Connections
Level 2
Skill
General
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
Skill
General
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.
Courtly Graces
Level 1
Skill
General
Prerequisites: trained in Society
You were raised among the nobility or have learned proper
etiquette and bearing, allowing you to present yourself as a
noble and play games of influence and politics. You can use
Society to Make an Impression on a noble, as well as with
Impersonate to pretend to be a noble if you aren’t one. If you
want to impersonate a specific noble, you still need to use
Deception to Impersonate normally, and to Lie when necessary.
Craft Anything
Level 15
Skill
General
Prerequisites: legendary in Crafting
You can find ways to craft just about anything, despite
restrictions. As long as you have the appropriate Crafting skill
feat (such as Magical Crafting for magic items) and meet the
item’s level and proficiency requirement, you ignore just about
any other requirement, such as being of a specific ancestry or
providing spells. The only exceptions are requirements that add
to the item’s cost, including castings of spells that themselves
have a cost, and requirements of special items such as the
philosopher’s stone that have exclusive means of access and
Crafting. The GM decides whether you can ignore a requirement.
Diehard
Level 1
General
It takes more to kill you than most. You die from the dying
condition at dying 5, rather than dying 4.
Divine Guidance
Level 15
Skill
General
Prerequisites: legendary in Religion
You’re so immersed in divine scripture that you find meaning
and guidance in your texts in any situation. Spend 10 minutes
Deciphering Writing on religious scriptures of your deity
or philosophy while thinking about a particular problem or
conundrum you face, and then attempt a Religion check (DC
determined by the GM). If you succeed, you unearth a relevant
passage, parable, or aphorism that can help you move forward
or change your thinking to help solve your conundrum. For
example, the GM might provide you with a cryptic poem or hint
that can guide you to the next step of solving your problem.
Dubious Knowledge
Level 1
Skill
General
Prerequisites: trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes
from reputable sources. When you fail a Recall Knowledge
check using any skill, you learn a bit of true knowledge and
a bit of erroneous knowledge, but you don’t have any way to
differentiate which is which.
Expeditious Search
Level 7
General
Prerequisites: master in Perception
You have a system that lets you search at great speed, finding
details and secrets twice as quickly as others can. When
Searching, you take half as long as usual to Search a given
area. This means that while exploring, you double the Speed
you can move while ensuring you’ve Searched an area before
walking into it (up to half your Speed). If you’re legendary in
Perception, you instead Search areas four times as quickly.
Experienced Professional
Level 1
Skill
General
Prerequisites: trained in Lore
You carefully safeguard your professional endeavors to prevent
disaster. When you use Lore to Earn Income, if you roll a critical
failure, you instead get a failure. If you’re an expert in Lore, you
gain twice as much income from a failed check to Earn Income,
unless it was originally a critical failure.
Experienced Smuggler
Level 1
Skill
General
Prerequisites: trained in Stealth
You often smuggle things past the authorities. When the GM
rolls your Stealth check to see if a passive observer notices a
small item you have concealed, the GM uses the number rolled
or 10—whichever is higher—as the result of your die roll, adding it
to your Stealth modifier to determine your Stealth check result.
If you’re a master in Stealth, the GM uses the number rolled or
15, and if you’re legendary in Stealth, you automatically succeed
at hiding a small concealed item from passive observers. This
provides no benefits when a creature attempts a Perception
check while actively searching you for hidden items. Due to
your smuggling skill, you’re more likely to find more lucrative
smuggling jobs when using Underworld Lore to Earn Income.