Natural Medicine
Level 1
General
Skill
Prerequisites: trained in Nature
You can apply natural cures to heal your allies. You can use
Nature instead of Medicine to Treat Wounds. If you’re in the
wilderness, you might have easier access to fresh ingredients,
allowing you to gain a +2 circumstance bonus to your check to
Treat Wounds using Nature, subject to the GM’s determination.
Oddity Identification
Level 1
General
Skill
Prerequisites: trained in Occultism
You have a sense for spells that twist minds or reveal secrets. You
gain a +2 circumstance bonus to Occultism checks to Identify
Magic with the mental, possession, prediction, or scrying traits.
Pickpocket
Level 1
General
Skill
Prerequisites: trained in Thievery
You can Steal or Palm an Object that’s closely guarded, such as
in a pocket, without taking the –5 penalty. You can’t steal objects
that would be extremely noticeable or time consuming to remove
Quick Coercion
Level 1
General
Skill
Prerequisites: trained in Intimidation
You can bully others with just a few choice implications. You
can Coerce a creature after 1 round of conversation instead
of 1 minute. You still can’t Coerce a creature in the midst of
combat, or without engaging in a conversation.
Quick Identification
Level 1
General
Skill
Prerequisites: trained in Arcana, Nature, Occultism or Religion
You can Identify Magic swiftly. You take only 1 minute when using
Identify Magic to determine the properties of an item, ongoing
effect, or location, rather than 10 minutes. If you’re a master, it
takes a 3-action activity, and if you’re legendary, it takes 1 action.
Quick Jump
Level 1
General
Skill
Prerequisites: trained in Athletics
You can use High Jump and Long Jump as a single action
instead of 2 actions. If you do, you don’t perform the initial
Stride (nor do you fail if you don’t Stride 10 feet).
Quick Repair
Level 1
General
Skill
Prerequisites: trained in Crafting
You take 1 minute to Repair an item. If you’re a master in
Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
Quick Squeeze
Level 1
General
Skill
Prerequisites: trained in Acrobatics
You Squeeze 5 feet per round (10 feet on a critical success).
If you’re legendary in Acrobatics, you Squeeze at full Speed.
Read Lips
Level 1
General
Skill
Prerequisites: trained in Society
You can read lips of others nearby who you can clearly see. When
you’re at your leisure, you can do this automatically. In encounter
mode or when attempting a more difficult feat of lipreading,
you’re fascinated and flat-footed during each round in which you
focus on lip movements, and you must succeed at a Society check
(DC determined by the GM) to successfully read someone’s lips. In
either case, the language read must be one that you know.
If you are deaf or hard of hearing and have Read Lips,
you recognize the lip movements for the spoken form of
your languages. You can also speak the spoken form of your
languages clearly enough for others to understand you.
Recognize Spell
Level 1
Secret
General
Skill
Prerequisites: trained in Arcana, Nature, Occultism, or Religion
Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition
and it’s a common spell of 2nd level or lower, you automatically
identify it (you still roll to attempt to get a critical success, but
can’t get a worse result than success). The highest level of spell
you automatically identify increases to 4 if you’re an expert, 6
if you’re a master, and 10 if you’re legendary. The GM rolls a
secret Arcana, Nature, Occultism, or Religion check, whichever
corresponds to the tradition of the spell being cast. If you’re
not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1
circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell
entirely, of the GM’s choice.