action: 2
type: ability

Found 35 matches

Implausible Infiltration
Level 18 Move Rogue Magical

Prerequisites: legendary in Acrobatics, Quick Squeeze

You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them,
possibly moving directly through the wall or floor from one side to the other. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling.

Spell Tinker
Level 16 Concentrate Wizard

You’ve learned to alter choices you make when casting spells
on yourself. After casting a spell on only yourself that offers
several choices of effect (such as resist energy, spell immunity,
or a polymorph spell that offers several potential forms), you
can alter the choice you made when Casting the Spell (for
instance, choosing a different type of damage for resist energy).
However, your tinkering weakens the spell’s integrity, reducing
its remaining duration by half.

You can’t use this feat if the benefits of the spell have already
been used up or if the effects of the first choice would persist in
any way after switching (for instance, if one of the choices was
to create a consumable item you already used, or to heal you),
or if the feat would create an effect more powerful than that
offered by the base spell. The GM is the final arbiter of what
Spell Tinker can be applied to.

High Jump

You Stride, then make a vertical Leap and attempt a DC 30

Athletics check to increase the height of your jump. If you didn’t Stride at least 10 feet, you automatically fail your check.

This DC might be increased or decreased due to the situation, as determined by the GM.

  • Critical Success Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
  • Success Increase the maximum vertical distance to 5 feet.
  • Failure You Leap normally.
  • Critical Failure You don’t Leap at all, and instead you fall prone in your space.
Long Jump

You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed.

If you didn’t Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

  • Success Increase the maximum horizontal distance you Leap to the desired distance.
  • Failure You Leap normally.
  • Critical Failure You Leap normally, but then fall and land prone.
Administer First Aid
Manipulate

You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.

  • Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).
  • Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.

  • Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.

  • Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.