You can use the Craft activity to create alchemical items. When
you select this feat, you immediately add the formulas for four
common 1st-level alchemical items to your formula book.
Your study of magic allows you to instinctively sense its
presence. You can cast 1st-level detect magic at will as an arcane
innate spell. If you’re a master in Arcana, the spell is heightened
to 3rd level; if you’re legendary, it is heightened to 4th level.
You become trained in light armor. If you already were trained
in light armor, you gain training in medium armor. If you were
trained in both, you become trained in heavy armor.
Special You can select this feat more than once. Each time,
you become trained in the next type of armor above.
Even in the worst circumstances, you can perform basic tasks.
Choose a skill you’re trained in. You can forgo rolling a skill check
for that skill to instead receive a result of 10 + your proficiency
bonus (do not apply any other bonuses, penalties, or modifiers).
You can Earn Income (page 236) using Diplomacy, spending
your days hunting for bargains and reselling at a profit. You
can also spend time specifically sniffing out a great bargain
on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase
the item at a discount equal to the money you would have
gained, gaining the item for free if your earned income equals
or exceeds its cost. Finally, if you select Bargain Hunter
during character creation at 1st level, you start play with an
additional 2 gp.
You can patch up yourself or an adjacent ally, even in combat.
Attempt a Medicine check with the same DC as for Treat
Wounds and provide the corresponding amount of healing.
As with Treat Wounds, you can attempt checks against
higher DCs if you have the minimum proficiency rank. The
target is then temporarily immune to your Battle Medicine
for 1 day.
You have incredible breath control, which grants you
advantages when air is hazardous or sparse. You can hold your
breath for 25 times as long as usual before suffocating. You
gain a +1 circumstance bonus to saving throws against inhaled
threats, such as inhaled poisons, and if you roll a success on
such a saving throw, you get a critical success instead.
Your avoidance or observation is beyond the ken of most in
your profession. Choose Fortitude saves, Reflex saves, Will
saves, or Perception. You become an expert in your choice. At
17th level, you become a master in your choice.
Your catlike aerial acrobatics allow you to cushion your
falls. Treat falls as 10 feet shorter. If you’re an expert in
Acrobatics, treat falls as 25 feet shorter. If you’re a master in
Acrobatics, treat them as 50 feet shorter. If you’re legendary
in Acrobatics, you always land on your feet and don’t take
damage, regardless of the distance of the fall.
Your charm allows you to win over those you lie to. When
you get a critical success using the Lie action, the target’s
attitude toward you improves by one step, as though you’d
succeeded at using Diplomacy to Make an Impression. This
works only once per conversation, and if you critically
succeed against multiple targets using the same result, you
choose one creature’s attitude to improve. You must be lying
to impart seemingly important information, inflate your
status, or ingratiate yourself, which trivial or irrelevant lies
can’t achieve.