level: 1
type: ability

Found 190 matches

Ride
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.

Shield Block
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.

Sign Language
Level 1 General Skill

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.

Skill Training
Level 1 General Skill

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.

Snare Crafting
Level 1 General Skill

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.

Specialty Crafting
Level 1 General Skill

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.

Steady Balance
Level 1 General Skill

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.

Streetwise
Level 1 General Skill

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.

Student of the Canon
Level 1 General Skill

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.

Subtle Theft
Level 1 General Skill

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.