- Constitution 14 [1]
- Dexterity 14 [1]
- Enigma muse [1]
- Intelligence 12 [1]
- Must be a Liberator [1]
- Must be a Paladin [1]
- Must be a Redeemer [1]
- Polymath Muse. [1]
- animal order [1]
- deity with a simple favored weapon, trained with your deity’s favored weapon [1]
- good alignment [1]
- harmful font [1]
- healing font [1]
- leaf order [1]
- liberator cause [1]
- paladin cause [1]
- redeemer cause [1]
- ruffian racket [1]
- storm order [1]
- trained in Acrobatics [3]
- trained in Arcana [1]
- trained in Arcana, Nature, Occultism or Religion [2]
- trained in Arcana, Nature, Occultism, or Religion [1]
- trained in Athletics [5]
- trained in Crafting [5]
- trained in Deception [3]
- trained in Diplomacy [3]
- trained in Intimidation [3]
- trained in Lore [2]
- trained in Medicine [1]
- trained in Nature [2]
- trained in Occultism [1]
- trained in Performance [3]
- trained in Religion [1]
- trained in Socie [1]
- trained in Society [4]
- trained in Stealth [2]
- trained in Survival [3]
- trained in Thievery [2]
- trained in a skill with the Recall Knowledge action [1]
- trained in at least one skill [1]
- universalist wizard [1]
- wild order [1]
Found 190 matches
Level 1 General
When you Command an Animal you’re mounted on to take a
move action (such as Stride), you automatically succeed instead
of needing to attempt a check. Any animal you’re mounted on
acts on your turn, like a minion. If you Mount an animal in the
middle of an encounter, it skips its next turn and then acts on
your next turn. Page 249 has more on Command an Animal.
Level 1 General
Trigger: While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield
prevents you from taking an amount of damage up to the
shield’s Hardness. You and the shield each take any remaining
damage, possibly breaking or destroying the shield.
Level 1 Skill General
Prerequisites: trained in Society
You learn the sign languages associated with the languages
you know, allowing you to sign and understand signs. Sign
languages typically require both hands to convey more complex
concepts, and they are visual rather than auditory.
Sign language is difficult to understand during combat due
to the level of attention needed, unlike basic gestures like
pointing at a foe to suggest a target. Sign language is hard to
use in areas of low visibility, just like speech is difficult in a
noisy environment.
Level 1 Skill General
Prerequisites: Intelligence 12
You become trained in the skill of your choice.
Special You can select this feat multiple times, choosing a
new skill to become trained in each time.
Level 1 Skill General
Prerequisites: trained in Crafting
You can use the Craft activity to create snares, using the
rules from page 244. When you select this feat, you add the
formulas for four common snares to your formula book.
Level 1 Skill General
Prerequisites: trained in Crafting
Your training focused on Crafting one particular kind of item.
Select one of the specialties listed on page 267; you gain a +1
circumstance bonus to Crafting checks to Craft items of that
type. If you are a master in Crafting, this bonus increases to +2.
If it’s unclear whether the specialty applies, the GM decides.
Some specialties might apply only partially. For example, if you
were making a morningstar and had specialty in woodworking,
the GM might give you half your bonus because the item
requires both blacksmithing and woodworking.
Level 1 Skill General
Prerequisites: trained in Acrobatics
You can keep your balance easily, even in adverse conditions.
Whenever you roll a success using the Balance action, you
get a critical success instead. You’re not flat-footed while
attempting to Balance on narrow surfaces and uneven
ground. Thanks to your incredible balance, you can attempt
an Acrobatics check instead of a Reflex save to Grab an Edge.
Level 1 Skill General
Prerequisites: trained in Society
You know about life on the streets and feel the pulse of your
local settlement. You can use your Society modifier instead
of your Diplomacy modifier to Gather Information. In any
settlement you frequent regularly, you can use the Recall
Knowledge action with Society to know the same sorts of
information that you could discover with Diplomacy to Gather
Information. The DC is usually significantly higher, but you
know the information without spending time gathering it. If
you fail to recall the information, you can still subsequently
attempt to Gather Information normally.
Level 1 Skill General
Prerequisites: trained in Religion
You’ve researched many faiths enough to recognize notions
about them that are unlikely to be true. If you roll a critical failure
at a Religion check to Decipher Writing of a religious nature or
to Recall Knowledge about the tenets of faiths, you get a failure
instead. When attempting to Recall Knowledge about the tenets
of your own faith, if you roll a failure, you get a success instead,
and if you roll a success, you get a critical success instead.
Level 1 Skill General
Prerequisites: trained in Thievery
When you successfully Steal something, observers (creatures
other than the creature you stole from) take a –2 circumstance
penalty to their Perception DCs to detect your theft.
Additionally, if you first Create a Diversion using Deception,
taking a single Palm an Object or Steal action doesn’t end your
undetected condition.