You easily pull yourself onto ledges. When you Grab an Edge,
you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.
You can read lips of others nearby who you can clearly see. When
you’re at your leisure, you can do this automatically. In encounter
mode or when attempting a more difficult feat of lipreading,
you’re fascinated and flat-footed during each round in which you
focus on lip movements, and you must succeed at a Society check
(DC determined by the GM) to successfully read someone’s lips. In
either case, the language read must be one that you know.
If you are deaf or hard of hearing and have Read Lips,
you recognize the lip movements for the spoken form of
your languages. You can also speak the spoken form of your
languages clearly enough for others to understand you.
Prerequisites: trained in Arcana, Nature, Occultism, or Religion
Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition
and it’s a common spell of 2nd level or lower, you automatically
identify it (you still roll to attempt to get a critical success, but
can’t get a worse result than success). The highest level of spell
you automatically identify increases to 4 if you’re an expert, 6
if you’re a master, and 10 if you’re legendary. The GM rolls a
secret Arcana, Nature, Occultism, or Religion check, whichever
corresponds to the tradition of the spell being cast. If you’re
not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1
circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell
entirely, of the GM’s choice.
When you Command an Animal you’re mounted on to take a
move action (such as Stride), you automatically succeed instead
of needing to attempt a check. Any animal you’re mounted on
acts on your turn, like a minion. If you Mount an animal in the
middle of an encounter, it skips its next turn and then acts on
your next turn. Page 249 has more on Command an Animal.
You learned folk medicine to help recover from diseases and
poison, and using it diligently has made you especially resilient.
When you Treat a Disease or a Poison, or someone else uses
one of these actions on you, increase the circumstance bonus
granted on a success to +4, and if the result of the patient’s
saving throw is a success, the patient gets a critical success.
Scare to Death
Level 15DeathEmotionFearIncapacitationGeneralSkill
Prerequisites: legendary in Intimidation
You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within
30 feet of you that you sense or observe and who can sense or
observe you. If the target can’t hear you or doesn’t understand
the language you are speaking, you take a –4 circumstance
penalty. The creature is temporarily immune for 1 minute.
Critical Success The target must succeed at a Fortitude save
against your Intimidation DC or die. If the target succeeds
at its save, it becomes frightened 2 and is fleeing for 1
round; it suffers no effect on a critical success.
You can downplay the consequences or outrageousness of
your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an
outrageous request by 2, and if you roll a critical failure for your
Request, you get a failure instead. While this means you can
never cause your target to reduce their attitude toward you by
making a Request, they eventually tire of requests, even though
they still have a positive attitude toward you.
Trigger: While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield
prevents you from taking an amount of damage up to the
shield’s Hardness. You and the shield each take any remaining
damage, possibly breaking or destroying the shield.
You learn the sign languages associated with the languages
you know, allowing you to sign and understand signs. Sign
languages typically require both hands to convey more complex
concepts, and they are visual rather than auditory.
Sign language is difficult to understand during combat due
to the level of attention needed, unlike basic gestures like
pointing at a foe to suggest a target. Sign language is hard to
use in areas of low visibility, just like speech is difficult in a
noisy environment.