PFS – Knower of Things


Advice


I have been getting more and more amazed and appreciative of how useful skill checks can be (as opposed to just combat ability). That has been especially true in PFS.
With some good skill monkeys in the group we have been able to bluff, diplomacy, or bargain our way around some potentially deadly encounters. We have been able to find and understand clues that have helped quite a bit. Even if it is just knowing all about the capabilities and weakness of some serious opponents, it has been very helpful.

So I decided to play around with my own version of the know-it-all character. I have a Lore Oracle 1 / Investigator 1 / Archivist Bard and an Empiricist Investigator versions. The bard gets slightly higher totals for a few skills. The investigator has slightly lower totals, but several more skills that he is good at. Oddly enough, Lore Master doesn't seem to help much with any of this. Pathfinder Chronicler might help the bard version a bit, but would lose most of the bard spell casting (though it would keep the performance).

I think the bard version might be slightly more effective for the group due to the group buffing capability of the performance. Especially at medium to high levels. On the other hand, especially at low level the investigator should be moderately decent at ranged combat with his self buffs.

Now last summer I remember gaming with a guy that had a wizard version with even higher totals. I can't remember how he did it and can't find anything good myself, so it might be something from books I don't have yet.

Have you any suggestions or observations of better ways to do this?

Knower of Things (investigator:

Male tower elf investigator (empiricist) 11 (Pathfinder RPG Advanced Class Guide 30, 100)
N Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +27
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 69 (11d8+11)
Fort +4, Ref +9, Will +7 (+4 save vs. illusion and disbelievable effects); +2 vs. enchantments
Defensive Abilities trap sense +3; Immune sleep; Resist unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks studied combat (+5, 9 rounds), studied strike +4d6
Spell-Like Abilities (CL 11th; concentration +9)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Investigator (Empiricist) Extracts Prepared (CL 11th; concentration +20)
. . 4th—greater false life[UM], freedom of movement, greater invisibility, universal formula[APG]
. . 3rd—fly, fly, haste, haste, heroism, heroism
. . 2nd—acute senses[UM] (DC 21), alchemical allocation[APG], darkvision, investigative mind[ACG], perceive cues[APG], undetectable alignment (DC 21)
. . 1st—anticipate peril[UM] (DC 20), detect secret doors, detect undead, disguise self, heightened awareness[ACG], identify, keen senses[APG] (DC 20), see alignment[UC]
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 28, Wis 10, Cha 7
Base Atk +8; CMB +8; CMD 20
Feats Alertness, Breadth Of Experience[APG], Focused Inspiration[ACG], Inspired Alchemy[ACG], Inspired Strike[ACG], Scholar[ISWG]
Traits friend in every town, mathematical prodigy
Skills Acrobatics +6, Appraise +13, Bluff +12, Climb +4, Diplomacy +13 (+24 to gather information (You can use your Intelligence Modifier instead of Charisma), +15 to gather information), Disable Device +26, Disguise +2, Escape Artist +16, Heal +4, Intimidate +2, Knowledge (arcana) +26, Knowledge (dungeoneering) +25, Knowledge (engineering) +17, Knowledge (geography) +17, Knowledge (history) +17, Knowledge (local) +30, Knowledge (nature) +25, Knowledge (nobility) +17, Knowledge (planes) +29, Knowledge (religion) +25, Linguistics +23, Perception +27, Profession (scribe) +6, Sense Motive +15 (+17 to read a social situation), Sleight of Hand +6, Spellcraft +14, Stealth +6, Use Magic Device +19; Racial Modifiers ceaseless observation
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Elven, Gnome, Ignan, Infernal, Polyglot, Shadowtongue, Sylvan, Terran, Thassilonian, Tien, Undercommon, Vudrani
SQ alchemy (alchemy crafting +11), arcane focus, inspiration (1d8, 17/day), investigator talents (amazing inspiration[ACG], eidetic recollection[ACG], expanded inspiration[ACG], trap spotter, underworld inspiration[ACG]), keen recollection, trapfinding +5, urbanite
Other Gear headband of vast intelligence +6, 15 pp
--------------------
Special Abilities
--------------------
Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+11)
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Eidetic Recollection (Su) Can always take 10 on Knowledge checks, use 1 inspiration to take 20.
Elven Immunities - Sleep You are immune to magic sleep effects.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Focused Inspiration (Knowledge [local], Knowledge [arcana]) Roll 2d8 (or 2d10 if normally rolling d8) when adding inspiration to selected skills.
Inspiration (+1d8, 17/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Alchemy You can recreate an extract you consumed during the past hour.
Inspired Strike When dmg creature using studied combat, expend inspiration to inc dmg by amt rolled.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Scholar (Knowledge [local], Knowledge [planes]) +2 bonus on two Knowledge skills
Studied Combat (+5, 9 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +4d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.
--------------------
Can't do all that much to buff the rest of the group, but can buff himself to be moderately decent as an archer.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Knower of Things (bard):

Male gnome bard (archivist) 9/investigator 1/oracle 1 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Advanced Player's Guide 42, 80)
LN Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 80 (11d8+22)
Fort +5, Ref +9, Will +19; +4 bonus vs. magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind, +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks bardic performance 37 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 22], inspire competence +3, lamentable belaborment [DC 22], naturalist)
Spell-Like Abilities (CL 11th; concentration +19)
. . 1/day—dancing lights, ghost sound (DC 19), prestidigitation, speak with animals
Bard (Archivist) Spells Known (CL 9th; concentration +17)
. . 3rd (5/day)—glibness, mad monkeys[UM], purging finale[APG] (DC 21), seek thoughts[APG] (DC 21)
. . 2nd (6/day)—blood biography[APG] (DC 20), create treasure map[APG], heroism, investigative mind[ACG]
. . 1st (7/day)—detect secret doors, heightened awareness[ACG], memorize page[ACG], saving finale[APG] (DC 19), vanish[APG] (DC 20)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 19), message, read magic, sift[APG]
Oracle Spells Known (CL 1st; concentration +9)
. . 1st (5/day)—command (DC 19), cure light wounds, murderous command[UM] (DC 19)
. . 0 (at will)—detect poison, guidance, spark[APG] (DC 18), stabilize
. . Mystery Lore
Investigator Extracts Prepared (CL 1st; concentration +5)
. . 1st—endure elements, identify
--------------------
Statistics
--------------------
Str 5, Dex 12, Con 14, Int 18, Wis 8, Cha 26
Base Atk +6; CMB +2; CMD 13
Feats Breadth Of Experience[APG], Extra Revelation[APG], Extra Revelation[APG], Iron Will, Scholar[ISWG], Steadfast Personality[ACG]
Traits mathematical prodigy, scholar of the great beyond
Skills Acrobatics +1 (-3 to jump), Appraise +8, Bluff +9, Diplomacy +13, Disable Device +4, Knowledge (arcana) +29, Knowledge (dungeoneering) +28, Knowledge (engineering) +20, Knowledge (geography) +19, Knowledge (history) +20, Knowledge (local) +34, Knowledge (nature) +28, Knowledge (nobility) +19, Knowledge (planes) +33, Knowledge (religion) +28, Linguistics +18, Perception +5, Profession (scribe) +5, Sense Motive +3, Spellcraft +18 (+22 to identify magic items or decipher scrolls), Stealth +9, Use Magic Device +12; Racial Modifiers +2 Perception
Languages Abyssal, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Halfling, Hallit, Ignan, Infernal, Jistka, Kelish, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian
SQ alchemy (alchemy crafting +1), bardic knowledge +4, gnome magic, inspiration (4/day), interaction bonus, jack-of-all-trades, lore master 2/day, magic lore, oracle's curse (legalistic), revelations (focused trance, lore keeper, think on it), trapfinding +1, vow to self
Other Gear headband of mental prowess +4 (Int, Cha), 15 pp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action, 37 rounds/day) Your performances can create magical effects.
Focused Trance (+1, 8/day, DC 18) (Ex) Trance state grants +1 vs. gaze or sonic effects, but only allows move actions. After 1d6 rounds, make an INT-based skill check at +20.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Lore +4 (Ex) +4 save vs. magical traps, language-dependent effects, symbols, glyphs, and magical writings.
Scholar (Knowledge [local], Knowledge [planes]) +2 bonus on two Knowledge skills
Think on It (1/day) (Ex) Reattempt a failed Knowledge check at +10
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
--------------------
Pretty decent performance and spell buffs to support rest of group in combat, but can't fight worth squat himself.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Liberty's Edge

Chances are the wizard was just a human wizard with the skilled racial trait, and the fast learner feat to gain both 1 HP and 1 skill point a level for the favored class bonus. 4+int for a wizard is a lot of skills. And sadly, is likely going to be better in combat than either of these builds, and going to have more spell slots to spend on utility spells.

The investigator will likely out skill the straight wizard with it's 6+int skill points per level, and inspiration, but the wizard is likely still able to be a better problem solver with it's spells. Also important to remember is that while it's nice when you're able to talk the town guards out of beating you to a blooding pulp, running into a golem or mindless undead means you're probably going to have to fight. Putting all your eggs into that one basket likely isn't a great idea. And it's relatively easy to make an investigator or bard that's both really good at skills and combat.


Mind chemist alchemist gets double its Int to Knowledge checks at level 2.

Rebirth Psychics add half their level to Knowledge checks.

Enlightenment Psychics get half their level bonus to all Knowledge checks at level 5.

All are Int based and can happily take Student of Philosophy/Clever Wordplay to make Diplomacy into an Int skill.


Knowledge Domain dudes also do pretty well. Inquisitors with Knowledge Domain can pass Knowledge checks very easily and can even retry them.

I like the Memory Subdomain specifically.


Not sure if Catfolk are legal in PFS. Their favored class bonus for bard is +1/2 on bardic knowledge. This would make them a better choice for the bard.

Dark Archive

Instead of Breadth Of Experience get the Obedience for Irori - +4 Sacred/Profane bonus to all Knowledge Skills!

Sovereign Court

My Archivist bard used a combination of the Noble Scion (Lore), Dilettante, and Deific Obedience (Irori) feats, in concert with Bardic Knowledge, to maintain a really nice bonus to Knowledge skills while keeping enough points left over to keep several other useful skills maximized and dip into a few more. His spells all focused on buffing the party or providing the sort of major problem solving our usual lack of wizards would normally handle (via dispel magic). Lore Master's ability to always Take 10 on Knowledges gave me a much more certain chance to identify creatures, since the Archivist's Inspire Courage replacement requires it.

That character was built around the concept of not doing any of the fighting himself, though, like a sort-of buff-happy psuedo-wizard. This did make him very popular with any combat-focused characters he partied with, since I had no intention of stealing any of their limelight, but there were a couple of scenarios where not having a "combat monkey" in the party really highlighted his lack of versatility in that regard.


If it's allowed(I don't play PFS so I don't check what is and isn't, sorry), the play a Human with Comprehensive Education(replaces skilled) as any class that gets all knowledge skills. BAM, +10 to all skill checks. All.


Honestly both of the builds you proposed I'd hate to see at a table, since you have no combat presence. Thing is, you can be awesome at skills and still be a strong combat force.

I have an empericist, started with 16 int, at lv4, you have this for your knowledge skills
1 rank +3 class skill +3 int +2 heightened awareness +2 heroism from alchemical allocation +1d6 inspiration =11+1d6 from just 1 rank into it.
But he also had an 18 str and str mutagen and studied combat so he's very combat capable.

If you want to dump combat stuff I suggest the alchemist, as their bombs are good combat presence.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Azten wrote:
If it's allowed(I don't play PFS so I don't check what is and isn't, sorry), the play a Human with Comprehensive Education(replaces skilled) as any class that gets all knowledge skills. BAM, +10 to all skill checks. All.

I believe you're misreading the ability. It gives a +1 racial bonus to each knowledge skill that is already a class skill for your classes. Not +1 to every skill.

Scarab Sages

DubiousYak wrote:
Instead of Breadth Of Experience get the Obedience for Irori - +4 Sacred/Profane bonus to all Knowledge Skills!

Why instead of and not in addition to? Breadth of Experience is an untyped bonus. The Obedience is sacred or profane. They stack.

Scarab Sages

Instead of Inspired Strike, I'd suggest Quick Study. Inspired Strike lets you get an extra 1D6 for 1 Inspiration. Quick Study lets you study someone as a Swift Action. That means:

You can study someone, move up to them, and attack in 1 round.

You can expend your Studied Strike for +4D6.

You can study them as a swift action on round 2 for 1 Inspiration and full-attack, expending your Studied Strike on one of your hits for an additional +4D6.

Repeat as needed.

You'll get more damage out of Quick Study per Inspiration point, and you'll be able to attack with Studied Combat faster.

Working weapon Finesse into the build somewhere will help a little. And either Fencing Grace or an Agile Weapon, or go the Alter Self/Monstrous Physique route with an Amulet of Mighty Fists. To me, that takes better advantage of Studied Combat, as you're getting it on 3, 4, or even 5 attacks per round, depending on what you turn into, all primary and at your full BAB. I found sacrificing just a little of my skill potential went a long way in improving my combat effectiveness.

You seem to have hit most of the key skill boosters on the Investigator build.

Liberty's Edge

Yeah...you can make an Investigator who's like 95% that good on skills who's also a kick-ass combat character. If you want.

And have them be good at social stuff with Student of Philosophy to boot. Swap out Mathematical Prodigy for it

For example, let's do a Str build (probably as a half-elf):

You start with Str 16 Dex 12 Con 12 Int 18 Wis 10 Cha 7.

Ditch Inspired Strike and Inspired Alchemy for Power Attack and Medium Armor Proficiency. Skip Alertness for Extra Investigator Talent (Quick Study), and add a Skill Focus of your choice (or +2 to Will Saves).

Your character is now at -1 on Knowledge skills, has a few less skill points, and lacks Inspired Alchemy, but has an AC that's respectable (good when you get a chance to buff it), and can wreck things in melee with, assuming a +4 belt, a +2 str from Alter Self, haste, and a +2 weapon, a +19/+19/+14 for 1d8+25 damage. That's pretty solid.


Majuba wrote:
Azten wrote:
If it's allowed(I don't play PFS so I don't check what is and isn't, sorry), the play a Human with Comprehensive Education(replaces skilled) as any class that gets all knowledge skills. BAM, +10 to all skill checks. All.
I believe you're misreading the ability. It gives a +1 racial bonus to each knowledge skill that is already a class skill for your classes. Not +1 to every skill.

Except that's not how it reads at all. The bonus is on "skill checks", not "knowledge skill checks".

Dark Archive

1 person marked this as a favorite.
Azten wrote:
Majuba wrote:
Azten wrote:
If it's allowed(I don't play PFS so I don't check what is and isn't, sorry), the play a Human with Comprehensive Education(replaces skilled) as any class that gets all knowledge skills. BAM, +10 to all skill checks. All.
I believe you're misreading the ability. It gives a +1 racial bonus to each knowledge skill that is already a class skill for your classes. Not +1 to every skill.
Except that's not how it reads at all. The bonus is on "skill checks", not "knowledge skill checks".

Let's quote the whole thing.

Quote:
Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

Whilst not perfectly written it seems reasonably plain that it means a +1 bonus on skills checks when using those knowledge skills, apply Paizos "If it seems insanely powerful you're reading it wrong" advice and it's pretty clear that's how it works.


Insane? Not really. Lots of skills you still need a rank in to use. And still, big woop, you get to use your skill points for flavor for a change and not suffer. Not to mention its in the flavor of the ability to be able to use your knowledge for everything. It's perfect for Azlanti or human's from Mengkare too.

Designer

4 people marked this as a favorite.
Majuba wrote:
Azten wrote:
If it's allowed(I don't play PFS so I don't check what is and isn't, sorry), the play a Human with Comprehensive Education(replaces skilled) as any class that gets all knowledge skills. BAM, +10 to all skill checks. All.
I believe you're misreading the ability. It gives a +1 racial bonus to each knowledge skill that is already a class skill for your classes. Not +1 to every skill.

Having worked on this book despite it not being a Pathfinder RPG book, this is correct. The +1 on a Knowledge skill is the benefit you get if you already had that skill as a class skill, since otherwise the ability wouldn't help you very much if you had a bunch of Knowledge skills as class skills already (or multiclassed to later get them). The sentence scoping is, as you say, that the +1 is on skill checks using the Knowledge skills you have as class skills. Things like "points of damage" or "skill checks for SKILLX" rather than "SKILLX checks" are wording that often get added in editing for clarity, though it seems this time it didn't help.


So a nerf because the ability was doing just fine. Sounds like a lot of FAQs and errata lately, sadly. Hopefully nothing officially is made so we can keep a neat ability the way it is for once.


1 person marked this as a favorite.

Azten, I think you're in a minority of thinking it works like that. Each knowledge check you get as a class skills gets a +1 bonus to it. That's all this does.


And until it's changed to say "all knowledge checks" it doesn't apply to only knowledge checks and opens more uses. Go figure.


they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels.

They gain a +1 bonus on all skill checks for any knowledge skill that they gain as a class skill.

each knowledge skill that is a class skill gets a +1 bonus on those skill checks.

These are all saying the same thing and doing the same thing.

Dark Archive

Azten wrote:
So a nerf because the ability was doing just fine. Sounds like a lot of FAQs and errata lately, sadly. Hopefully nothing officially is made so we can keep a neat ability the way it is for once.

There's no nerf, simply a designer explaining how to read an ability that some are misreading.


Seems rather obvious that a racial trait giving +10 to all skills is very powerful, and (now confirmed) not intended.


Ok, back to the original topic and to address a few points people had made.
..
I wouldn't necessarily run these as is for an actual PC. I often like to see how high I can get the special capability, then back off from that until I have enough secondary capabilities that the PC is all-around viable and fun to play.
Having said that, the bard version seems like a pretty decent buffer/support character just as is.
I'm not sure I'm liking the investigator version all that much without some major reworking.
..

Deighton Thrane wrote:
Chances are the wizard was just a human wizard with the skilled racial trait, and the fast learner feat to gain both 1 HP and 1 skill point a level for the favored class bonus. 4+int for a wizard is a lot of skills. And sadly, is likely going to be better in combat than either of these builds, and going to have more spell slots to spend on utility spells...

More skill points won't raise the max total, just give you more skills that you can max out. You still only have 11 ranks max at level 11. His PC was level 10 and had the monster knowledges in the low 40's. I haven't been able to figure out how to do that. I'm beginning to suspect he did something wrong unless there is something in one of the books I do not own that can give more onto the totals.

..
Chess Pwn wrote:
Honestly both of the builds you proposed I'd hate to see at a table, since you have no combat presence. Thing is, you can be awesome at skills and still be a strong combat force...

Kinda sad to hear this. Our groups seem to be very happy to see support characters that can't kill anything as long as they can significantly contribute in some way.

In our local, we have a life oracle that practically makes our martials unkillable. A halfling cavalier that hands out some crazy group aid another bonuses to AC, attacks and saves. I played a sorc that almost exclusively cast buff spells. There is a rogue that is the preeminent infiltrator and scout.
None of those can fight worth crap, but all have majorly contributed to victories.


Revolving Door Alternate wrote:

Kinda sad to hear this. Our groups seem to be very happy to see support characters that can't kill anything as long as they can significantly contribute in some way.

In our local, we have a life oracle that practically makes our martial unkillable. A halfling cavalier that hands out some crazy group aid another bonuses to AC, attacks and saves. I played a sorc that almost exclusively cast buff spells. There is a rogue that is the preeminent infiltrator and scout.
None of those can fight worth crap, but...

All of those examples other then the rogue have huge combat presence however. Combat presence is not just ones ability to kill something, but how much effect they are having towards to success of the party surviving a combat.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / PFS – Knower of Things All Messageboards

Want to post a reply? Sign in.