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.