Vigilante Dedication Feat 2
Source Pathfinder Player Core 2
Prerequisites trained in Deception
You have two identities, each with its own name and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people. If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don't have to attempt a Deception check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity.
Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup, along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities.
Your two identities are completely distinct. Checks to Recall Knowledge about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist.
To maintain the separation between your identities, some of your abilities have the vigilante trait. Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity may risk exposing you as a vigilante. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can spend 1 week of downtime to create a new social identity.
As a vigilante, you have two faces: a public persona, and a secret identity that lets you hide your extralegal actions from polite society. Your secret identity lets you adventure and carry out clandestine missions while keeping the civilians you care about safe. Whatever your purpose—fighting crime, inciting rebellion, sowing chaos—your vigilante identity makes you both hard to pin down and a mysterious, intriguing subject of gossip. While many adventurers prefer to bask in the glory or infamy of their actions, you keep that part of your life a secret. There are various reasons why you might do this. Perhaps you have something or someone in your life that you want to protect from the dangers and threats that your other life. Perhaps you are a public figure, and your alternate life could draw undue attention from your community. It could also be that you don't like attention and wish to retain the ability to step away from it all and relax in peace. Regardless of your reasons, you have a secret identity and will go to great lengths to keep it secret. Vigilantes can have many goals and agendas. Some see them as glory seekers, but more often than not, they are working towards some lofty goal. Perhaps they are trying to inspire a people to fight back against their oppressors. They could be hunting down a crime lord they have a personal vendetta against. Maybe they seek to rebalance the wealth of a nation, stealing from the rich to give to those in need. You are one such vigilante, living a hidden life so you can fight in secrecy. What will you do to keep your secret and continue down your path?
Additional Feats: 4th Quick Draw
Vigilante Dedication Feat 2
Prerequisites trained in Deception
You have two identities, each with its own name and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people. If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don't have to attempt a Deception check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity.
Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup, along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities.
Your two identities are completely distinct. Checks to Recall Knowledge about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist.
To maintain the separation between your identities, some of your abilities have the vigilante trait. Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity may risk exposing you as a vigilante. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can spend 1 week of downtime to create a new social identity.
Source: Pathfinder Player Core 2
Hidden Magic Feat 4
Source: Pathfinder Player Core 2
Minion Guise Feat 4
Source: Pathfinder Player Core 2
Safe House Feat 4
Source: Pathfinder Player Core 2
Social Purview Feat 4
Source: Pathfinder Player Core 2
Startling Appearance (Vigilante) Feat 6
Source: Pathfinder Player Core 2
Quick Change Feat 7
Source: Pathfinder Advanced Player's Guide
Subjective Truth Feat 7
Source: Pathfinder Player Core 2
Many Guises (Vigilante) Feat 8
Source: Pathfinder Player Core 2
Frightening Appearance Feat 12
Source: Pathfinder Player Core 2
Stunning Appearance Feat 16
Source: Pathfinder Player Core 2
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ArchetypeThis feat belongs to an archetype.
DedicationEach archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.