level: 1
type: ability

Found 190 matches

Survey Wildlife
Level 1 General Skill

Prerequisites: trained in Survival

You can study details in the wilderness to determine the
presence of nearby creatures. You can spend 10 minutes
assessing the area around you to find out what creatures
are nearby, based on nests, scat, and marks on vegetation.
Attempt a Survival check against a DC determined by the GM
based on how obvious the signs are. On a success, you can
attempt a Recall Knowledge check with a –2 penalty to learn
more about the creatures just from these signs. If you’re a
master in Survival, you don’t take the penalty.

Terrain Expertise
Level 1 General Skill

Prerequisites: trained in Survival

Your experience in navigating a certain type of terrain
makes you supremely confident while doing so. You gain
a +1 circumstance bonus to Survival checks in one of the
following types of terrain, chosen when you select this feat:
aquatic, arctic, desert, forest, mountain, plains, sky, swamp,
or underground.

Special You can select this feat more than once, choosing a
different type of terrain each time.

Terrain Stalker
Level 1 General Skill

Prerequisites: trained in Stealth

Select one type of difficult terrain from the following list:
rubble, snow, or underbrush. While undetected by all
non-allies in that type of terrain, you can Sneak without
attempting a Stealth check as long as you move no more than
5 feet and do not move within 10 feet of an enemy at any point
during your movement. This also allows you to automatically
approach creatures to within 15 feet while Avoiding Notice
during exploration as long as they aren’t actively Searching
or on guard.

Special You can select this feat multiple times. Each time,
choose a different type of terrain.

Titan Wrestler
Level 1 General Skill

Prerequisites: trained in Athletics

You can attempt to Disarm, Grapple, Shove, or Trip creatures
up to two sizes larger than you, or up to three sizes larger than
you if you’re legendary in Athletics.

Toughness
Level 1 General

You can withstand more punishment than most before
succumbing. Increase your maximum Hit Points by your level.
You reduce the DC of recovery checks by 1 (page 459).

Train Animal
Level 1 Manipulate Downtime General Skill

Prerequisites: trained in Nature

You spend time teaching an animal to do a certain action. You
can either select a basic action the animal already knows how to
do (typically those listed in the Command an Animal action on
page 249) or attempt to teach the animal a new basic action. The
GM determines the DC of any check required and the amount
of time the training takes (usually at least a week). It’s usually
impossible to teach an animal a trick that uses critical thinking.
If you’re expert, master, or legendary in Nature, you might be
able to train more unusual creatures, at the GM’s discretion.

Success The animal learns the action. If it was an action the
animal already knew, you can Command the Animal to take
that action without attempting a Nature check. If it was a
new basic action, add that action to the actions the animal
can take when Commanded, but you must still roll.

Failure The animal doesn’t learn the trick.

Trick Magic Item
Level 1 Manipulate General Skill

Prerequisites: trained in Arcana, Nature, Occultism or Religion

You examine a magic item you normally couldn’t use in an effort
to fool it and activate it temporarily. For example, this might allow
a fighter to cast a spell from a wand or allow a wizard to cast a
spell that’s not on the arcane list using a scroll. You must know
what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic
tradition, or matching a tradition that has the spell on its list,
if you’re trying to cast a spell from the item. The relevant skills
are Arcana for arcane, Nature for primal, Occultism for occult,
Religion for divine, or any of the four for an item that has the
magical trait and not a tradition trait. The GM determines the
DC based on the item’s level (possibly adjusted depending on
the item or situation).

If you activate a magic item that requires a spell attack roll
or spell DC and you don’t have the ability to cast spells of the
relevant tradition, use your level as your proficiency bonus and
the highest of your Intelligence, Wisdom, or Charisma modifiers.
If you’re a master in the appropriate skill for the item’s tradition,
you instead use the trained proficiency bonus, and if you’re
legendary, you instead use the expert proficiency bonus.

Success For the rest of the current turn, you can spend actions
to activate the item as if you could normally use it.

Failure You can’t use the item or try to trick it again this turn,
but you can try again on subsequent turns.

Critical Failure You can’t use the item, and you can’t try to
trick it again until your next daily preparations.

Underwater Marauder
Level 1 General Skill

Prerequisites: trained in Athletics

You’ve learned to fight underwater. You are not flat-footed
while in water, and you don’t take the usual penalties for using
a bludgeoning or slashing melee weapon in water.

Virtuosic Performer
Level 1 General Skill

Prerequisites: trained in Performance

You have exceptional talent with one type of performance. You
gain a +1 circumstance bonus when making a certain type of
performance. If you are a master in Performance, this bonus
increases to +2. Select one of the following specialties and apply
the bonus when attempting Performance checks of that type. If
it’s unclear whether the specialty applies, the GM decides.

Weapon Proficiency
Level 1 General

You become trained in all simple weapons. If you were already
trained in all simple weapons, you become trained in all martial
weapons. If you were already trained in all martial weapons,
you become trained in one advanced weapon of your choice.

Special You can select this feat more than once. Each
time you do, you become trained in additional weapons as
appropriate, following the above progression.