Quick Disguise
Level 2
General
Skill
Prerequisites: expert in Deception
You can set up a disguise in half the usual time (generally 5
minutes). If you’re a master, it takes one-tenth the usual time
(usually 1 minute). If you’re legendary, you can create a full
disguise and Impersonate as a 3-action activity
Quiet Allies
Level 2
General
Skill
Prerequisites: expert in Stealth
You’re skilled at moving with a group. When you are Avoiding
Notice and your allies Follow the Expert, you and those allies can
roll a single Stealth check, using the lowest modifier, instead of
rolling separately. This doesn’t apply for initiative rolls.
Rapid Mantel
Level 2
General
Skill
Prerequisites: expert in Athletics
You easily pull yourself onto ledges. When you Grab an Edge,
you can pull yourself onto that surface and stand. You can use
Athletics instead of a Reflex save to Grab an Edge.
Robust Recovery
Level 2
General
Skill
Prerequisites: expert in Medicine
You learned folk medicine to help recover from diseases and
poison, and using it diligently has made you especially resilient.
When you Treat a Disease or a Poison, or someone else uses
one of these actions on you, increase the circumstance bonus
granted on a success to +4, and if the result of the patient’s
saving throw is a success, the patient gets a critical success.
Unmistakable Lore
Level 2
General
Skill
Prerequisites: expert in Lore
You never get information about your areas of expertise wrong.
When you Recall Knowledge using any Lore subcategory in
which you’re trained, if you roll a critical failure, you get a failure
instead. If you’re a master in a Lore subcategory, on a critical
success, you gain even more information or context than usual.
Ward Medic
Level 2
General
Skill
Prerequisites: expert in Medicine
You’ve studied in large medical wards, treating several patients
at once and tending to all their needs. When you use Treat
Disease or Treat Wounds, you can treat up to two targets. If
you’re a master in Medicine, you can treat up to four targets,
and if you’re legendary, you can treat up to eight targets.
Wary Disarmament
Level 2
General
Skill
Prerequisites: expert in Thievery
If you trigger a device or set off a trap while disarming it, you
gain a +2 circumstance bonus to your AC or saving throw
against the device or trap. This applies only to attacks or
effects triggered by your failed attempt, not to any later ones,
such as additional attacks from a complex trap.