type: ability

Found 978 matches

Swim
Move

You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

  • Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
  • Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
  • Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.
Administer First Aid
Manipulate

You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.

  • Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).
  • Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.

  • Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.

  • Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
Command an Animal
Auditory Concentrate

You issue an order to an animal. Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.

You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.

Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.

  • Success The animal does as you command on its next turn.
  • Failure The animal is hesitant or resistant, and it does nothing.
  • Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
Additional Lore
Level 1 Skill General

Prerequisites: trained in Lore

Your knowledge has expanded to encompass a new field. Choose
an additional Lore skill subcategory. You become trained in it. At
3rd, 7th, and 15th levels, you gain an additional skill increase
you can apply only to the chosen Lore subcategory.

Special You can select this feat more than once. Each time
you must select a new subcategory of Lore and you gain the
additional skill increases to that subcategory for the listed levels.

Adopted Ancestry
Level 1 General

You’re fully immersed in another ancestry’s culture and
traditions, whether born into them, earned through rite of
passage, or bonded through a deep friendship or romance.
Choose a common ancestry. You can select ancestry feats
from the ancestry you chose, in addition to your character’s
own ancestry, as long as the ancestry feats don’t require any
physiological feature that you lack, as determined by the GM.

Alchemical Crafting
Level 1 Skill General

Prerequisites: trained in Crafting

You can use the Craft activity to create alchemical items. When
you select this feat, you immediately add the formulas for four
common 1st-level alchemical items to your formula book.

Ancestral Paragon
Level 3 General

Whether through instinct, study, or magic, you feel a deeper
connection to your ancestry. You gain a 1st-level ancestry feat.

Arcane Sense
Level 1 Skill General

Prerequisites: trained in Arcana

Your study of magic allows you to instinctively sense its
presence. You can cast 1st-level detect magic at will as an arcane
innate spell. If you’re a master in Arcana, the spell is heightened
to 3rd level; if you’re legendary, it is heightened to 4th level.

Armor Proficiency
Level 1 General

You become trained in light armor. If you already were trained
in light armor, you gain training in medium armor. If you were
trained in both, you become trained in heavy armor.

Special You can select this feat more than once. Each time,
you become trained in the next type of armor above.

Assurance
Level 1 Skill Fortune General

Prerequisites: trained in at least one skill

Even in the worst circumstances, you can perform basic tasks.
Choose a skill you’re trained in. You can forgo rolling a skill check
for that skill to instead receive a result of 10 + your proficiency
bonus (do not apply any other bonuses, penalties, or modifiers).