level: 1
type: ability

Found 190 matches

Combat Climber
Level 1 General Skill

Prerequisites: trained in Athletics

Your techniques allow you to fight as you climb. You’re not
flat-footed while Climbing and can Climb with a hand occupied.
You must still use another hand and both legs to Climb.

Courtly Graces
Level 1 General Skill

Prerequisites: trained in Society

You were raised among the nobility or have learned proper
etiquette and bearing, allowing you to present yourself as a
noble and play games of influence and politics. You can use
Society to Make an Impression on a noble, as well as with
Impersonate to pretend to be a noble if you aren’t one. If you
want to impersonate a specific noble, you still need to use
Deception to Impersonate normally, and to Lie when necessary.

Diehard
Level 1 General

It takes more to kill you than most. You die from the dying
condition at dying 5, rather than dying 4.

Dubious Knowledge
Level 1 General Skill

Prerequisites: trained in a skill with the Recall Knowledge action

You’re a treasure trove of information, but not all of it comes
from reputable sources. When you fail a Recall Knowledge
check using any skill, you learn a bit of true knowledge and
a bit of erroneous knowledge, but you don’t have any way to
differentiate which is which.

Experienced Professional
Level 1 General Skill

Prerequisites: trained in Lore

You carefully safeguard your professional endeavors to prevent
disaster. When you use Lore to Earn Income, if you roll a critical
failure, you instead get a failure. If you’re an expert in Lore, you
gain twice as much income from a failed check to Earn Income,
unless it was originally a critical failure.

Experienced Smuggler
Level 1 General Skill

Prerequisites: trained in Stealth

You often smuggle things past the authorities. When the GM
rolls your Stealth check to see if a passive observer notices a
small item you have concealed, the GM uses the number rolled
or 10—whichever is higher—as the result of your die roll, adding it
to your Stealth modifier to determine your Stealth check result.
If you’re a master in Stealth, the GM uses the number rolled or
15, and if you’re legendary in Stealth, you automatically succeed
at hiding a small concealed item from passive observers. This
provides no benefits when a creature attempts a Perception
check while actively searching you for hidden items. Due to
your smuggling skill, you’re more likely to find more lucrative
smuggling jobs when using Underworld Lore to Earn Income.

Experienced Tracker
Level 1 General Skill

Prerequisites: trained in Survival

Tracking is second nature to you, and when necessary you
can follow a trail without pause. You can Track while moving
at full Speed by taking a –5 penalty to your Survival check.
If you’re a master in Survival, you don’t take the –5 penalty.
If you’re legendary in Survival, you no longer need to roll a
new Survival check every hour when tracking, though you still
need to roll whenever there are significant changes in the trail.

Fascinating Performance
Level 1 General Skill

Prerequisites: trained in Performance

When you Perform, compare your result to the Will DC of one
observer. If you succeed, the target is fascinated by you for 1
round. If the observer is in a situation that demands immediate
attention, such as combat, you must critically succeed to fascinate
it and the Perform action gains the incapacitation trait. You must
choose which creature you’re trying to fascinate before you roll
your check, and the target is then temporarily immune for 1 hour.
If you’re an expert in Performance, you can fascinate up
to four observers; if you’re a master, you can fascinate up to
10 observers; and if you’re legendary, you can fascinate any
number of observers at the same time.

Fast Recovery
Level 1 General

Prerequisites: Constitution 14

Your body quickly bounces back from afflictions. You regain
twice as many Hit Points from resting. Each time you succeed
at a Fortitude save against an ongoing disease or poison, you
reduce its stage by 2, or by 1 against a virulent disease or poison.

Each critical success you achieve against an ongoing disease or
poison reduces its stage by 3, or by 2 against a virulent disease
or poison. In addition, you reduce the severity of your drained
condition by 2 when you rest for a night instead of by 1.

Feather Step
Level 1 General

Prerequisites: Dexterity 14

You step carefully and quickly. You can Step into difficult terrain.