You can patch up yourself or an adjacent ally, even in combat.
Attempt a Medicine check with the same DC as for Treat
Wounds and provide the corresponding amount of healing.
As with Treat Wounds, you can attempt checks against
higher DCs if you have the minimum proficiency rank. The
target is then temporarily immune to your Battle Medicine
for 1 day.
You can draw upon strange variations in your spellcasting,
whether or not you can cast occult spells. The DCs to Recognize
Spells you cast and Identify Magic you use increase by 5.
You forge strong connections with animals. You can spend 7
days of downtime trying to bond with a normal animal (not
a companion or other special animal). After this duration,
attempt a DC 20 Nature check. If successful, you bond with
the animal. The animal is permanently helpful to you, unless
you do something egregious to break your bond. A helpful
animal is easier to direct, as described under Command an
Animal on page 249.
Bonding with a new animal ends any previous bond you had.
You can’t have both a bonded animal and an animal companion
(though you can have both a bonded animal and a familiar).
You have incredible breath control, which grants you
advantages when air is hazardous or sparse. You can hold your
breath for 25 times as long as usual before suffocating. You
gain a +1 circumstance bonus to saving throws against inhaled
threats, such as inhaled poisons, and if you roll a success on
such a saving throw, you get a critical success instead.
Your avoidance or observation is beyond the ken of most in
your profession. Choose Fortitude saves, Reflex saves, Will
saves, or Perception. You become an expert in your choice. At
17th level, you become a master in your choice.
Your catlike aerial acrobatics allow you to cushion your
falls. Treat falls as 10 feet shorter. If you’re an expert in
Acrobatics, treat falls as 25 feet shorter. If you’re a master in
Acrobatics, treat them as 50 feet shorter. If you’re legendary
in Acrobatics, you always land on your feet and don’t take
damage, regardless of the distance of the fall.
Your charm allows you to win over those you lie to. When
you get a critical success using the Lie action, the target’s
attitude toward you improves by one step, as though you’d
succeeded at using Diplomacy to Make an Impression. This
works only once per conversation, and if you critically
succeed against multiple targets using the same result, you
choose one creature’s attitude to improve. You must be lying
to impart seemingly important information, inflate your
status, or ingratiate yourself, which trivial or irrelevant lies
can’t achieve.
Your unparalleled athletic skill allows you to jump impossible
distances. Triple the distance you Long Jump (so you could jump
60 feet on a successful DC 20 check). When you High Jump, use
the calculation for a Long Jump but don’t triple the distance.
When you Long Jump or High Jump, you can also increase
the number of actions you use (up to the number of actions you
have remaining in your turn) to jump even further. For each extra
action, add your Speed to the maximum distance you jump.
Your techniques allow you to fight as you climb. You’re not
flat-footed while Climbing and can Climb with a hand occupied.
You must still use another hand and both legs to Climb.
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.