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How can I have a secret identity from the rest of the adventuring party?

So some bad guys get the drop on us,how can I transform into my alter ego
in combat?

I've read the pages describing the Vigilante,it's not clicking.So I can be a Fighter and a Vigilante?

Vigilante sounded so cool,Ijust don't understand how to play it.


Quick question,does imbibing an extract in combat as an Investigator provoke in combat?


Hi folks,

I've uploaded my characters stat block for reference,when I printed my character sheet it has an entry under Rapier saying "Main w/ light off: +7, 1d6+5" In the stat block it says +5 what gives?

I'd like to know what number I use if I'm attacking with both weapons in a round?

Thanks in advance.

Fenrahel
Male human (Taldan) investigator 5 (Pathfinder RPG Advanced Class Guide 30)
NG Medium humanoid (human)
Init +7; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 44 (5d8+15)
Fort +4, Ref +9, Will +4; +4 bonus vs. poison
Defensive Abilities trap sense +1; Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +5 (1d6+5/18-20) or
. . sword cane +4 (1d6)
Special Attacks studied combat (+2, 4 rounds), studied strike +1d6
Investigator Extracts Prepared (CL 5th; concentration +9)
. . 2nd—alchemical allocation[APG], blistering invective[UC] (DC 16), focused scrutiny[ACG]
. . 1st—anticipate peril[UM] (DC 15), enlarge person (DC 15), heightened awareness[ACG], shield, true strike
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 17, Int 18, Wis 10, Cha 7
Base Atk +3; CMB +8; CMD 19
Feats Agile Maneuvers, Fencing Grace, Two-weapon Fighting, Weapon Finesse, Weapon Focus (rapier)
Traits reactionary, world traveler
Skills Appraise +10, Bluff +5, Craft (alchemy) +9 (+14 to create alchemical items), Diplomacy +6, Escape Artist +8, Heal +7, Intimidate +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +8, Sense Motive +7, Spellcraft +8, Stealth +10, Use Magic Device +6
Languages Celestial, Common, Draconic, Goblin, Thassilonian
SQ alchemy (alchemy crafting +5), human investigator, inspiration (6/day), investigator talents (expanded inspiration[ACG], quick study[ACG]), keen recollection, poison lore, swift alchemy, trapfinding +2
Other Gear chain shirt, rapier, sword cane[APG], 85 gp
--------------------
Special Abilities
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+5 formulas in formula book Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Get Dex to dmg with rapiers and +2 CMD vs disarm if you have panache.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+2, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.


Hi all,

I'm rolling up a Human Psychic and want to go with the "add a spell from the Psychics spell list" option.It stipulates that when adding a spell it has to be one level lower than the highest level spell a Psychic can cast.

Does that mean I have to wait till the Psychics fourth level to start adding an additional Favored Bonus spell?

There are only level one spells between Psychic level one to three,so one level below level one is zero and therefore no spells?

I'm a bit confused,any advice would be appreciated.


Know direction podcast no 117 http://knowdirectionpodcast.com/2015/10/kd-117-occult-mega-review/

peaked my interest in playing a Psychic as Perrim said it was a powerful class.I want to play a powerful damage dealer,could someone suggest a build (cheese aplenty) that will make my GM weep.

I want to take a break from my strong RP characters and just play a Psychic that goes boooom.

Thanks in advance.


Good afternoon all.

I've been reading a few books on Philosophy lately and it occurred to me that although I can't think of a solid reason why someone in their right mind would choose to play a Philosopher in your typical murder hobo group - never the less I'd like to give thought to the nature of reality while fending off Orks.

Can it be done? What Class/Race would you pick?

Clearly I'm not going to be a front line fighter and if my group is willing to shoulder the burden of a member of their group that lets face it is not a killer I'd like to give it a go.

Any advice wold be more than welcome.


A quick one,I'd like my Cleric to take Summon Monster 3,do I have to take SM1 and SM2 before I can take SM3?

I can't see that stipulated anywhere so I'm assuming I can SM3 without first taking one and two first.

Thanks in advance.


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Hello everyone,

I've recently picked up Inner Sea gods and I want my Cleric of Sarenrae to take the Evangelist Prestige class.I'm fairly new to playing Pathfinder in the sense that our group is now starting a regular campaign playing Rise of the Runelords.

So to check I understand the criteria-it states you have to have the ability to cast 3rd level Cleric spells,5 ranks in any skill other than Knowledge Religion.So I cant take my first level of Exalted until 5th level?

With Aligned Class (Ex) Does this mean that the first level of Evangelist cannot use any of the aligned class features until Evangelist level 2?

Thanks for any help.


Hi all,

quick dumb question-Do I as a Cleric have to make a roll to channel positive energy or does it just I opt to do and it goes off?

Thanks in advance.


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Following on from my wonderful experience playing PFS at Paxaus I was handed Kyra as a pregen and I've decided to play a Cleric for PFS.

Would it be a big ask for someone to build a Cleric of Sarenrae up to level 8 or so with all the stats and spells and whatnot.

Basically what I'm asking is a kick arse Cleric build I can play from the get go with explanations on why you picked certain things at certain levels.

Thanks in advance.


Hi,

I'm relatively new to Pathfinder and the only module I've managed to run for my group was We be Goblins.Well,the group loved it! So I'm going to run We be Goblins too,problem is there will probably be 6 or seven in the group.Are there any extra pregens floating about somewhere? Sorry to be a pain.

It just occurred to me typing this I've only played Pathfinder once and that was a GM gig! I've got to get more Pathfinder under my belt,I've been listening to the Paizocon coverage from the Know Direction podcast,what an awesome company.I might change my plans for going to Gencon to Paizocon...maybe...


Hi all,

Is there someone who can give me more information on the Pathfinder Society play scheduled at PAX Australia in a fortnights time?

I’ve not played Pathfinder Society yet although I’ve subscribed to a heap of Pathfinder stuff. I’m wondering if the Pathfinder events at PAXaus are sort of demos or an actual Pathfinder event where I bring my Pathfinder card?

There is precious little info on the internets and the PAXaus site to refer to.

Thanks in advance.


Hi all,
I'm attending my first GenCon this year,coming from Australia,I'd love to play my first ever Pathfinder game,I see quite a lot of sessions on the hiprogrammer site.
Would I book a 1-5 level session and just rock up with my dice or are ther some prerequisites I need to do first?

Are there going to be new player friendly sessions I guess I'm asking,I played a little bit of 3.5 back in the day.
Any advice more than welcome


Hi,
one of the Pathfinder books had a nasty looking vampire on the cover,I cant find it anywhere,anyone know which on it was?
thanks in advance


Hi
anther newbie question from me,I've been reading about Arcane spell failure chance,the failure percentage varying according to armor worn-etc.When you roll your Arcane spell failure check,what is the target number? how do you work out the percentage check?Could you give me a "in game" example
I don't get it.Sorry to be such a newb.
Thanks in advance


Hi,
just a quick one,if Ezren's Dex is 9,why is his reflex +1 on the pregen sheet for Crypt of the Everflame?
thanks


Newb question.

On the Valeros Fighter pregen at the back of "Crypt of the Everflame" he has +3 and +2 with his duel wielding,is this because he is "proficient" with both weapons (longsword and short sword)and does not incur the -2 to both weapons from TWF?

Also,one of his feats is Weapons focus longsword which says "Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon."
so should not his +3 on the sheet be a +4?

thanks in advance


Hi,
I'm a newbie GM with a question concerning an encounter that occurs in "Crypt of the Everflame".
In one of the rooms the players encounter a Shadow that deals strength damage,could you provide me with an example of what would happen when a character is hit by strength damage from a game mechanic point of view.
Say a Fighter is hit with normal fighter stats and how that effects him,or a wizard etc.
Thanks in advance


Hi,
I have the Core rule book, I’ve ordered the GM screen, I’m about to get the Bestiary and I have Crypt of the Everflame...and I'm going to GM for the first time. Ever.

Now I'm scared.
I have been looking around the site for a while now and the adventure paths look like the way to go. Start with The Bastards of Erebus you recon?
What would you do?
What Adventure path should I start at? Should I go with the modules till I get a feel for how to run a game? Or start with an Adventure path?
Any advice would be more than welcome.


Hi all, I’m a new player to Pathfinder, I’ve mainly played 4E in the past and I have a couple of questions.
I received the core rule book in the post yesterday and I decided I want to play a druid. I guess I’ve been spoilt over at the wizard forums with character builder software, guides and builds aplenty. I have no idea what starting stats to use and how to play my Druid, so my first question is; is there a resource here or elsewhere that that can guide me in the creation of my Pathfinder character with regard to starting stats and build options?

The second question is about skills, I just cant work it out, my class skills are 3 and all the rest are zero?-I’m confused. “You can never have more ranks in a skill than
your total number of Hit Dice” so at first level my druid can have a maximum of 8?

Sorry to be such a newb,thanks in advance


Hi,
I’m a total newbie (and first post) to pathfinder adventures,Ive ordered my copy of the core rulebook and I’m waiting for it to make its way to Melbourne, I have a question about this particular AP.

Can I form a group and start this campaign from Level 1?

Thanks for your time