type: ability

Found 978 matches

Legendary Thief
Level 15 Skill General

Prerequisites: legendary in Thievery, Pickpocket

Your ability to Steal defies belief. You can attempt to Steal
something that is actively wielded or that would be extremely
noticeable or time consuming to remove (like worn shoes or
armor). You must do so slowly and carefully, spending at least 1
minute (and significantly longer for items that are normally time
consuming to remove, like armor). Throughout this duration you
must have some means of staying hidden, such as the cover of
darkness or a bustling crowd. You take a –5 penalty to your
Thievery check. Even if you succeed, if the item is extremely
prominent—like a suit of full plate armor—onlookers will quickly
notice it’s gone after you steal it.

Lengthy Diversion
Level 1 Skill General

Prerequisites: trained in Deception

When you critically succeed to Create a Diversion, you continue
to remain hidden after the end of your turn. This effect lasts for
an amount of time that depends on the diversion and situation,
as determined by the GM (minimum 1 additional round).

Lie to Me
Level 1 Skill General

Prerequisites: trained in Deception

You can use Deception to weave traps to trip up anyone trying
to deceive you. If you can engage in conversation with someone
trying to Lie to you, use your Deception DC if it is higher than
your Perception DC to determine whether they succeed. This
doesn’t apply if you don’t have a back-and-forth dialogue, such
as when someone attempts to Lie during a long speech.

Magical Crafting
Level 2 Skill General

Prerequisites: expert in Crafting

You can Craft magic items, though some have other requirements,
as listed in Chapter 11. When you select this feat, you gain
formulas for four common magic items of 2nd level or lower.

Magical Shorthand
Level 2 Skill General

Prerequisites: expert in Arcana, Nature, Occultism, or Religion

Learning spells comes easily to you. If you’re an expert in a
tradition’s associated skill, you take 10 minutes per spell level to
learn a spell of that tradition, rather than 1 hour per spell level. If
you fail to learn the spell, you can try again after 1 week or after
you gain a level, whichever comes first. If you’re a master in the
tradition’s associated skill, learning a spell takes 5 minutes per
spell level, and if you’re legendary, it takes 1 minute per spell level.
You can use downtime to learn and inscribe new spells. This works
as if you were using Earn Income with the tradition’s associated
skill, but instead of gaining money, you choose a spell available to
you to learn and gain a discount on learning it, learning it for free
if your earned income equals or exceeds its cost.

Multilingual
Level 1 Skill General

Prerequisites: trained in Socie

You easily pick up new languages. You learn two new languages,
chosen from common languages, uncommon languages, and
any others you have access to. You learn an additional language
if you are or become a master in Society and again if you are or
become legendary.

Special You can select this feat multiple times. Each time,
you learn additional languages.

Natural Medicine
Level 1 Skill General

Prerequisites: trained in Nature

You can apply natural cures to heal your allies. You can use
Nature instead of Medicine to Treat Wounds. If you’re in the
wilderness, you might have easier access to fresh ingredients,
allowing you to gain a +2 circumstance bonus to your check to
Treat Wounds using Nature, subject to the GM’s determination.

Nimble Crawl
Level 2 Skill General

Prerequisites: expert in Acrobatics

You can Crawl incredibly swiftly—up to half your Speed, rather
than 5 feet. If you’re a master in Acrobatics, you can Crawl at full
Speed, and if you’re legendary, you aren’t flat-footed while prone.

Oddity Identification
Level 1 Skill General

Prerequisites: trained in Occultism

You have a sense for spells that twist minds or reveal secrets. You
gain a +2 circumstance bonus to Occultism checks to Identify
Magic with the mental, possession, prediction, or scrying traits.

Pickpocket
Level 1 Skill General

Prerequisites: trained in Thievery

You can Steal or Palm an Object that’s closely guarded, such as
in a pocket, without taking the –5 penalty. You can’t steal objects
that would be extremely noticeable or time consuming to remove