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Wealthy Vigilante

By night, this member of the nobility dons a false identity to mete out violent, extralegal justice on petty criminals and the downtrodden. They're possessed of unwavering self-righteousness and the best equipment money can buy.

Recall Knowledge - Humanoid (Society): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

Wealthy VigilanteCreature 8

Rare Medium Human Humanoid 
Source NPC Core pg. 160
Perception +15
Languages Common
Skills Acrobatics +16, Athletics +16, Deception +17, Intimidation +17, Society +16, Stealth +17
Str +4, Dex +2, Con +1, Int +3, Wis +1, Cha +3
Custom Gear The wealthy vigilante's support team has spent years tailoring and tuning the vigilante's equipment. Anyone but the vigilante attempting to use the items takes the same drawbacks they would if they were shoddy items. These peculiarities make the items have no value if sold.
Talisman Prepper The vigilante goes on patrol with six talismans of 6th level or lower. The typical set includes a fear gem and emerald grasshopper affixed, with a dragon turtle scale, effervescent ampoule, feather step stone, and iron cube in storage.
Items +1 striking flintlock musket (10 rounds), +1 striking longsword, lifting belt, moderate healing potion, crimefighting pouches (function as sleeves of storage), studded leather armor
AC 27; Fort +12, Ref +17, Will +15
HP 120
Quick Replace [reaction] (manipulate) Trigger The wealthy vigilante Activates one of their affixed talismans; Requirements The wealthy vigilante has a hand free; Effect As soon as one of their talismans burns out, the wealthy vigilante pulls another from their crimefighting pouches and deftly Affixes it to replace the used talisman.
Speed 25 feet
Melee [one-action] longsword +19 [+14/+9] (magical, versatile P), Damage 2d8+10 slashingMelee [one-action] fist +18 [+14/+10] (agile, finesse, nonlethal, unarmed), Damage 1d4+10 bludgeoningRanged [one-action] flintlock musket +17 [+12/+7] (concussive, fatal d10, magical, range increment 70 feet, reload 1), Damage 2d6+6 piercingCalculated Strike [two-actions] The wealthy vigilante makes a melee Strike. If the Strike hits, the vigilante can then Shove the target. This Shove uses the same multiple attack penalty as the Strike and doesn't count toward the vigilante's multiple attack penalty, but the vigilante must Stride after the pushed creature. If the Strike misses, the vigilante can Step up to three times, each of which must take it further from the target. The vigilante can Hide if, after the Steps, they have cover or concealment from the target.

Sidebar - Treasure and Rewards Vigilante's Arsenal

A wealthy vigilante's threat (and flexibility) as a combatant comes from their ability to use the right gear at the right time. A canny vigilante enters combat with the best consumables readied and talismans affixed for the type of encounter to come, along with a plan for what to use next. As a GM, you can swap out the wealthy vigilante's talismans over multiple engagements to make them appear much more threatening than they are. Keep the PCs guessing!

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.