level: 2
type: ability

Found 87 matches

Confabulator
Level 2 General Skill

Prerequisites: expert in Deception

Even when caught in falsehoods, you pile lie upon lie. Reduce the
circumstance bonus a target gains for your previous attempts
to Create a Diversion or Lie to it from +4 to +2. If you’re a master
in Deception, reduce the bonus to +1, and if you’re legendary,
your targets don’t get these bonuses at all.

Connections
Level 2 General Skill

Prerequisites: expert in Society, Courtly Graces

You have social connections you can leverage to trade favors or
meet important people. When you’re in an area with connections
(typically a settlement where you’ve spent downtime building
connections, or possibly another area in the same nation), you
can attempt a Society check to arrange a meeting with an
important political figure or ask for a favor in exchange for a
later favor of your contact’s choice. The GM decides the DC
based on the difficulty of the favor and the figure’s prominence.

Continual Recovery
Level 2 General Skill

Prerequisites: expert in Medicine

You zealously monitor a patient’s progress to administer
treatment faster. When you Treat Wounds, your patient
becomes immune for only 10 minutes instead of 1 hour. This
applies only to your Treat Wounds activities, not any other the
patient receives.

Glad-Hand
Level 2 General Skill

Prerequisites: expert in Diplomacy

First impressions are your strong suit. When you meet
someone in a casual or social situation, you can immediately
attempt a Diplomacy check to Make an Impression on that
creature rather than needing to converse for 1 minute. You
take a –5 penalty to the check. If you fail or critically fail, you
can engage in 1 minute of conversation and attempt a new
check at the end of that time rather than accepting the failure
or critical failure result.

Intimidating Prowess
Level 2 General Skill

Prerequisites: Strength 16, expert in Intimidation

In situations where you can physically menace the target when
you Coerce or Demoralize, you gain a +1 circumstance bonus
to your Intimidation check and you ignore the penalty for not
sharing a language. If your Strength score is 20 or higher and
you are a master in Intimidation, this bonus increases to +2.

Lasting Coercion
Level 2 General Skill

Prerequisites: expert in Intimidation

When you successfully Coerce someone, the maximum time
they comply increases to a week, still determined by the GM.
If you’re legendary, the maximum increases to a month.

Magical Crafting
Level 2 General Skill

Prerequisites: expert in Crafting

You can Craft magic items, though some have other requirements,
as listed in Chapter 11. When you select this feat, you gain
formulas for four common magic items of 2nd level or lower.

Magical Shorthand
Level 2 General Skill

Prerequisites: expert in Arcana, Nature, Occultism, or Religion

Learning spells comes easily to you. If you’re an expert in a
tradition’s associated skill, you take 10 minutes per spell level to
learn a spell of that tradition, rather than 1 hour per spell level. If
you fail to learn the spell, you can try again after 1 week or after
you gain a level, whichever comes first. If you’re a master in the
tradition’s associated skill, learning a spell takes 5 minutes per
spell level, and if you’re legendary, it takes 1 minute per spell level.
You can use downtime to learn and inscribe new spells. This works
as if you were using Earn Income with the tradition’s associated
skill, but instead of gaining money, you choose a spell available to
you to learn and gain a discount on learning it, learning it for free
if your earned income equals or exceeds its cost.

Nimble Crawl
Level 2 General Skill

Prerequisites: expert in Acrobatics

You can Crawl incredibly swiftly—up to half your Speed, rather
than 5 feet. If you’re a master in Acrobatics, you can Crawl at full
Speed, and if you’re legendary, you aren’t flat-footed while prone.

Powerful Leap
Level 2 General Skill

Prerequisites: expert in Athletics

When you Leap, you can jump 5 feet up with a vertical Leap, and
you increase the distance you can jump horizontally by 5 feet.