type: ability

Found 978 matches

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.

Experienced Tracker
Level 1 Skill General

Prerequisites: trained in Survival

Tracking is second nature to you, and when necessary you
can follow a trail without pause. You can Track while moving
at full Speed by taking a –5 penalty to your Survival check.
If you’re a master in Survival, you don’t take the –5 penalty.
If you’re legendary in Survival, you no longer need to roll a
new Survival check every hour when tracking, though you still
need to roll whenever there are significant changes in the trail.

Fascinating Performance
Level 1 Skill General

Prerequisites: trained in Performance

When you Perform, compare your result to the Will DC of one
observer. If you succeed, the target is fascinated by you for 1
round. If the observer is in a situation that demands immediate
attention, such as combat, you must critically succeed to fascinate
it and the Perform action gains the incapacitation trait. You must
choose which creature you’re trying to fascinate before you roll
your check, and the target is then temporarily immune for 1 hour.
If you’re an expert in Performance, you can fascinate up
to four observers; if you’re a master, you can fascinate up to
10 observers; and if you’re legendary, you can fascinate any
number of observers at the same time.

Fast Recovery
Level 1 General

Prerequisites: Constitution 14

Your body quickly bounces back from afflictions. You regain
twice as many Hit Points from resting. Each time you succeed
at a Fortitude save against an ongoing disease or poison, you
reduce its stage by 2, or by 1 against a virulent disease or poison.

Each critical success you achieve against an ongoing disease or
poison reduces its stage by 3, or by 2 against a virulent disease
or poison. In addition, you reduce the severity of your drained
condition by 2 when you rest for a night instead of by 1.

Feather Step
Level 1 General

Prerequisites: Dexterity 14

You step carefully and quickly. You can Step into difficult terrain.

Fleet
Level 1 General

You move more quickly on foot. Your Speed increases by 5 feet.

Foil Senses
Level 7 Skill General

Prerequisites: master in Stealth

You are adept at foiling creatures’ special senses and cautious
enough to safeguard against them at all times. Whenever you
use the Avoid Notice, Hide, or Sneak actions, you are always
considered to be taking precautions against special senses
(see the Detecting with Other Senses sidebar on page 465).

Glad-Hand
Level 2 Skill General

Prerequisites: expert in Diplomacy

First impressions are your strong suit. When you meet
someone in a casual or social situation, you can immediately
attempt a Diplomacy check to Make an Impression on that
creature rather than needing to converse for 1 minute. You
take a –5 penalty to the check. If you fail or critically fail, you
can engage in 1 minute of conversation and attempt a new
check at the end of that time rather than accepting the failure
or critical failure result.