Proficiencies
Mountebanks are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
Consummate adventurers, mountebanks can serve a great many roles in a party, although they tend to focus on distraction and illusions. Helping to beguile an enemy into being entirely ineffectual, mountebanks thrive on the challenge of fooling anyone and everyone they meet, always having the proper skills for any situation. With their wide variety of both mundane and magical solutions, mountebanks can fight on the frontlines with others or take solace in the back row of combat, although they lack the ability to take hits as well as their more martially inclined brethren.
Charlatans. Cads. Ne’er-do-wells.
These are all names given to mountebanks. Masters of stealth and guile, mountebanks exist in a world which is theirs for the taking, weaving powerful illusions and fooling even the most perceptive people into seeing things their way. Often living life on the silver piece of others, mountebanks thrive in social settings, using their innate charm and talents to ingratiate themselves to royalty and influential social figures. Never without a quick jab or witty retort, dueling a mountebank in either blades or words often ends in humiliation. The greatest of mountebanks find themselves the true power behind thrones or leading scores of fawning adorers, dozens who no doubt have no idea how much they truly know about their charismatic leader. Able to blend into locations at the drop of a hat, finding a mountebank can be nearly impossible (unless they want to be found).
Level-by-level Base Attack Bonus, Saving Throws, Special Abilities, and Talents
| Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special | Combat & Magic Talents | Caster Level |
|---|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Casting, blended training, natural scoundrel, spell pool, thief's mark +1, trickster training | 1 (+2 magic) | +0 (1) |
| 2nd | +1 | +0 | +3 | +3 | Creative strike, social talent, veiled magic | 2 | +1 |
| 3rd | +2 | +1 | +3 | +3 | Trick casting | 3 | +2 |
| 4th | +3 | +1 | +4 | +4 | Social talent | 4 | +3 |
| 5th | +3 | +1 | +4 | +4 | Skill breaker, thief's mark +2 | 5 | +3 |
| 6th | +4 | +2 | +5 | +5 | Secretive spell +1, social talent | 6 | +4 |
| 7th | +5 | +2 | +5 | +5 | Swift veil | 7 | +5 |
| 8th | +6/+1 | +2 | +6 | +6 | Social talent | 8 | +6 |
| 9th | +6/+1 | +3 | +6 | +6 | Advanced trickery, Thief's mark +3 | 9 | +6 |
| 10th | +7/+2 | +3 | +7 | +7 | Skill breaker, social talent | 10 | +7 |
| 11th | +8/+3 | +3 | +7 | +7 | Shade Stepper | 11 | +8 |
| 12th | +9/+4 | +4 | +8 | +8 | Secretive spell +2, social talent | 12 | +9 |
| 13th | +9/+4 | +4 | +8 | +8 | Master trickster, thief's mark +4 | 13 | +9 |
| 14th | +10/+5 | +4 | +9 | +9 | Social talent | 14 | +10 |
| 15th | +11/+6/+1 | +5 | +9 | +9 | Skill breaker | 15 | +11 |
| 16th | +12/+7/+2 | +5 | +10 | +10 | Social talent | 16 | +12 |
| 17th | +12/+7/+2 | +5 | +10 | +10 | Thief's mark +5 | 17 | +12 |
| 18th | +13/+8/+3 | +6 | +11 | +11 | Secretive spell +3, social talent | 18 | +13 |
| 19th | +14/+9/+4 | +6 | +11 | +11 | Lord of shade | 19 | +14 |
| 20th | +15/+10/+5 | +6 | +12 | +12 | Skill breaker, skill mastery, social talent | 20 | +15 |
Primary proficiencies, spell pool, casting mechanics, and baseline powers
Mountebanks are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
A mountebank may combine spheres and talents to create magical effects. A mountebank is considered a Mid-Caster. She may use either Intelligence or Charisma as her casting ability modifier and must make this choice at 1st level. (Note: all casters may select a casting tradition the first time they gain the casting class feature.)
A mountebank gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
A mountebank gains combat or magic talents according to Table: Mountebank, gaining her choice of combat or magic talents at each level she would gain a talent. Mountebanks use their casting ability modifier as their practitioner modifier. (See Natural Scoundrel)
A mountebank gains the Illusion sphere as a bonus magic talent and uses her class level as her caster level with the Illusion sphere. This stacks normally with caster levels gained from other sources.
A mountebank must select the Scoundrel sphere with the first talent they gain from this class and cannot select the natural rogue drawback when gaining this talent.
At 1st level, whenever a mountebank successfully uses her ‘marked target’ sphere ability from the Scoundrel sphere against a creature, she gains a +1 circumstance bonus to attack and damage rolls against the marked creature for 1 minute. A mountebank can only use this ability against a creature a number of times equal to her casting ability modifier every 24 hours. At 5th level and every four levels afterwards, this bonus increases by +1 (to a maximum of +5 at 17th level).
At 2nd level, whenever a mountebank makes a successful attack with a light, finessable, or ranged weapon, she may choose not to add her Strength modifier (or any other ability modifier she would add) to the damage roll. If she does, she gains a circumstance bonus on that damage roll equal to her casting ability modifier; this bonus cannot exceed her class level. If any effect would prevent the mountebank from adding her Strength modifier to the damage roll (or if she would normally be unable to, such as with crossbows), she cannot use this ability.
Starting at 2nd level, and every two levels thereafter, a mountebank gains a social talent as per the vigilante class feature. A mountebank treats her class level as her vigilante level for the purpose of meeting prerequisites, and is always treated as though she was in her social identity for the purpose of the effects of social talents.
If a mountebank later gains a vigilante identity, she determines the effect of these talents by which identity she is currently in.
At 2nd level, once per round a mountebank can decide to attempt to hide her spell’s manifestations from others, making it appear as though she is doing nothing at all. The attempt to hide the spell slows her casting slightly, such that spells that normally take a swift action now take a move action, spells that take a move action now take a standard action, and spells that take a standard action now take a full-round action, and spells that normally take longer than a standard action take twice as long (free action spells still take a free action).
To discover the mountebank’s ruse, a creature must succeed at a Perception or Spellcraft check (the creature receives an automatic check with whichever of those skills has the highest bonus) against a DC equal to 15 + the mountebank’s number of ranks in Stealth + her casting ability modifier. If the mountebank has a drawback which has an obvious visual or auditory display such as somatic casting or verbal casting, this DC is reduced by 5 for each such drawback, to a minimum of DC 0 (this ability does not hide the visual or auditory display, but rather causes those who see the mountebank casting and fail this check to not notice the display is due to spellcasting). If the mountebank has the virtuoso boon, the DC increases by 5 (the skilled caster drawback does not add to the DC in this circumstance).
If an opponent fails its check, the mountebank’s casting also does not provoke attacks of opportunity, and an opponent that fails its check can’t use readied actions that depend on realizing that the mountebank is casting a spell, or readied actions such as counterspelling that require identifying the spell the mountebank is casting. Spells such as those from the Destruction sphere that create an additional obvious effect (aside from the manifestation of casting that all spells share) still create that effect, though it might not be obvious who cast the spell unless it emanates from the mountebank.
If a character interacts with the mountebank long enough to attempt a Sense Motive check without realizing she have been casting spells, that character can use Sense Motive to gain a hunch that she’s behaving unusually.
At 3rd level, whenever a mountebank has hidden her spellcasting with her veiled casting ability, once per round as a free action, she can expend her martial focus to attempt to feint against a creature within 30 ft. of herself. This feint attempt resolves before the spell, and the creature is unaware of the feint being used against them.
At 5th level, a mountebank has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th level and every five levels thereafter, she chooses an additional skill and gains skill unlock powers for that skill as well.
At 6th level, a mountebank gains a +1 bonus to the spell’s save DC when she casts a spell that affects any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This bonus increases by +1 at 12th and 18th level.
At 7th level, the mountebank no longer increases the casting time needed while using her veiled magic class feature.
At 9th level, a mountebank no longer has to expend her martial focus when using her trick casting class feature.
At 11th level, as long as a mountebank has her martial focus, she can use the Stealth skill to hide, even while being observed.
At 13th level, whenever a mountebank successfully feint against a creature with her trick casting class feature, that creature remains flat footed for an additional round.
At 19th level, a mountebank can expend her martial focus as a swift action. If she does, she can choose to become invisible for a number of rounds equal to her casting modifier. While invisible, she cannot be detected by blindsense, tremorsense, life sense, telepathy, blindsight, or other similar abilities.
At 20th level, a mountebank unlocks all skills in which she has at least 5 or more ranks. In addition, she permanently increases her Intelligence and Charisma scores by 2.
Optionally, a character who reaches 5, 10, 15, or 20 ranks in a skill unlocks various bonuses and abilities unique to that skill. The unchained rogue and mountebank use these rules extensively, but others can gain access to them with a new feat (or through other methods).
In this system, characters unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill. The skill unlocks system interfaces with the unchained rogue and mountebank to make the rogue the true master of skills. Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue who uses her rogue’s edge ability to gain skill unlocks for several of her most iconic skills.
25 options available
With sufficient ranks in Acrobatics, you earn the following.
With sufficient ranks in Appraise, you earn the following.
With sufficient ranks in Bluff, you earn the following.
With sufficient ranks in Climb, you earn the following.
With sufficient ranks in Craft, you earn the following.
With sufficient ranks in Diplomacy, you earn the following.
With sufficient ranks in Disable Device, you earn the following.
With sufficient ranks in Disguise, you earn the following.
With sufficient ranks in Escape Artist, you earn the following.
With sufficient ranks in Fly, you earn the following.
With sufficient ranks in Handle Animal, you earn the following.
With sufficient ranks in Intimidate, you earn the following. An asterisk (*) indicates the total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.
With sufficient ranks in Knowledge, you earn the following.
With sufficient ranks in Linguistics, you earn the following.
With sufficient ranks in Perception, you earn the following.
With sufficient ranks in Perform, you earn the following.
With sufficient ranks in Profession, you earn the following.
With sufficient ranks in Ride, you earn the following.
With sufficient ranks in Sense Motive, you earn the following.
With sufficient ranks in Sleight of Hand, you earn the following.
With sufficient ranks in Spellcraft, you earn the following.
With sufficient ranks in Stealth, you earn the following.
With sufficient ranks in Survival, you earn the following.
With sufficient ranks in Swim, you earn the following.
With sufficient ranks in Use Magic Device, you earn the following.
Racial options when taking a level in Mountebank
<p> +1/5 of a Life sphere talent.</p>
+1/5 of a Mind or Telekinesis sphere talent.
+1/5 of an Illusion sphere talent.
+1/5 of an Death sphere talent.
+1/5 of an Equipment sphere talent.
+1/6 of a new magical talent.
+1/5 of a Dark sphere talent.
+1/5 of an Illusion sphere talent.
+1/5 of an Destruction or Scoundrel sphere talent.
+1/5 of a Scout sphere talent.
+1/6 of a social talent.
+1/6 of a Combat sphere talent.
+1/5 of a Destruction or Fire Nature sphere talent.
+1/5 of a Dark sphere talent.
+1/5 of an Alteration or Illusion sphere talent.
+1/6 of a new magical talent.
+1/5 of an Alteration or Fate sphere talent.
+1/2 damage on damage from a Destruction talent.
+1/5 of an Earth or Metal Nature sphere talent.
+1/5 of a Time sphere talent.
+1/5 of a Warp sphere talent.
+1/5 of a Weather sphere talent.
+1/2 damage on damage from a Destruction talent.
+1/5 of a Spirit or Water Nature sphere talent.
+1/5 of an Athletics sphere talent.
+1/5 of a Mind sphere talent.
+1/2 a point of damage with Fencing sphere talents when flanking.
Feats specific to Mountebank characters
Prerequisite: Creative strike class feature.
Benefit: You can use your creative strike class feature with crossbows, firearms (but not siege weapons), and other ranged weapons properly sized for you which would not normally be able to used with the creative strike class feature. In addition, this feat is treated as Point- Blank Shot for the purpose of meeting the prerequisites of feats and prestige classes.
3 archetypes for Mountebank
Life on the streets is tough for some mountebanks, leading them to trust their fists more than simple tricks. Back alley grifters tend to hit hard, hit fast, and leave battered and
While fooling a creature’s senses is impressive, various mountebanks choose to manipulate creatures in other fashions. Mental Manipulators are completely focused on taking control
The goal of a mountebank is to confound others, and yet some wish for other, more material rewards. Phantom thieves focus on not only mystifying others, but also robbing them blind
Social Talents
25 options available
Ancestral Enlightenment (Ex)
The vigilante can attempt any Knowledge check untrained. If he already has ranks in a particular Knowledge skill, he gains a +4 bonus on checks with that skill. A vigilante must be at least 5th level to select this talent.
Case the Joint (Ex)
The 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 later reroll any one failed skill check involving the location’s layout (such as a Stealth check to sneak into the location, a Disable Device check to disable an alarm, or a Sleight of Hand check to snatch an object from a pedestal). For every 10 by which the check exceeds 20, the vigilante gains an additional reroll. If the vigilante fails to return to the location within 1 week, the situation changes too much and he cannot use the rerolls. A vigilante can’t case the same joint more than once a week.
Celebrity Discount (Ex)
The vigilante’s social identity is popular enough to receive discounts in his area of renown. Whenever he buys an item in his area of renown that costs 500 gp or less, he can buy it at 90% of the market price, rather than the full price. If he has the great renown social talent, the gp limit increases to 2,000 gp, and if he possesses the incredible renown social talent, the gp limit increases to 8,000 gp. A vigilante must be at least 3rd level and have the renown social talent to select this talent.
Celebrity Perks (Ex)
The vigilante is a celebrity in his area of renown, and adoring fans are all too eager to shower him with the fundamental necessities. While within his area of renown, he can always receive common meals or lodging (worth up to 1 gp per meal or night) for free, and can avoid paying taxes or bribes of 1 gp or less. If he wants a particular non-magical item worth 1 gp or less, he can spend 1d10 minutes interacting with people in his area of renown to receive the item from a fan (if he ever sells such a gift from a fan, he loses this social talent permanently). If he has the great renown social talent, he can receive gifts of up to 5 gp, receive fine food and lodgings (worth up to 10 gp per meal or night) for free, and avoid paying taxes or bribes of 10 gp or less. If he has incredible renown, he can receive gifts of up to 25 gp, receive exquisite food and lodgings (worth up to 100 gp per meal or night) for free, and avoid paying taxes or bribes of 100 gp or less. A vigilante must be at least 5th level and have the renown social talent to select this talent.
Companion to the Lonely (Ex)
Whether religiously motivated, or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of his double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to his Charisma bonus or his partner’s Charisma bonus, whichever is higher. For the next 24 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma-based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower.
Discreet Inquiries (Ex)
The vigilante can attempt Diplomacy checks to gather information without being obvious he is seeking any, whether by buying the silence of informants or by talking foes into revealing information without realizing they are doing so. While the vigilante is in his area of renown, gathering information in this way takes 2d4 hours and costs 2d4 gp. Anyone who might take notice of the information gathering does not notice unless she succeeds at a Sense Motive check opposed by the vigilante’s Bluff check. The vigilante gains a +4 bonus on this Bluff check.
Double Time (Ex)
The vigilante’s social identity is that of a skilled and respected artisan or professional, rather than a merchant or noble. In order to complete his day’s work while still continuing his vigilante activities, he has learned to work faster than normal, hiding his progress so it seems like he is working full shifts at his day job rather than spending some of that time on other pursuits. The vigilante needs to spend only 6 hours each day for mundane uses of the Craft or Profession skill, rather than 8 hours. If he has the social grace social talent, he needs to spend only 4 hours for any skill he’s chosen with social grace. A vigilante must have a social identity appropriate to the chosen skill to select this talent.
Entrepreneur (Ex)
Select any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. The vigilante can use the selected skill to earn money as if he were using a Profession skill. If he selects Perform or Profession, the vigilante instead gains the skill unlock powers for those skills as appropriate for his number of ranks in that skill. If he has the social grace social talent, he can apply this benefit to all skills selected with the social grace talent.
Feign Innocence (Ex)
The vigilante’s social identity seems so innocent that it is hard to believe he was involved in wrongdoing. Within his area of renown, this provides a non-magical effect identical to the innocence spell. A vigilante must be at least 5th level and have the renown social talent to take this talent.
Gossip Collector (Ex)
The vigilante sits at the center of a web of gossip, granting him access to the latest scuttlebutt with baffling speed. Whenever the vigilante is presented with a topic about which he would normally need to spend 1d4 hours to gather information, he must spend only 1d2 hours instead. If he has the renown social talent and gathers the information in his area of renown, he must instead spend only 1d4 × 10 minutes, and if he beats the DC to gather a piece of information by 20 or more, he knows that piece of information without spending any time at all; he has simply already heard that gossip. This ability doesn’t allow him to gather information that isn’t available in the locale he is canvassing, even if that locale is his area of renown.
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 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 on Intimidate checks from his renown social talent while he is in his vigilante identity increases to +6. A vigilante must be at least 7th level and have the renown social talent to select this talent.
In Vogue (Ex)
The vigilante’s crafting or professional business is always at the height of the local trends, allowing the vigilante to gain more profits than usual. Goods he crafts with a Craft skill he chose with social grace are worth 1/3 more gp than normal due to his celebrity, without increasing the cost to create. Whenever he uses a Profession skill he chose with social grace to make money, he makes twice as much money. A vigilante must be at least 5th level and have both the double time and social grace social talents to take 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 from his great renown social talent while in he is in his vigilante identity increases to +8. A vigilante must be at least 11th level and have 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 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 have both the incredible renown and triumphant return social talents to select this talent.
Loyal Aid (Ex)
The vigilante gains the service of a number of loyal allies who 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 to gather information equal to half 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 to gather information about the vigilante and Survival checks 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 have the renown social talent to select this talent.
Mockingbird (Ex)
The 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 spells. A vigilante must be at least 5th level to choose this talent.
Prophet’s Acumen (Ex)
A vigilante with this talent must follow strict dietary and sexual prohibitions of the in his social identity or he loses the talent’s benefit until he atones. He can treat settlements as one size category larger when determining their base values and purchase limits. At 9th level, the vigilante can treat settlements as two size categories larger for the above purposes.
At 15th level, the vigilante can treat settlements as four size categories larger for the above purposes.
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 him 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 population ranges). 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 doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). 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, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose.
These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
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. If he doesn’t have the renown talent, he can still select this talent and place the safe house in a single location to which he has access, but he can never move the safe house from its initial location until he gains the renown talent. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per vigilante level. The safe house 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 can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum.
Secretive Innuendo (Ex)
A vigilante with this talent has learned to pass secret messages more efficiently by observing the coded messages of secret organizations. He can pass a secret message with Bluff in the same amount of time it would normally take to convey the message without encryption. The words and meaning of his secret messages cannot be gleaned from him or those he directly delivered the message to by divinations unless the caster succeeds at a caster level check (DC = 15 + the vigilante’s level).
Skill Familiarity (Ex)
The vigilante chooses four skills when he gains this talent. He can take 10 on checks with his chosen skills even when distracted or threatened. If he takes 10 on checks with these skills while not distracted or threatened, he gains a bonus on the check equal to one-quarter his vigilante level (minimum +2). A vigilante must be at least 9th level to select this talent.
Social Grace
The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. 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 such as discern lies, and he can say it in effects such as zone of truth that force him to speak the truth. A vigilante must be at least 9th level and have the feign innocence social talent to select this talent.
Triumphant Return (Ex)
The vigilante’s tales are never truly forgotten. This makes it easier to establish his renown in a place he has established it before. In any settlement where the vigilante previously gained renown, it takes only 3 days, rather than 1 week, to gain renown again. A vigilante must be at least 3rd level and have the renown social talent to select this talent.
Well-Known Expert (Ex)
The vigilante’s social identity is known as an expert in numerous fields, including areas and topics the vigilante hasn’t actually taken the time to study. As a result the vigilante is skilled at encouraging others to discover solutions to difficult problems themselves by asking probing questions, while appearing to give the information himself. In his social identity, the vigilante can take 10 when attempting to aid another on Appraise, Craft, and Knowledge checks. He also gains a bonus equal to half his class level (minimum +1) on Bluff checks to appear knowledgeable in Appraise, Craft (all), and Knowledge (all). If he has the renown social talent, he grants a +3 bonus when he successfully aids another on these skill checks, rather than +2. In his area of renown, the vigilante’s social identity is so trusted as an expert that scholars are inspired to make amazing deductions and intuitive leaps in discussions with him. A creature that has already failed a Knowledge check on a specific subject can attempt one additional check to gain information on the same topic if it receives an aid another bonus from the vigilante when doing so.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book