type: ability

Found 978 matches

Automatic Knowledge
Level 2 Skill General

Prerequisites: expert in a skill with the Recall Knowledge action, Assurance in that skill

You know basic facts off the top of your head. Choose a skill
you’re an expert in that has the Recall Knowledge action and
for which you have the Assurance feat. You can use the Recall
Knowledge
action with that skill as a free action once per round.
If you do, you must use Assurance on the skill check.

Special You can select this feat multiple times, choosing a
different skill each time. You can use Automatic Knowledge
with any skills you have chosen, but you can still use Automatic
Knowledge
only once per round.

Bargain Hunter
Level 1 Skill General

Prerequisites: trained in Diplomacy

You can Earn Income (page 236) using Diplomacy, spending
your days hunting for bargains and reselling at a profit. You
can also spend time specifically sniffing out a great bargain
on an item; this works as if you were using Earn Income with
Diplomacy, except instead of gaining money, you purchase
the item at a discount equal to the money you would have
gained, gaining the item for free if your earned income equals
or exceeds its cost. Finally, if you select Bargain Hunter
during character creation at 1st level, you start play with an
additional 2 gp.

Battle Cry
Level 7 Skill General

Prerequisites: master in Intimidation

When you roll initiative, you can yell a mighty battle cry and
Demoralize an observed foe as a free action. If you’re legendary
in Intimidation, you can use a reaction to Demoralize your foe
when you critically succeed at an attack roll.

Battle Medicine
Level 1 Skill Manipulate Healing General

Prerequisites: trained in Medicine

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.

Bizarre Magic
Level 7 Skill General

Prerequisites: master in Occultism

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.

Bonded Animal
Level 2 Skill Downtime General

Prerequisites: expert in Nature

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).

Breath Control
Level 1 General

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.

Canny Acumen
Level 1 General

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.

Cat Fall
Level 1 Skill General

Prerequisites: trained in Acrobatics

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.

Charming Liar
Level 1 Skill General

Prerequisites: trained in Deception

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.