Trigger: An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action.
You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
You subtly damage others’ equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Break Threshold.
Critical Success You deal damage equal to four times your Thievery proficiency bonus.
Success You deal damage equal to double your Thievery proficiency bonus.
Critical Failure Temporarily immune to your Sabotage for 1 day.
Trigger: You are about to roll a Perception or Survival check for initiative.
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.
Prerequisites: bloodline that grants divine spells
The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.
Prerequisites: bloodline that grants occult spells
Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).
Prerequisites: bloodline that grants primal spells
You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast summon animal or summon plants and fungi. You can cast either of these spells using that spell slot, even if it they aren’t in your spell repertoire.
You siphon spell energy into one weapon you’re wielding. Until
the end of your turn, the weapon deals an extra 1d6 damage
of a type depending on the school of the spell you just cast.
Abjuration force damage
Conjuration or Transmutation the same type as the weapon
Divination, Enchantment, or Illusion mental damage
Evocation a type the spell dealt, or force damage if the
spell didn’t deal damage
You have linked your bonded item to the well of energy that
powers your school spells. When you Drain your Bonded Item to
cast a spell of your arcane school, you also regain 1 Focus Point.
You’ve learned how to cast many of your spells without
speaking the words of power you would normally need to
provide. If the next action you use is Casting a Spell that has
a verbal component and at least one other component, you can
remove the verbal component. This makes the spell quieter and
allows you to cast it in areas where sound can’t carry. However,
the spell still has visual manifestations, so this doesn’t make
the spell any less obvious to someone who sees you casting it.
When you use Silent Spell, you can choose to gain the benefits
of Conceal Spell, and you don’t need to attempt a Deception
check because the spell has no verbal components.