mounted fury and his mount do not count as separate creatures for the purpose of these feats). At 5th level, the mounted fury’s mount benefits from the vigilante’s startling appearance as if it were the vigilante.
Should a mounted fury’s mount die, the mounted fury may find another mount to serve him after 1 week of mourning.
This new mount does not gain the link or devotion special abilities until the next time the mounted fury gains a level.
A mounted fury can select avenger vigilante talents, despite not being an avenger. He can also select a teamwork feat for which he qualifies in place of a vigilante talent; at 10th level, he gains an additional teamwork feat each time he does so (if he selected any teamwork feats in place of vigilante talents before 10th level, he gains an additional teamwork feat at 10th level for each time he did so).
This ability replaces vigilante specialization.
Furious Charge (Ex): At 6th level, a mounted fury learns to make more accurate charge attacks while mounted. The mounted fury and his mount receive a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the mounted fury and his mount
don’t take any penalty to AC after making a charge attack while mounted.
This replaces the vigilante talent gained at 6th level.
Mighty Charge (Ex): At 12th level, a mounted fury learns to make devastating charge attacks while mounted. He doubles the critical threat range of any weapons he wields during a charge while mounted, as well as the critical threat range of the mount’s attacks. This increase does not stack with other effects that increase the threat range of weapons. In addition, the mounted fury can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
This replaces the vigilante talent gained at 12th level.
Vengeance Strike (Ex): At 20th level, a mounted fury need not be mounted while he studies a target against whom he plans a vengeance strike, but he must be mounted when he makes the strike’s attack.
This ability alters vengeance strike.
PSYCHOMETRIST (ARCHETYPE)
Wise vigilantes know that there is power in certain seemingly unremarkable items. Psychometrists aren’t spellcasters;
instead, they collect strange items or create their own uncanny gadgets that seem to only work for them. Psychometrists often hide their clandestine activities behind the guise of an eccentric peddler, curator, tinker, or artificer.
Class Skills: A psychometrist adds Knowledge (arcana) and Knowledge (history) to his list of class skills, instead of Knowledge (dungeoneering) and Knowledge (engineering).
This alters the vigilante’s class skills.
Occult Awareness: At 1st level, a psychometrist gains Psychic Sensitivity (Pathfinder RPG Occult Adventures 138) as a bonus feat.
This ability replaces the social talent gained at 1st level.
Implements and Focus Powers (Su): At 2nd level, a psychometrist learns to use the powers of one implement school from the occultist class (Occult Adventures 47);
the conjuration implement school is not available to a psychometrist. This implement school does not allow the psychometrist to cast any spells of that school of magic, though, and he can’t use spell-trigger or spell-completion magic items from any schools without succeeding at the appropriate Use Magic Device check. A psychometrist can’t select an implement school more than once.
The psychometrist treats his vigilante level as his occultist level for purposes of determining how his implements’ focus powers work, and for determining at what level he may choose certain focus powers. Unlike an occultist, each of a psychometrist’s focus powers has its own associated implement or gadget. For example, a psychometrist might own a scabbard implement to use the legacy weapon focus power and an implement that is a pair of boots to use the sudden speed focus power. The psychometrist must assign mental focus separately to each implement each day, and he doesn’t gain resonant powers
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from his implements. Otherwise, this ability acts like the occultist’s implements class feature. At 6th, 12th, and 18th levels, the psychometrist learns to use one additional implement school.
Each time a psychometrist learns an implement school, he learns the base focus power from that school, plus one focus power from each implement school he has previously learned (but not from the new school he just learned). The psychometrist can use focus powers only by expending mental focus (see below). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the psychometrist’s vigilante level + the psychometrist’s Intelligence modifier. The psychometrist can select a school he already knows, and in this case, he gains a total of two new focus powers from that school (instead of learning the base focus power from the new school).
This replaces the vigilante talents gained at 2nd, 6th, 12th, and 18th levels.
Mental Focus (Su): At 2nd level, like an occultist, a psychometrist has mental focus he can invest into his implements each day to allow him to utilize abilities tied to them. A psychometrist has a number of points of mental focus equal to half his vigilante level plus his Intelligence modifier.
Object Reading (Su): At 2nd level, a psychometrist can read information from items he examines, and gains the occultist’s object reading ability (Occult Adventures 48).
This ability replaces unshakable.
Psychometric Strike (Su): At 20th level, a psychometrist gains twice the usual benefits of vengeance strike (up to the same maximum) against an opponent who possesses an object that once belonged to the psychometrist.
This ability alters vengeance strike.
WARLOCK (ARCHETYPE)
Practicing magic in secret, the warlock obscures her arcane scholarship from public view. Her study of these arts allows her to hide her dual nature and enchant her enemies—or simply blast them with furious magical attacks.
Class Skills: The warlock adds Knowledge (arcana) and Spellcraft to her list of class skills, instead of Disable Device, Knowledge (engineering), Perception, and Survival.
This alters the vigilante’s class skills.
Skill Ranks per Level: The warlock gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of 6 + her Intelligence modifier skill ranks.
This alters the vigilante’s skill ranks per level.
Armor Proficiencies: A warlock is not proficient with medium armor. Like a
magus, she can cast her spells while wearing light armor without incurring the normal arcane spell failure chance.
This alters the vigilante’s armor proficiencies.
Spellcasting: A warlock casts arcane spells and cantrips as a magus. She prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the sorcerer/wizard spell list; higher-level sorcerer/wizard spells are not on the warlock’s spell list.
This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.
Spellbook: A warlock has a spellbook that functions in the same way as a magus’s spellbook but uses the 6th-level and lower spells from the sorcerer/wizard spell list.
Mystic Bolts (Su): A warlock can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has.
The warlock must choose one type of damage for her mystic bolt: acid, cold, electricity, or fire. Attacking with a mystic bolt takes the place of one of the warlock’s normal attacks, and she 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 can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts.
Creating a mystic bolt requires the hand to be free, but the bolt appears only
brief ly, so a warlock using mystic bolts has a free hand any time she
isn’t attacking with a mystic bolt.
The warlock threatens with a mystic bolt, but only if she 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 the warlock
makes, such as the arcane striker warlock talent, function with mystic bolts.
At 7th level and every 6 vigilante levels thereafter, the warlock chooses another damage type from the list above. Each time she creates a mystic bolt, she can have it use any one of the damage types she has selected.
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This ability replaces vigilante specialization.
Piercing Bolts (Ex): At 3rd level, the warlock can choose one mystic bolt per round to be a touch attack. This turns a melee mystic bolt into a melee touch attack or a ranged mystic bolt into a ranged touch attack. At 5th level, the warlock can treat all of her mystic bolts as touch attacks.
This ability replaces unshakable.
Warlock Talents: A warlock can select from any of the following vigilante talents, in addition to general vigilante talents.
This alters vigilante talents.
Arcane Striker (Su): The warlock gains Arcane Strike as a bonus feat. At 12th level, when she activates Arcane Strike, she can choose to also give her weapons the f laming, frost, shock, or thundering weapon special ability. She makes this choice each time she activates Arcane Strike, and it lasts for the same duration. At 16th level, she adds anarchic, axiomatic, f laming burst, holy, icy burst, shocking burst, and unholy to the list of special abilities she can select. She can choose to apply an alignment-based weapon special ability only while in her vigilante identity, and only if it matches the alignment of her vigilante identity.
Elemental Armor (Su): When in her vigilante identity, the warlock gains armor made of elemental energy. She is surrounded by a nimbus of ice, lightning, or flames, granting her resistance 5 to cold, electricity, or fire, respectively. The damage type must be chosen when she selects this talent, and it can’t be changed. At 4th level, the warlock’s armor deals 1d6 points of damage of the chosen energy type to any creature striking the warlock with a natural weapon or a non-reach melee weapon. A creature that attempts a grapple combat maneuver check against the warlock 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 increases to 2d6 points. At 16th level, the warlock becomes immune to the chosen damage type while in her vigilante identity.
Familiar (Ex): The warlock gains a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though warlocks with outlandish familiars might still need to hide them.
Social Simulacrum (Sp): The warlock can create a short-lived simulacrum (as lesser simulacrum on page 238 of Ultimate Magic) that duplicates her social identity, allowing her 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’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’s control. The warlock can create a social simulacrum no more than once per day and can have only one in existence at a time. A warlock must be at least 8th level to select this talent.
Tattoo Chamber (Su): This talent functions as the cabalist ability of the same name on page 56.
WILDSOUL (ARCHETYPE)
Within some vigilantes are incredible innate abilities that, although normally the domain of natural beasts, inexplicably aid them in fighting their enemies. These vigilantes have ties to the creature whose abilities they emulate, whether from a distant lycanthrope ancestor, a divine touch, unnatural experimentation, or something else altogether.
Natural Course (Ex): At first level, when a wildsoul chooses a vigilante specialization, he must also choose a natural course: arachnid, falconine, or ursine. This represents the type of creature that inf luences his body, granting him his remarkable abilities. Once this choice is made, it can’t be changed.
At 2nd, 6th, 12th, and 18th levels, a wildsoul gains a specific ability tied to his natural course. These abilities count as vigilante talents, as onlookers who see the wildsoul in his social identity use them overtly might suspect him of being something more than he appears;
the more obvious animalistic abilities (like bear form and shoot webs) impart a –10 penalty on the wildsoul’s Disguise check to appear as his social identity.
This alters vigilante specialization and replaces the vigilante talents gained at 2nd, 6th, 12th, and 18th levels.
Arachnid: These wildsouls have the blood of spiders running through their veins.
Heightened Senses (Ex): At 2nd level, an arachnid wildsoul can anticipate physical danger and react astonishingly quickly. He gains the stalker sense vigilante talent, even if he is not a stalker.
Shoot Webs (Ex): At 6th level, an arachnid wildsoul’s wrists can produce thick, sticky webbing that he can shoot at his enemies. Shooting webbing is a ranged touch attack with a range increment of 10 feet. The webbing acts as a tanglefoot bag when it hits a creature, except the DC of the Reflex save to avoid being glued to the floor or unable to fly is equal to 10 + 1/2 the arachnid wildsoul’s vigilante level + his Constitution modifier. Like a tanglefoot bag, the webbing does not work underwater. The arachnid wildsoul can shoot webs a number of times per day equal to 3 + his Constitution modifier.
Web Specialist (Ex): At 12th level, an arachnid wildsoul can coat his hands and feet in super-sticky webbing, even over equipment such as gloves and boots. This gives him a climb speed of 30 feet. Additionally, as a move action that provokes attacks of opportunity, an arachnid wildsoul can use his webbing to create the equivalent of a 50-foot length of silk rope (hp 4, break DC 24) and can shoot it at any f lat, unoccupied surface that is at least one 5-foot square in size. If the arachnid wildsoul succeeds at a ranged attack against AC 10, the rope sticks fast to the surface, can only be removed if it is destroyed, and can support the weight of the arachnid wildsoul plus one additional Medium or smaller creature. If more creatures attempt to use the
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webbing rope, it is destroyed. This costs a daily use of shoot webs.
Web Master (Ex): At 18th level, an arachnid wildsoul can use web specialist without spending a daily use of shoot webs. Additionally, he can create numerous web-ropes as he is moving and swing from rope to rope, essentially allowing him to move at his base speed through the air as long as he always uses at least one hand to hold the webbing and continues to have tether points within 50 feet and above him. The web ropes he creates in this way dissolve as soon as he is done using them to swing.
Falconine: These wildsouls have the blood of falcons or other large birds of prey running through their veins.
Soft Landing (Ex): At 2nd level, a falconine wildsoul can grow feathery wing-f laps under his arms that allow him to fall slowly. He gains the perfect fall vigilante talent.
Eagle Eye (Ex): At 6th level, a falconine wildsoul hones his visual senses. He gains a competence bonus equal to half his vigilante level on visual Perception checks.
Take to the Air (Ex): At 12th level, a falconine wildsoul can harness the f light inherent in his blood. While in his vigilante identity, he has feathery wings that grant him a f ly speed of 40 feet (with good maneuverability).
Deadly Dive (Ex): At 18th level, a falconine wildsoul has learned how to mimic the swooping and diving of birds of prey. As a full-round action while he is f lying at least 30 feet above the ground, a falconine wildsoul can dive onto a creature by moving up to twice his f ly speed and make a single melee attack. The movement provokes attacks of opportunity as normal, and the attack provokes an attack of opportunity from the attack’s target. If the attack is successful, the falconine wildsoul deals the attack’s damage plus 2d6 points of damage for every 10 feet he dove (to a maximum of 20d6 damage if he dove 100 feet or more). Even if the attack misses, the target still takes the extra damage for the distance of the dive, but it receives a
Deadly Dive (Ex): At 18th level, a falconine wildsoul has learned how to mimic the swooping and diving of birds of prey. As a full-round action while he is f lying at least 30 feet above the ground, a falconine wildsoul can dive onto a creature by moving up to twice his f ly speed and make a single melee attack. The movement provokes attacks of opportunity as normal, and the attack provokes an attack of opportunity from the attack’s target. If the attack is successful, the falconine wildsoul deals the attack’s damage plus 2d6 points of damage for every 10 feet he dove (to a maximum of 20d6 damage if he dove 100 feet or more). Even if the attack misses, the target still takes the extra damage for the distance of the dive, but it receives a