type: ability

Found 978 matches

Unified Theory
Level 15 Skill General

Prerequisites: legendary in Arcana

You’ve started to make a meaningful connection about the
common underpinnings of the four traditions of magic and
magical essences, allowing you to understand them all through
an arcane lens. Whenever you use an action or a skill feat that
requires a Nature, Occultism, or Religion check, depending on
the magic tradition, you can use Arcana instead. If you would
normally take a penalty or have a higher DC for using Arcana
on other magic (such as when using Identify Magic), you no
longer do so.

Unmistakable Lore
Level 2 Skill General

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.

Untrained Improvisation
Level 3 General

You’ve learned how to handle situations when you’re out of
your depth. Your proficiency bonus to untrained skill checks
is equal to half your level instead of +0. If you’re 7th level
or higher, the bonus increases to your full level instead. This
doesn’t allow you to use the skill’s trained actions.

Virtuosic Performer
Level 1 Skill General

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.

Wall Jump
Level 7 Skill General

Prerequisites: master in Athletics

You can use your momentum from a jump to propel yourself
off a wall. If you’re adjacent to a wall at the end of a jump
(whether performing a High Jump, Long Jump, or Leap),
you don’t fall as long as your next action is another jump.
Furthermore, since your previous jump gives you momentum,
you can use High Jump or Long Jump as a single action, but
you don’t get to Stride as part of the activity.

You can use Wall Jump only once in a turn, unless you’re
legendary in Athletics, in which case you can use Wall Jump as
many times as you can use consecutive jump actions in that turn.

Ward Medic
Level 2 Skill General

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 Skill General

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.

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.