m
Loader image
Loader image
Back to Top

Level 1 Feat Additional Lore

Additional Lore

Your knowledge has expanded to encompass a new field. Choose a 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.

Level 1 Feat Assurance

Assurance

Fortune

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).

Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

Level 1 Feat Alchemical Crafting

Alchemical 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.

Level 1 Feat Bargain Hunter

Bargain Hunter

Prerequisites trained in Diplomacy

You can Earn Income 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.

Level 1 Feat All of the Animal

All of the Animal

Uncommon

Prerequisites trained in Survival
You know how to make the best and most efficient use of a hunted animal’s carcass. Choose a Large or larger corpse of an animal that died within the past day. While using Survival to Subsist near the carcass, you always receive enough food for yourself and one additional Medium creature, using up the meat from the carcass to do so. Since you’re using all of the animal, others can’t use the carcass’s meat for any other purpose, including their own use of All of the Animal.

Level 1 Feat Armor Assist

Armor Assist

Prerequisites trained in Athletics or Warfare Lore

After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear. You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally’s time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.

Level 1 Feat Arcane Sense

Arcane Sense

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

Level 1 Feat Charlatan

Charlatan

Prerequisites trained in Deception

You’ve learned to mimic the abilities of spellcasters by studying their flourishes and words. When you activate a magic item to generate a spell effect, attempt a Deception check. If you succeed against an onlooker’s Perception DC, to that onlooker, you appear to Cast that Spell instead. Onlookers who successfully Recognize the Spell realize you used a magic item, though those who later successfully Identify the Magic still can’t determine that the source of the effect was a magic item.

Level 1 Feat Bon Mot

Bon Mot

Auditory, Concentrate, Emotion, Linguistic, Mental

Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target’s Will DC.

Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is -2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

( This costs 1 action )

Level 1 Feat Crystal Healing

Crystal Healing

Uncommon, Healing, Manipulate

 

Prerequisites trained in Occultism

You know how to stimulate a body’s natural healing abilities through the application of resonant crystals. Doing so requires you to use at least two semiprecious stones with a total value of 5 gp or more in place of healer’s tools, which allows you to attempt to Treat Disease or Treat Poison using Occultism rather than Medicine. Examples and prices of semiprecious stones can be found on page 114 of the Pathfinder Gamemastery Guide. If you’re an expert in Occultism and you use gems whose total value equals or exceeds 50 gp, you gain a +1 item bonus to your Occultism check. If you’re a master and the gems’ value equals or exceeds 700 gp, the item bonus increases to +2; if you’re legendary in Occultism and the gems’ value equals or exceeds 15,000 gp, the item bonus increases to +3.

Level 1 Feat Charming Liar

Charming Liar

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.

Level 1 Feat Dubious Knowledge

Dubious Knowledge

Prerequisites trained in a skill with the Recall Knowledge action

You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.

Level 1 Feat Combat Climber

Combat Climber

Prerequisites trained in Athletics

Your techniques allow you to fight as you climb. You’re not off[1]guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Level 1 Feat Experienced Professional

Experienced Professional

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.

Level 1 Feat Crafter's Appraisal

Crafter's Appraisal

Prerequisites trained in Crafting
Your knowledge of items’ construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.

Level 1 Feat Experienced Tracker

Experienced Tracker

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.

Level 1 Feat Deceptive Worship

Deceptive Worship

Members of your cult frequently pass themselves off as worshippers of other religions. You can use Occultism instead of Deception to Impersonate a typical worshipper of another faith or to Lie specifically to claim you are a member of the faith you are Impersonating. You still need to use the Deception skill to Impersonate a specific worshipper or to perform other deceptive actions, such as attempting to Lie about any other matter.

Level 1 Feat Express Rider

Express Rider

Exploration, Move
Prerequisites trained in Nature
You know how to encourage your mount to cover ground quickly. When calculating your travel speed for the day while mounted, you can attempt a Nature check to Command an Animal to increase your mount’s travel speed. The DC is determined by the GM, but is typically based on the mount’s level or the difficulty of the environment, whichever is harder. On a success, increase your mount’s travel speed by half. This has no effect on your mount’s movement in encounters.

Level 1 Feat Read Psychometric Resonance

Read Psychometric Resonance

Uncommon, Concentrate, Divination, Emotion, Exploration, Mental, Occult

Prerequisites trained in Occultism

With a touch, you can read the psychic impressions left on objects by their previous owners. This exploration activity functions similarly to Detect Magic in that you move at half your travel speed or slower while looking for psychometric resonance. You must brush your bare hands over any objects you pass while you do this. This detects objects with significant emotional resonance attached to them, such as the joy from a child’s beloved teddy bear, the sorrow from a widower’s wedding ring, or the fear from a victim’s murder weapon. If you’re looking for a particular type of emotional resonance, you can choose to ignore other emotions. If you find an item with that resonance, you can explore that resonance with the following action.

Psychometric Assessment (concentrate, divination, emotion, exploration, mental, occult) Requirements Your bare hands are touching an object in which you detected psychometric resonance; Effect You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take 1d6 psychic damage, as determined by the GM.

Level 1 Feat Forager

Forager

Prerequisites trained in Survival

While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living. Increase the number of additional creatures you feed on a success to eight if you’re an expert in Survival, 16 if you’re a master, and 32 if you’re legendary.

Level 1 Feat Group Coercion

Group Coercion

Prerequisites trained in Intimidation

You can strong-arm people effectively, even when you don’t have them isolated. When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you’re an expert, 25 if you’re a master, and 50 if you’re legendary.

Level 1 Feat Group Impression

Group Impression

Prerequisites trained in Diplomacy

When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 20 if you’re an expert, 50 if you’re a master, and 100 if you’re legendary.

Level 1 Feat Hefty Hauler

Hefty Hauler

Prerequisites trained in Athletics

You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

Level 1 Hobnobber

Hobnobber

Prerequisites trained in Diplomacy

You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and roll a critical failure to Gather Information, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.

Level 1 Feat Improvise Tool

Improvise Tool

Prerequisites trained in Crafting
You can jury-rig solutions when you don’t have the proper tools on hand. You can attempt to Repair damaged items without a repair kit.

If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves’ picks, long or short tool, or torch without consulting a basic crafter’s book.

Level 1 Feat Lengthy Diversion

Lengthy Diversion

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).

Level 1 Feat Lie to Me

Lie to Me

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.

Level 1 Feat Natural Medicine

Natural Medicine

Prerequisites trained in Nature

You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.

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.

Level 1 Feat No Cause for Alarm

No Cause for Alarm

Auditory, Concentrate, Emotion, Linguistic, Mental

Prerequisites trained in Diplomacy

You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.

Critical Success Reduce the creature’s frightened value by 2.
Success Reduce the creature’s frightened value by 1.

Level 1 Feat Oddity Identification

Oddity Identification

Prerequisites trained in Occultism

When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.

Level 1 Feat Quick Coercion

Quick Coercion

Prerequisites trained in Intimidation

You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.

Level 1 Feat Recognize Spell

Recognize Spell

Secret
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell.You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.

Level 1 Feat Reveal True Name

Reveal True Name

Rare, Auditory, Concentrate, Emotion, Mental, True Name

Prerequisites trained in Intimidation and at least one of Arcana, Nature, Occult, and Religion

You attempt to get a creature to do as you wish by threatening them with your knowledge of their true name. You must know and speak the creature’s true name and say what you want the creature to do. Attempt an Intimidation check against the target’s Will DC.

Critical Success The target does as you say out of a sense of self-preservation, and will not harm itself in any way. It becomes unfriendly (if it wasn’t already unfriendly or hostile) but continues to comply for up to 1 day. The target is too scared of you to retaliate or flee, certain you would find them wherever they might go.
Success As critical success, but once the target becomes unfriendly, they avoid you and might act against you in an indirect manner, such as alerting your enemies to your location.
Failure The target refuses to comply and typically flees your presence to avoid your further use of their true name. If they were not already unfriendly or hostile, they become unfriendly. They avoid you in the future and are likely to take indirect action against you.
Critical Failure The target refuses to comply and becomes hostile, if it wasn’t already. If they perceive you as weak, they might attack you; otherwise, they likely flee to avoid your further use of their true name.

Level 1 Feat Root Magic

Root Magic

Prerequisites trained in Occultism
Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you’re an expert in Occultism or +3 if you’re legendary.

Level 1 Feat Quick Repair

Quick Repair

Prerequisites trained in Crafting

For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Level 1 Feat Ravening's Desperation

Ravening's Desperation

Uncommon
Prerequisites Campaign specific lore requirement
Your study of the beast has taught you how to make do in the most trying of circumstances rather than succumb to weakness. As long as your current Hit Points are less than half your maximum Hit Points, you gain a +1 circumstance bonus to Survival and Stealth checks. If your current Hit Points are less than a quarter your maximum Hit Points, the circumstance bonus is +2 instead.

Level 1 Feat Quick Identification

Quick Identification

Prerequisites trained in Arcana, Nature, Occultism or Religion

You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.

Level 1 Feat Quick Identification

Quick Identification

Prerequisites trained in Arcana, Nature, Occultism or Religion

You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.

Level 1 Feat Seasoned

Seasoned

Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting

You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2.

Level 1 Feat Secret Speech

Secret Speech

Uncommon
Prerequisites trained in Deception
Choose a secret society. You’ve learned that society’s secret cant or jargon, enabling you to share hidden messages when signing or speaking with others who’ve also learned it. If an observer succeeds at a Perception check against your Deception DC when you do this, they realize you are passing a message but fail to discern its content, unless they subsequently succeed at a Society check against your Deception DC. On a critical success, they learn not only the message, but also who you’re passing the message to.Special You can take this feat multiple times. You learn the secret speech of a different society each time.

Level 1 Feat Skill Training

Skill Training

Prerequisites Intelligence +1

You become trained in the skill of your choice.

Special You can select this feat multiple times, choosing a new skill to become trained in each time.

Level 1 Feat Survey Wildlife

Survey Wildlife

Prerequisites trained in Survival

You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.

Level 1 Feat Terrain Expertise

Terrain Expertise

Prerequisites trained in Survival

Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

Special You can select this feat more than once, choosing a different type of terrain each time.

Level 1 Feat Inoculation

Inoculation

Prerequisites trained in Medicine
You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat a Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.

Level 1 Feat Acrobatic Performer

Acrobatic Performer

Prerequisites trained in Acrobatics
You’re an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It’s almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action.

Level 1 Feat Tame Animal

Tame Animal

Uncommon, Exploration
Prerequisites trained in Nature
Animals born and raised far from humanoid settlements rarely get along with two-legged beings, whom they assume to be dangerous predators. In spite of this, you know how to approach and entreat a wild animal so that it’s more receptive to your presence and requests.To use this feat, choose a wild animal that isn’t actively hostile to you and which isn’t confined to an area smaller than its Speed in diameter (animals held in place or trapped are typically too scared to be tamed). Attempt a Nature check against a DC determined by the GM; this is usually the animal’s Will DC, but circumstances might adjust the precise DC. This attempt usually takes an hour, but you can perform it in 10 minutes if you have expert proficiency in Nature, 1 minute if you have master proficiency, or as a three-action activity if you have legendary proficiency.Critical Success You form a friendly bond with the animal. As long as it isn’t starving, the animal won’t attack you or creatures obviously allied with you, even if they’re creatures the animal would normally prey upon. This effect is permanent.
Success As critical success, but the effect lasts for 1 month. If you or an ally teach the animal a basic action during that time with the Train Animal skill feat, the effect is permanent.
Failure You fail to make any kind of meaningful impression on the animal.
Critical Failure The animal does its best to attack you and is immune to Tame Animal for 1 month.

Level 1 Feat Train Animal

Train Animal

Downtime, Manipulate

Prerequisites trained in Nature

You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.

Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.
Failure The animal doesn’t learn the trick.

Level 1 Feat Trick Magic Item

Trick Magic Item

Manipulate

Prerequisites trained in Arcana, Nature, Occultism, or Religion

You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).

If you activate a magic item that requires a spell attack modifier or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus; if you’re legendary, you instead use the expert proficiency bonus.

Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.

Level 1 Feat Vicious Critique

Vicious Critique

Uncommon
Prerequisites trained in Crafting and Intimidation
Trigger You are about to attempt to Coerce a merchant or crafter.You have an eye for detail and a mouth for pointing out flaws, which makes it all the easier to convince merchants and crafters to help you. You quickly analyze the triggering creature’s wares in hopes of finding something useful in your coercion and attempt a Crafting check.Critical Success You have plenty to work with and can leave your target shocked with your analysis. If you a roll a success on your Intimidation check, you get a critical success instead. If you roll a critical failure, you get a failure instead.
Success As critical success, but you only gain the benefits when rolling a success on your Intimidation check.
Failure You misjudge the wares, which makes you come across as unknowledgeable and less intimidating. You take a –1 circumstance penalty to your Intimidation check to Coerce.
Critical Failure As failure, but the penalty is –2.

Level 1 Feat Fascinating Performance

Fascinating Performance

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.

Level 1 Feat Armor Assist

Armor Assist

Prerequisites trained in Athletics or Warfare Lore

After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear. You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally’s time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.

Level 1 Feat Battle Medicine

Battle Medicine

Healing, Manipulate
Prerequisites trained in Medicine
Requirements You’re holding or wearing a healer’s toolkit.You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Level 1 Feat Cat Fall

Cat Fall

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 and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Level 1 Feat Combat Climber

Combat Climber

Prerequisites trained in Athletics

Your techniques allow you to fight as you climb. You’re not off[1]guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Level 1 Feat Concealing Legerdemain

Concealing Legerdemain

Prerequisites trained in Thievery
Rather than hide an object somewhere the inspectors won’t search, you’re skilled at keeping the object on the move so it’s never where they look. When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher’s Perception check. You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.

Level 1 Feat Contract Negotiator

Contract Negotiator

Prerequisites trained in Legal Lore

Your experience with bargaining and deciding terms as part of Highhelm’s guilds helps you make deals in other situations. When negotiating deals or agreements, you can use Legal Lore in place of Diplomacy to Make an Impression or a Request, even if there is no legal framework under which you are negotiating. If you are an expert in Diplomacy, you gain a +1 circumstance bonus to these checks; if you are a master in Diplomacy, this increases to +2, and +3 if you are legendary.

Level 1 Feat Cat Fall

Cat Fall

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 and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Level 1 Feat Multilingual

Multilingual

Prerequisites trained in Society

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.

Level 1 Feat Experienced Smuggler

Experienced Smuggler

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’ve 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.

Level 1 Feat Intimidating Glare

Intimidating Glare

Prerequisites trained in Intimidation

You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Level 1 Feat Medical Researcher

Medical Researcher

Rare
Prerequisites trained in Medicine
When you Craft healer’s kits, vaccines, addiction suppressants, antidotes, antiplagues, elixirs of life, or other non-magical medical or healing items, you can use Medicine instead of Crafting.

Level 1 Feat Impressive Performance

Impressive Performance

Prerequisites trained in Performance

Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour performance and 50 for a 2-hour performance.

Level 1 Feat Eye for Numbers

Eye for Numbers

Prerequisites trained in Society
You’ve learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn’t know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can’t use it on grains of sand or stars in the sky, for example.

In addition, when you attempt to Decipher Writing that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check.

Level 1 Feat Forensic Acumen

Forensic Acumen

Prerequisites trained in Medicine
You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.

The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.

Level 1 Feat Glean Contents

Glean Contents

Prerequisites trained in Society
You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to Decipher Writing gains the manipulate trait. This feat doesn’t prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt Deception or Stealth checks to avoid being noticed.

Level 1 Feat Courtly Graces

Courtly Graces

Prerequisites trained in Society

You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.

Level 1 Feat Pickpocket

Pickpocket

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 (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 actions instead of 1, and you take a –5 penalty.

Level 1 Feat Quick Jump

Quick Jump

Prerequisites trained in Athletics

You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

Level 1 Feat Quick Squeeze

Quick Squeeze

Prerequisites trained in Acrobatics

You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed.

Level 1 Feat Read Lips

Read Lips

Prerequisites trained in Society

You can read lips of others nearby who you can clearly see. The language read must be one that you know. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and off-guard during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips.

Level 1 Feat Pilgrim's Token

Pilgrim's Token

Prerequisites trained in Religion
You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary’s initiative roll, you go first.

Special If you select this feat at 1st level, you receive your pilgrim’s token for free. Alternately, if you have a religious symbol, it is already attuned, as described above.

If you select this feat at a later level, or if you lose your pilgrim’s token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token’s material and quality and the religious significance of the site; the more significant the location, the easier the attunement.

Level 1 Feat Specialty Crafting

Specialty Crafting

Prerequisites trained in Crafting

Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Alchemy (Requires Alchemical Crafting to Craft): Alchemical items such as elixirs
Artistry: Fine art, including jewelry
Blacksmithing: Durable metal goods, including metal armor
Bookmaking: Books and paper
Glassmaking: Glass, including glassware and windows
Leatherworking: Leather goods, including leather armor
Pottery: Ceramic goods
Shipbuilding: Ships and boats
Stonemasonry: Stone goods and structures
Tailoring: Clothing
Weaving: Textiles, baskets, and rugs
Woodworking: Wooden goods and structures

Level 1 Feat Virtuosic Performer

Virtuosic Performer

Prerequisites trained in Performance

You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.

Acting: Drama, pantomime, puppetry
Comedy: Buffoonery, joke telling, limericks
Dance: Ballet, huara, jig, macru
Keyboards: Harpsichord, organ, piano
Oratory: Epic, ode, poetry, storytelling
Percussion: Chimes, drum, gong, xylophone
Singing: Ballad, chant, melody, rhyming
Strings: Fiddle, harp, lute, viol
Winds: Bagpipe, flute, recorder, trumpet

Level 1 Feat Risky Surgery

Risky Surgery

Prerequisites trained in Medicine
Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

Level 1 Feat Schooled in Secrets

Schooled in Secrets

Prerequisites trained in Occultism

You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Level 1 Feat Sign Language

Sign Language

Prerequisites trained in Society

You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.

Level 1 Feat Steady Balance

Steady Balance

Prerequisites trained in Acrobatics

You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Level 1 Feat Stitch Flesh

Stitch Flesh

Prerequisites trained in Medicine

You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer’s tools. Some conditions that might raise the DC of treating undead’s wounds differ from that of living creatures. For instance, the GM might increase the DC if the undead being treated is in a church of a particular deity or the wounds were caused by powerful positive energy.

Level 1 Feat Streetwise

Streetwise

Prerequisites trained in Society

You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Level 1 Feat Student of the Canon

Student of the Canon

Prerequisites trained in Religion

You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.

Level 1 Feat Subtle Theft

Subtle Theft

Prerequisites trained in Thievery

When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.

Level 1 Feat Terrain Stalker

Terrain Stalker

Prerequisites trained in Stealth

Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not pass within 10 feet of an enemy during your movement. During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding their Notice, as long as they aren’t actively Searching or on guard. Special You can select this feat multiple times. Each time, choose a different type of terrain.

Level 1 Feat Titan Wrestler

Titan Wrestler

Prerequisites trained in Athletics

You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Level 1 Feat Underwater Marauder

Underwater Marauder

Prerequisites trained in Athletics

You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Level 2 Feat Assured Identification

Assured Identification

Prerequisites expert in Arcana, Nature, Occultism, or Religion
You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can’t identify it instead.

Level 2 Feat Communal Crafting

Communal Crafting

Prerequisites expert in Crafting

You can have other PCs help you Craft an item, under your direction. A helper PC rolls a check with a skill in which they’re trained. The skill must be Crafting or another skill relevant to the item, as determined by the GM. For example, a PC might use Religion to help you Craft an item with the divine trait or Warfare Lore to help you Craft a weapon. Your roll still determines whether you successfully create the item. Any helper’s roll contributes toward reducing the cost of raw materials using the numbers from the Earn Income table on page 229; this uses the ally PC’s proficiency rank in the skill and their level – 1 for their level. Helping PCs must accompany you throughout the Craft activity (preventing them from pursuing other downtime activities) or the benefit is lost. The GM might determine that only a certain number of PCs can help depending on the circumstances. Communal Crafting also allows you to take the role of a helper when someone else is crafting, provided they accept your help.

Level 2 Feat Cooperative Crafting

Cooperative Crafting

Prerequisites expert in Crafting

You’ve learned to make the most of working with others on your crafting projects, a must when working with various guilds. If an ally is attempting to Aid you with your Crafting, you ignore the –1 circumstance penalty if they roll a critical failure. If an ally also has the Cooperative Crafting feat, you can choose to pool your resources and work on the same item together; you can only work with 1 ally in this way. Both of you attempt a Crafting check on the same item; if you both succeed, reduce the minimum time to craft the item by 1 day. When determining the level of item you and your ally can craft, you use the higher of your level or your ally’s level plus 1. If you attempt to Craft an item that’s a higher level than either of you and one of you fails, both checks become critical failures instead.

Level 2 Feat Inventor

Inventor

Prerequisites expert in Crafting

You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book. The GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas.

Level 2 Feat Magical Shorthand

Magical Shorthand

Prerequisites expert in Arcana, Nature, Occultism, or Religion

Learning spells comes easily to you. When you succeed at Learning a Spell, it takes 10 minutes regardless of the spell’s rank. If you would succeed on the check, you critically succeed instead. If you fail, you can try again after a week or after you gain a level, whichever is first. 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.

Level 2 Feat Predict Weather

Predict Weather

Uncommon, Secret
Prerequisites trained in Survival
By observing often subtle indicators in the environment, you may try to predict the day’s weather. Spend 10 minutes outdoors then attempt a DC 20 Survival check. (This check is reduced to DC 15 if you have a commanding view of the region, but increases to 30 if conditions are poor, such as attempting to predict weather with impaired visibility).Once you make an attempt to Predict the Weather, you cannot attempt to do so again for 24 hours.Critical Success You accurately predict the day’s precipitation, temperature, and wind. You learn if a weather event will occur in the region within the next 24 hours, and if so, what the event is and approximately when it will occur. You gain a +2 circumstance bonus to Survival checks made to prepare for this weather event.
Success You accurately predict the day’s precipitation, temperature, and wind. You learn if a weather event will occur in the region during the next 24 hours, but not what that event will be or when it will take place. You gain a +1 circumstance bonus to Survival checks made to prepare for this weather event.
Critical Failure You come to a dramatically wrong conclusion. The GM provides information to you as though you had received a critical success, including the specifics of a weather event that will not occur that day (instead, a different event or no event may occur).

Level 2 Feat Eyes of the City

Eyes of the City

Prerequisites trained in Diplomacy or Society

You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you’re trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM’s discretion, there might not be enough people to speak with to keep following the trail.

Level 2 Feat Tattoo Artist

Tattoo Artist

Prerequisites trained in Crafting

You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to Crafting checks to Craft tattoos. If you’re a master in Crafting, this bonus increases to +2

Level 2 Feat Tweak Appearances

Tweak Appearances

Uncommon
Prerequisites expert in Crafting
You spend 1 minute making quick adjustments to someone’s clothing and appearance, causing their words to carry more weight with an audience of your choice. While speaking to that audience, the target gains a +1 item bonus to Diplomacy and Performance checks. If you have master proficiency in Crafting, the bonus increases to +2; if you have legendary proficiency in Crafting, the bonus increases to +3. This bonus lasts until this ability is used on the target again, the situation they were prepared for ends, or they next change their outfit.

Level 2 Feat Armored Stealth

Armored Stealth

Prerequisites expert in Stealth

You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to Stealth checks is reduced by 1 (to a minimum penalty of 0). If you’re a master in Stealth, reduce the penalty by 2, and if you’re legendary, reduce the penalty by 3. If your armor has the noisy trait, instead of reducing the penalty to Stealth checks, you ignore the effects of the noisy trait, enabling you to remove the penalty with a sufficient Strength score as normal.

Level 2 Feat Aura Sight

Aura Sight

Uncommon, Concentrate, Exploration, Secret
Prerequisites expert in Occultism
Frequency once per hourYou’ve learned how to read the natural auras of other living creatures. To do this, you must focus on a single living target without blinking for 1 minute. You can do this while performing some other minor task – such as making conversation to distract from your intentions – but you can’t blink or otherwise lose your concentration. You can then perceive any or all of the following information.
• The target’s current apparent attitude toward you (friendly, indifferent, and so on).
• The target’s current apparent emotional state.
• A general assessment of the target’s physical health, such as what conditions or afflictions it has. You might need to succeed at an Occultism check against the affliction or condition’s DC to detect the presence of a specifically hidden or subtle condition or affliction.In addition, the GM rolls a secret Occultism check for you against the target’s Deception DC. If your result exceeds your target’s, you can identify if they’re being deceptive in some way (such as expressing a false attitude toward you or faking an emotional state). This doesn’t allow you to automatically identify the exact nature of that deception, only to tell the outward appearance is false.

Level 2 Feat Automatic Knowledge

Automatic Knowledge

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.

Level 2 Feat Automatic Writing

Automatic Writing

Uncommon, Concentrate, Exploration, Manipulate
Prerequisites expert in Occultism
Frequency once per dayWhen confronted with the unknown, you can receive knowledge beyond your own experience via written messages delivered by your hand. You spend 10 minutes seated while holding a writing utensil, using it to make small circular motions as you open your mind to the forces around you. You receive information as your hand writes on its own, guided by spirits. At the end of these 10 minutes, Recall Knowledge with any Lore skill in which you are not trained, using your Occultism modifier instead of your modifier with that skill. The strain of this spirit channeling leaves you stupefied 1 for the next 10 minutes.

Level 2 Feat Backup Disguise

Backup Disguise

Uncommon
Prerequisites expert in Deception
Access Faction requirement.You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can change into this disguise to Impersonate as a 3-action activity. If you have master proficiency in Deception, it is instead a 2-action activity, and if you have legendary proficiency, it is a single action. You can create a new backup disguise by spending the normal amount of time it takes you to Impersonate, but you can have only one backup disguise at a time. Having a backup disguise doesn’t allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the ready, it’s possible that a thorough search might reveal some elements of the disguise (see Conceal an Object in the Stealth skill).

Level 2 Feat Battle Planner

Battle Planner

Prerequisites expert in Warfare Lore

You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. When you scout an enemy’s position or receive a detailed report from an ally who scouted the enemy’s position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a Warfare Lore check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the Warfare Lore result you previously rolled for your initiative roll; if you do, this is a fortune effect.

Level 2 Feat Bonded Animal

Bonded Animal

Downtime

Prerequisites expert in Nature

You forge strong connections with animals. You can spend 7 days of downtime regularly interacting with a normal animal (not a companion or other special animal) that is friendly or helpful to you. After this duration, attempt a Nature check against the animal’s Will DC. If successful, you bond with the animal. The animal is permanently bonded to you until you form a bond with a different animal or do something egregious to break your bond. A helpful animal is easier to direct, as described on page 242. If your bonded animal is level –1, it gains the minion trait (page 301), allowing you to command it more efficiently. The maximum level of creature that can be your minion increases to 3 if you’re a master in Nature and to 11 if you’re legendary.

Special You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a pet or familiar).

Level 2 Feat Chromotherapy

Chromotherapy

Uncommon, Healing, Manipulate

Prerequisites expert in Medicine

You firmly believe in the technique of strengthening one’s life force, spiritual energies, and bodily fluids through the application of colored light. When using a torch, lantern, or other artificial light source to illuminate an area of dim light or darker, you use a combination of alchemical reagents, medicinal components, and colored lenses to turn that light one of seven colors, allowing you to help an ally recover from persistent damage. You give that target an assisted recovery, but the target can be anywhere within the bright light of the light source instead of needing to be adjacent to you. Ambient bright light (like sunlight) drowns out your artificial illumination and prevents you from using Chromotherapy. The color of the light you choose determines the type of persistent damage from which you help the target recover.

Color Description Red You increase blood flow to heat the body, attempting to end persistent cold damage.
Orange You cancel out electric charge, attempting to end persistent electricity damage.
Yellow You reduce pain and mental stress, attempting to end persistent mental damage.
Green You promote blood flow in a way that helps clot wounds, attempting to end persistent bleed damage.
Blue You cool the body, attempting to end persistent fire damage.
Indigo You render acids inert, attempting to end persistent acid damage.
Violet You purify the body, attempting to end persistent poison damage.

Level 2 Feat Confabulator

Confabulator

Prerequisites expert in Deception

Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.

Level 2 Feat Continual Recovery

Continual Recovery

Prerequisites expert in Medicine

You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Level 2 Feat Criminal Connections

Criminal Connections

Uncommon
Prerequisites expert in Society, Streetwise
You have dealings with a variety of unsavory characters, which you can leverage to trade favors or meet powerful people. When you’re in an area where you have connections (typically a settlement where you’ve spent downtime building connections or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important criminal, such as a thieves’ guild leader, or ask for a favor in exchange for a later favor of your contact’s choice. The GM decides the DC based on the difficulty of the favor and the figure’s prominence.

Level 2 Feat Discreet Inquiry

Discreet Inquiry

Prerequisites expert in Deception or Diplomacy

You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don’t learn of your efforts.

Level 2 Feat Distracting Performance

Distracting Performance

Prerequisites expert in Performance
Your performances are especially distracting, allowing your allies to Sneak away with ease. When you Aid an ally who is trying to Create a Diversion, instead of the usual effects of Aid, you can roll a Performance check and use that result to determine the outcome of the diversion, instead of the ally rolling a Deception check.

Level 2 Feat Exhort the Faithful

Exhort the Faithful

Prerequisites expert in Religion, follower of a specific religion
Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions. When you Request something of or Coerce members of your own faith, you can attempt a Religion check instead of Diplomacy or Intimidation, and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a Request, the target’s attitude toward you doesn’t worsen.

Level 2 Feat Fleeing Diversion

Fleeing Diversion

Prerequisites expert in Deception

You are quick to capitalize on your distractions. If you critically succeed at your check to Create a Distraction against the majority of the creatures (at least half of the creatures) whose attention you’re trying to divert, you can use your reaction to immediately Hide, Sneak, or Step. As normal, you are only hidden to creatures against which you succeed on your check to Create a Diversion, even if you manage to Hide or Sneak away.

Level 2 Feat Glad-Hand

Glad-Hand

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. If you 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.

Level 2 Feat Encouraging Words

Encouraging Words

Auditory, Linguistic, Mental, Stamina

Prerequisites trained in Diplomacy
Requirements The target ally lost Stamina Points within the last round.
You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a Diplomacy check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in Diplomacy, you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day.

Critical Success The ally recovers 2d8 Stamina Points.
Success The ally recovers 1d8 Stamina Points.
Critical Failure The ally takes 1d8 mental damage, but this can reduce only Stamina Points, never Hit Points.

Level 2 Feat Eye of the Arclords

Eye of the Arclords

Uncommon
Requirement Faction requirement.
Frequency once per day;
Prerequisites expert in Arcana, Arcane Sense;
You open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, and you can close it before then with a single action with the concentrate trait. It can remain open for 2 minutes if you’re a master in Arcana, or 5 minutes if you’re legendary. While the eye is open, you gain the following benefits: you gain the effects of the detect magic arcane innate spell from your Arcane Sense at the start of each of your turns without needing to cast the spell; you gain darkvision; you gain a +2 status bonus to Perception checks to Seek undetected and hidden creatures and to your Perception DC against Hide and Sneak. After your third eye closes, you are dazzled for an amount of time equal to how long you had it open.

Level 2 Feat Juggle

Juggle

Uncommon, Concentrate, Manipulate
Prerequisites Dexterity 16, trained in Performance
You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways.You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below). While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle.You can also use this action to continue Juggling as long as you aren’t fatigued. When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become fatigued if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour.As long as you’re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn’t allow you to use feats that require two weapons each held in a different hand.

Level 2 Feat Sow Rumor

Sow Rumor

Uncommon, Secret
Prerequisites expert in Deception
Access Faction requirement.You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to Gather Information (typically 2 hours), at the end of which the GM rolls a secret Deception check to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread the rumor, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible. The DC similarly increases or decreases depending on how plausible your rumor is.Critical Success Your rumor spreads like wildfire. Anyone who succeeds at a check to Gather Information on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month.
Success You successfully spread the rumor. Anyone who succeeds at a check to Gather Information on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week.
Failure Your rumor dies off, never becoming popular enough for other people to learn it via Gather Information.
Critical Failure You are unable to spread a rumor and take a –4 circumstance penalty to Deception checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject.

Level 2 Feat Spirit Speaker

Spirit Speaker

Uncommon, Necromancy, Secret
Prerequisites expert in Nature
You know that when an animal dies, its spirit lingers briefly before moving on. Using low chants, body language that shows respect, and special movements that demonstrate to the spirit that you are an ally, you glean information from a spirit before it departs. This is a 1-minute activity. You must begin the activity while adjacent to the body of an animal or beast that died within the last 1 minute. As part of the activity, you ask one simple question of the spirit. Attempt a Nature check at a DC determined by the GM (normally, this is the appropriate DC for the level of the animal or beast when it was alive). Regardless of the result of your check, the spirit immediately departs and can’t be used for Spirit Speaker again. If the creature had the confused or frightened condition when it died, you can’t get a result better than a critical failure. Only one creature can use Spirit Speaker on a given dead animal, as the effort takes the spirit’s full attention.Critical Success The spirit answers you truthfully. The spirit’s answer is likely to be terse or cryptic compared to normal communication with an animal, and it can pertain only to things the creature directly experienced or considered important. The spirit doesn’t remember anything that happened more than 1 day ago.
Success As critical success, but the spirit doesn’t recall anything that happened more than 1 hour ago.
Failure The spirit doesn’t answer you.
Critical Failure The spirit is wracked with misery or bewilderment and gives you an erroneous answer.

Level 2 Feat Godless Healing

Godless Healing

Prerequisites Battle Medicine, can’t have a patron deity
You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

Level 2 Feat Half-Truths

Half-Truths

Prerequisites expert in Deception and Diplomacy

You are able to weave your words in such a way that you never use actual lies, but still mislead people to certain conclusions. You can attempt to make a Request of a creature using Deception instead of Diplomacy. You can attempt to Lie to a creature using Diplomacy instead of Deception. If you fail your check to Lie, the creature realizes that you were twisting words to fool them without outright lying.

Level 2 Feat Intimidating Prowess

Intimidating Prowess

Prerequisites Strength +3, expert in Intimidation

In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength modifier is +5 or higher and you are a master in Intimidation, this bonus increases to +2.

Level 2 Feat Lasting Coercion

Lasting Coercion

Prerequisites expert in Intimidation

When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month.

Level 2 Feat Lead Climber

Lead Climber

Prerequisites expert in Athletics
When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to Climb a route you set using the Follow the Expert exploration activity, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC. If you succeed, your ally fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure.

Level 2 Feat Magical Crafting

Magical Crafting

Prerequisites expert in Crafting

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

Level 2 Feat Mortal Healing

Mortal Healing

Prerequisites Godless Healing, you follow the Laws of Mortality

You grant greater healing when the gods don’t interfere.

When you roll a success to Treat Wounds for a creature that hasn’t regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points.

Level 2 Feat Nimble Crawl

Nimble Crawl

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 off[1]guard while prone.

Level 2 Feat Powerful Leap

Powerful Leap

Prerequisites expert in Athletics

You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.

Level 2 Feat Quick Contacts

Quick Contacts

Prerequisites expert in Society; Connections or Criminal Connections
You know where to go, who to talk to, and how to make new connections, fast. Upon entering a new settlement, spending 1 day of downtime allows you to build enough connections to make use of the Connections or Criminal Connections feats. If you’re legendary in Society, you can form the required connections within 1 hour of entering a new settlement.

Level 2 Feat Quick Disguise

Quick Disguise

Prerequisites expert in Deception

You can set up a disguise in one-tenth the usual time (generally 1 minute). If you’re a master in Deception, you can create a full disguise and Impersonate as a 3-action activity. If you’re legendary, it takes a single action.

Level 2 Feat Quiet Allies

Quiet Allies

Prerequisites expert in Stealth

You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.

Level 2 Feat Rapid Mantel

Rapid Mantel

Prerequisites expert in Athletics

You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge. If you Climb or Leap to within 5 feet beneath the top of an edge, you can pull yourself onto the surface and stand as part of that action.

Level 2 Feat Robust Recovery

Robust Recovery

Prerequisites expert in Medicine

You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.

Level 2 Feat Rolling Landing

Rolling Landing

Prerequisites Cat Fall, trained in Acrobatics

You land with quick rolls that help you keep your momentum. If you fall and don’t take damage (usually due to treating the fall as a shorter distance), you can use your reaction to immediately enter a short roll when you land and Step. If you are an expert in Acrobatics, you can use your reaction to Step or Stride up to half your Speed. If you’re a master in Acrobatics, you can use your reaction to Step or Stride up to your full Speed. If you’re legendary in Acrobatics, you don’t trigger reactions triggered by movement when you Stride in this way.

Level 2 Feat Shadow Mark

Shadow Mark

Prerequisites expert in Stealth
You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a -2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is -3 or -4 if you’re legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.

Level 2 Feat Slippery Prey

Slippery Prey

Prerequisites trained in Acrobatics or Athletics

You’re able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you’re trained in the skill. The penalty becomes -3 and -6 if you’re a master in the appropriate skill. If you’re legendary in the skill, you don’t take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.

Level 2 Feat Terrifying Resistance

Terrifying Resistance

Prerequisites expert in Intimidation
The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature’s spells.

Level 2 Feat Triumphant Boast

Triumphant Boast

Rare
Prerequisites expert in Performance
You relate a loud and impressive tale of your triumph over a formidable foe. When you Perform, choose a single target within 30 feet of you and compare the result of your Performance check to that observer’s Will DC. If you’re a master in Performance, you can choose up to four targets, and if you’re legendary, you can choose any number of targets. If you succeed, any attempt made by you to Demoralize that creature within the next 24 hours gains a +1 circumstance bonus. If your Charisma score is 20 or higher and you’re a master in Performance, this bonus increases to +2. Once a creature is boasted at in this manner, it becomes temporarily immune to further Triumphant Boasts for 24 hours.

Level 2 Feat Unmistakable Lore

Unmistakable Lore

Prerequisites expert in Lore

You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.

Level 2 Feat Underground Network

Underground Network

Uncommon
Prerequisites expert in Society, Streetwise
You’re connected to groups that know what’s going on in the streets, and you can get information out of them quickly. When you use Society to Gather Information in an area where you have a network (typically a settlement where you’ve spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn’t draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information.In addition, if you have successfully consulted the underground network, you get a +1 circumstance bonus to the next check to Recall Knowledge you attempt about the subject you were Gathering Information on, or a +2 circumstance bonus if you’re using Underworld Lore for the check. The GM might change the Lore skill related to the network depending on your location or the specifics of the network you’re tapping into.

Level 2 Feat Unusual Treatment

Unusual Treatment

Prerequisites expert in Medicine

Your medical training extends to less obvious conditions. When you succeed against a DC 20 check to Treat Wounds, you can also reduce the value of one clumsy, enfeebled, or stupefied condition on the patient by 1. If you’re able to treat more than one creature at once, choose only one to gain this benefit. A creature can benefit from Unusual Treatment only once per day. If the condition results from an affliction, the affliction isn’t cured, though the condition is reduced as long as the affliction remains at that stage. If you are a master in Medicine, add the drained condition to the list of conditions you can remove if you succeed at a DC 30 check. If you are legendary in Medicine, you reduce the chosen condition by 2 instead of by 1.

Level 2 Feat Ward Medic

Ward Medic

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.

Level 2 Feat Wary Disarmament

Wary Disarmament

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.

Level 2 Feat What's That Up Your Sleeve?

What's That Up Your Sleeve?

Uncommon

Prerequisites expert in Gambling Lore

Whether as a dealer or player, you’ve learned to spot cheaters. When another creature attempts to Conceal an Object from you, use your Gambling Lore DC if it’s higher than your Perception DC to determine whether they succeed. When you search a creature for a concealed object, you can use Gambling Lore in place of Perception.

Level 2 Feat Wilderness Spotter

Wilderness Spotter

Uncommon
Prerequisites expert in Survival
Select one type of terrain from the following list: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You can use Survival in place of Perception to roll initiative when in the selected terrain in a natural location (not a structure) even if you weren’t tracking or otherwise using Survival before the encounter. You can also use Survival instead of Perception to notice traps in natural locations in the chosen terrain; if you find a snare in this way, you can also use Survival instead of Thievery to Disable the Device.Special You can select this feat more than once. Each time you select it, the feat applies to a new type of terrain.

Level 3 Feat Folk Dowsing

Folk Dowsing

Uncommon

Prerequisites trained in Survival

You can find what you’re looking for using a dowsing rod or pendulum. If you Search while wielding a dowsing rod or pendulum, in addition to the normal checks for Searching, the GM rolls a secret Survival check for you to detect the largest source of water, oil, or another natural non-bodily fluid in the area. Even if the liquid is concealed from you – for example, if it stems from an underground spring or is piped through a wall – this technique points you in the right direction. The GM determines the DC, which is usually the trained simple DC with a hard or very hard adjustment if the source of water is small. If you’re an expert in Survival, the GM also makes a Survival check for you to detect sizable deposits of metal, minerals, and nearby graves. The DC is usually the expert simple DC, with DC adjustments for smaller deposits.

Level 4 Feat That's Not Natural!

That's Not Natural!

Rare
Prerequisites expert in Survival
Your mastery at surviving in the wild has given you a sort of sixth-sense when it comes to noticing creatures that aren’t part of the natural order. You gain a +1 circumstance bonus to all initiative checks made at the start of a battle in which at least one of your enemies is an aberration, fey, mutant, or undead, or if one of your enemies is from a plane other than the Material Plane, as long as the battle takes place in a wilderness region. In wilderness regions, you also increase your Perception DC by 1 against these types of creatures for the purposes of resolving their Stealth checks. If you’re master in Survival, this circumstance bonus increases to +2.If you know the commune with nature ritual, you can use Survival as a primary or secondary check to resolve that ritual – if you do so, you gain a +2 circumstance bonus.

Level 4 Feat Ambush Tactics

Ambush Tactics

Rare
Prerequisites trained in Lore about a specific terrain
You’ve made a study of the best practices for laying ambushes in terrains you’ve spent time learning about, be it the best way to ambush foes or the best methods of reacting to surprise attacks in those terrains. In any combat during which an enemy rolls Stealth to determine initiative, you can choose to roll initiative using a Lore check that’s appropriate for the encounter’s terrain, if you’re trained in the appropriate Lore skill.

Level 4 Feat Cognitive Crossover

Cognitive Crossover

Uncommon
Trigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat.
You immediately reattempt the triggering check using the other chosen skill.Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (any one), Medicine, Nature, Occultism, Religion, or Society.

Level 4 Feat Efficient Explorer

Efficient Explorer

Rare
Prerequisites trained in Lore about a specific terrain
You are more efficient at exploring uncharted territories. As long as you’re in a hex that is predominantly a terrain in which you are trained in an associated Lore skill, you grant your group one additional hexploration activity.

Level 4 Feat Escape

Escape

Uncommon
Prerequisites expert in Stealth
Requirements You have a deck of playing cards in your possession.A good getaway requires a good distraction. You Interact to draw a deck of cards and flip it in a fluttering explosion, causing you to become briefly hidde to all other creatures using vision as their precise sense, and then you Sneak. You have enough cover to Sneak until the end of your turn. This leaves all of the cards from the deck scattered about the room; collecting them into a deck again takes several minutes.

Level 6 Feat Say that Again!

Say that Again!

Rare
Prerequisites expert in Athletics
Trigger An opponent gets a critical failure when attempting to Demoralize you or Lie to you.
The world is full of obnoxious weasels who think they can pull one over on you – put them in their place! When an adjacent creature attempts to Lie to you or to Demoralize you and gets a critical failure on the roll, you can use your reaction to make a Shove attempt against that opponent. If combat results, you can roll Intimidation for your initiative check.

Level 7 Feat Advanced First Aid

Advanced First Aid

Healing, Manipulate

Prerequisites master in Medicine

You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally’s frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.

Level 7 Feat Battle Cry

Battle Cry

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.

Level 7 Feat Bizarre Magic

Bizarre Magic

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.

Level 7 Feat Aerobatics Mastery

Aerobatics Mastery

Prerequisites master in Acrobatics
You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 5. If you’re legendary in Acrobatics, you can combine three such maneuvers into a single action; the DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 10. Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed.

Level 7 Feat Battle Prayer

Battle Prayer

Divine

Prerequisites master in Religion, you follow a deity Calling out to your deity, you recite scripture to harm a foe.

When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity’s alignment components.

This action has the trait corresponding to the chosen alignment.

Attempt a Religion check against the Will DC of a foe within 30 feet. The foe is then temporarily immune to Battle Prayers from your deity for 1 day.

Critical Success You deal 2d6 damage of the chosen alignment type, or 6d6 damage if you have legendary proficiency in Religion.

Success You deal 1d6 damage of the chosen alignment type, or 3d6 damage if you have legendary proficiency in Religion.

Failure There is no effect.

Critical Failure The backlash of your foe’s will against your prayer prevents you from using Battle Prayer again for 10 minutes.

Level 7 Feat Biographical Eye

Biographical Eye

Secret
Prerequisites master in Society
In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person’s origin and history. You might notice bits of green under the person’s fingernails and determine they’re an herbalist, a pin indicating their membership in a secret society, or something similar. You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn’t learn any of their weaknesses, nor necessarily even that they are a vampire.Spend 1 minute in the presence of someone you haven’t met before, or haven’t met since you first gained Biographical Eye, then attempt a DC 30 Society check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your Society check exceeds their Will DC.Critical Success You learn the creature’s profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years.
Success You learn the creature’s profession and specialty within that profession. You learn the nation or settlement where they normally live.
Failure You learn the creature’s profession and the region of the world they hail from, but no more.
Critical Failure You learn a piece of erroneous information about the creature.

Level 7 Feat Bless Tonic

Bless Tonic

Positive

Prerequisites master in Crafting, deity who grants heal divine font

You channel positive energy into restoratives that ward against harm. When you Craft an alchemical item that restores Hit Points (rather than create it with advanced alchemy, Quick Alchemy, or another means), it becomes a blessed alchemical item and gains the positive trait. For example, an elixir of life would become a blessed elixir of life. When a creature regains Hit Points using a blessed alchemical item, the overflowing energy grants them negative resistance 5 for 1 round, or negative resistance 10 if you are legendary in Crafting.

Level 7 Feat Bless Toxin

Bless Toxin

Prerequisites master in Crafting, deity who grants harm divine font

You pour negative energy into toxins you create to further debilitate your targets. When you Craft an alchemical poison (rather than create it with advanced alchemy, Quick Alchemy, or another means), it becomes a blessed alchemical poison and gains the negative trait. When a creature is afflicted with a blessed alchemical poison, for 1 round, any Hit Points it would regain from a positive effect are reduced by 5, or by 10 if you are legendary in Crafting.

Level 7 Feat Break Curse

Break Curse

Concentrate, Exploration, Healing

Prerequisites master in Occultism or Religion

You spend 8 hours praying or performing occult rites over the target, weakening a curse’s power over them. Attempt to counteract the curse, using Occultism or Religion for your counteract check and half your level rounded up for the counteract rank. Break Curse only takes 10 minutes of prayer and rites if you are legendary in Occultism or Religion.

Level 7 Feat Doublespeak

Doublespeak

Prerequisites master at Deception
You are skilled at saying one thing while meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.

Level 7 Feat Consult the Spirits

Consult the Spirits

Secret
Frequency once per day
Prerequisites master in Nature, Occultism, or Religion
You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place. Choose Nature, Occultism, or Religion when you select this feat. Nature allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful positive or negative energy, sacred or profane influences, or the presence of undead. Occultism allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings.Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you’re legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can’t use it again on any area that overlaps a previous area.Special You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank. You can use this feat with each skill once per day (or once per hour, if you’re legendary).Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.
Success As with a critical success, but the spirits are indifferent to you and answer only one question.
Failure You are unable to contact the spirits of this place.
Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.

Level 7 Feat Disturbing Knowledge

Disturbing Knowledge

Emotion, Fear, Mental
Prerequisites master in Occultism
You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don’t understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours.Critical Success The target becomes confused for 1 round and frightened 1.
Success The target becomes frightened 1.
Failure The target is unaffected.
Critical Failure You get overly caught up in your own words and become frightened 1.

Failure There is no effect.

Critical Failure The backlash of your foe’s will against your prayer prevents you from using Battle Prayer again for 10 minutes.

Level 7 Feat Entourage

Entourage

Rare
Prerequisites master in Diplomacy, Hobnobber
You have a small group of admirers who tend to follow you around while you’re in civilized settlements. Your admirers are helpful to you, allowing you to make simple Requests of them such as purchasing basic equipment with your funds or finding a room at an inn. These admirers do not travel with you to places that are obviously dangerous, including most adventure locations, but they’ll wait for you at the nearest settlement. Your admirers never use actions in encounter mode other than to retreat, and they abandon you if you intentionally bring them harm or at the GM’s discretion. When you Gather Information, you can use your admirers to assist you, granting a +1 circumstance bonus to your Diplomacy check and reducing the time it takes even further (typically to 30 minutes, rather than 1 hour with the Hobnobber feat alone). If you have the Sow Rumor feat, you can have your admirers assist you, with the same benefits as Gather Information.

Level 7 Feat Evangelize

Evangelize

Auditory, Linguistic, Mental

Prerequisites master in Diplomacy, you follow a deity or philosophy

You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.

Critical Success The target is stupefied 2 for 1 round.

Success The target is stupefied 1 for 1 round.

Failure The target is unaffected.

Level 7 Feat Environmental Grace

Environmental Grace

Prerequisites master in Survival; deity who grants the cold, fire, nature, or travel domain

You rapidly adapt to environments through a combination of skill, meditation, and divine grace. After spending an hour in an environment of severe cold or colder, you are protected from the effects of severe cold until you leave that environment. After spending an hour in an environment of severe heat or hotter, you are protected from the effects of severe heat until you leave that environment.

Level 7 Feat Foil Senses

Foil Senses

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.

Level 7 Feat Impeccable Crafting

Impeccable Crafting

Prerequisites master in Crafting, Specialty Crafting

You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.

Level 7 Feat Influence Nature

Influence Nature

Downtime
Prerequisites master in Nature
With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can’t directly control how you’ve influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you’re legendary in Nature, you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes.

Level 7 Feat Kip Up

Kip Up

Prerequisites master in Acrobatics

You stand up. This movement doesn’t trigger reactions.

Level 7 Feat Master of Apprentice

Master of Apprentice

Uncommon

Prerequisites master in Crafting, Performance, or a Lore skill

Teaching is a difficult art form, but you’ve gotten a pretty good handle on it. When you Craft or Earn Income during downtime, you can also attempt to Aid another creature doing the same with the same skill if they have a lower proficiency bonus than you. If you succeed, they can use the better result between your check and their own check.

Level 7 Feat Monster Crafting

Monster Crafting

Prerequisites master in Survival

You can use the parts of monsters to aid in crafting. You can use the body of a monster to help Craft items, using Survival instead of Crafting for the Craft activity when you do so. If parts of the monster’s body are valuable, you can expend them toward the item’s raw material cost as well. (The GM makes the determination if the monster’s entry doesn’t list any valuable materials from its body.) If you spend additional days working on the item, reduce the Price using the monster’s level instead of your own. Certain items may require specific creatures in their Craft requirement.

Level 7 Feat Swift Sneak

Swift Sneak

Prerequisites master in Stealth

You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Level 7 Feat Paragon Battle Medicine

Paragon Battle Medicine

Rare
Prerequisites Battle Medicine, master in Medicine
When you successfully use Battle Medicine, you can also reduce the target’s sickened, enfeebled, or clumsy condition by 1 (this has no effect if you are subject to an effect continually applying the clumsy condition, like enlarge). If you are legendary in Medicine, you can choose to reduce the target’s frightened or stunned condition by 1 instead, and if you have the Godless Healing feat, you can choose to reduce the target’s stupefied or drained condition by 1 instead. If you have the Mortal Healing feat, you can reduce all available conditions by 1 for a target who hasn’t benefited from positive or healing magic in the last 24 hours, and if you roll a critical success before applying the effects of the feat, you reduce all available conditions by 2 for that target instead.

Level 7 Feat Planar Survival

Planar Survival

Prerequisites master in Survival

You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food without penalty even if the plane lacks food that could normally sustain you. A success on your check to Subsist also prevents damage done by the plane to you and anyone else you support with Subsist. This applies only to damage dealt by the general conditions of the plane, not smaller hazards.

Level 7 Feat Quick Climb

Quick Climb

Prerequisites master in Athletics

When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, up to your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.

Level 7 Feat Quick Recognition

Quick Recognition

Prerequisites master in Arcana, Nature, Occultism, or Religion; Recognize Spell

You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action.

Level 7 Feat Quick Setup

Quick Setup

Rare

Prerequisites master in Crafting

This skill feat is intended to be used with the Complex Crafting variant crafting rules.You have learned to setup simple crafting jobs with ease. Your setup time for consumables that are at least 6 levels lower than you is 1 day, and your setup time for permanent items 6 levels lower than you is 3 days.

If you rush the setup and reduce the setup time for consumables at least 6 levels lower than you to less than 1 day, you can instead set them up in just 2 hours (allowing you to do so during an adventuring day if you have access to your tools and materials). If you rush the setup of a permanent item at least 6 levels lower than you and reduce the setup time to less than 1 day, you can perform the setup in 4 hours.

Level 7 Feat Sacred Defense

Sacred Defense

Divine

Prerequisites master in Religion, you follow a deity

Frequency once per hour

You call upon your deity to grant you their protective blessing. Attempt a DC 30 Religion check. If you have legendary proficiency in Religion, you can instead attempt a DC 40 Religion check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success).

Critical Success You gain 10 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.

Success You gain 5 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.

Critical Failure Your deity withholds their blessing. You cannot attempt to call to your deity again for 1 day.

Level 7 Feat Morphic Manipulation

Morphic Manipulation

Uncommon, Exploration, Necromancy, Positive, Primal

Prerequisites master in Nature

You’ve attuned your natural aura to that of plant life, coaxing it to grow faster than normal. You sit for 10 minutes with a small, natural non-creature plant – such as a lone flower, a small bush, or a potted succulent – while you bring your aura in tune through meditation. You coax the plant to advance one stage in its life cycle: from seed to sprout, sprout to plant, plant to flower, or flower to fruit. If the plant doesn’t have proper nutrients (if you’re sprouting a seed without soil or water, for example), the plant withers 5 minutes after you complete the activity. Performing this activity more than once per day renders you fatigued and unable to use Morphic Manipulation until your next full night’s rest.

Level 7 Feat Quick Swim

Quick Swim

Prerequisites master in Athletics

You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.

Level 7 Feat Quick Unlock

Quick Unlock

Prerequisites master in Thievery

You can Pick a Lock using 1 action instead of 2.

Level 7 Feat Rapid Affixture

Rapid Affixture

Prerequisites master in Crafting
You take only 1 minute to Affix a Talisman. If you’re legendary in Crafting, you can Affix a Talisman as a 3-action activity.

Level 7 Feat Sanctify Water

Sanctify Water

Prerequisites master in Religion, good or evil deity.

You imbue water with your deity’s blessing. Choose a container of water on your person that is of light Bulk. For 1 round, if you or an ally throw this container at a foe, it has the damaging effects of holy water (if you follow a good deity) or unholy water (if you follow an evil deity). The water’s transient power doesn’t make it gain any value, allow it to be used to supply the cost for a spell or ritual, and so on. If you have legendary proficiency in Religion, you can sanctify three containers held by you or allies within your reach instead of one.

Level 7 Feat Shameless Request

Shameless Request

Requirements master in Diplomacy

You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

Level 7 Feat Skeptic's Defense

Skeptic's Defense

Uncommon
Prerequisites master in Intimidation
Frequency once per day
Trigger You are targeted by or are in the area of a mental spell or effect.You don’t believe in any mental twaddle, and you’re certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.

Level 7 Feat Slippery Secrets

Slippery Secrets

Prerequisites master in Deception

You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your identity, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.

Level 7 Feat Terrified Retreat

Terrified Retreat

Prerequisites master in Intimidation

When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.

Level 7 Feat Tumbling Theft

Tumbling Theft

Prerequisites expert in Acrobatics and Thievery

You reach for an opponent’s item as you move past a foe. If you critically succeed your check to Tumble Through an enemy’s space, you can attempt to Steal something from the enemy as a reaction. You gain a +1 circumstance bonus to your Thievery check to Steal as your tumbling makes it difficult for your enemy to keep track of your movement. You can Steal any immediately accessible item of light or lighter Bulk on the enemy’s person, such as a potion or coin purse hanging from a belt, but not anything inside a container or anything the enemy is holding. The GM has final say on what you can Steal.

Level 7 Feat Wall Jump

Wall Jump

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. Your previous jump gives you momentum, letting you 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 it as many times as you can use consecutive jump actions in that turn.

Level 7 Feat Water Sprint

Water Sprint

Prerequisites master in Athletics
Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don’t end your Stride on solid ground, you fall into the water.

If you’re legendary in Athletics, as long as you start on solid ground, any part of your Stride can cross the water’s surface, even if you aren’t moving a straight line, though you still fall into the water if you don’t end your movement on solid ground.

Level 12 Feat Too Angry to Die

Too Angry to Die

Rare
Prerequisites master in Intimidation
Trigger you stand up from prone after waking up from being unconscious
You refuse to yield the battle, even after you’ve been knocked off your feet and nearly killed. For you, such a brush with death is less something to fear and more a thing to become infuriated by. As you stand up, you roar in defiance and can attempt to Demoralize a foe.

Level 15 Feat Cloud Jump

Cloud Jump

Prerequisites legendary in Athletics

You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don’t triple the distance. You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap.

Level 15 Feat Craft Anything

Craft Anything

Prerequisites legendary in Crafting

You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirements, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. If a requirement adds to the item’s cost, you must still pay it (including castings of spells that themselves have a cost). You can’t ignore requirements of special items that have exclusive means of access and Crafting, such as artifacts. The GM decides whether you can ignore a requirement.

Level 15 Feat Divine Guidance

Divine Guidance

Prerequisites legendary in Religion

You’re so immersed in divine scripture that you find meaning and guidance for any situation in your texts. Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum.

Level 15 Feat Legendary Codebreaker

Legendary Codebreaker

Prerequisites legendary in Society

Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.

Level 15 Feat Legendary Guide

Legendary Guide

Prerequisites legendary in Survival
You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party’s travel speed, your party’s travel speed doesn’t decrease in difficult terrain, and greater difficult terrain halves your party’s travel speed instead of reducing it to a third. This doesn’t increase your party’s Speed during an encounter or allow your party to ignore difficult terrain during an encounter.

Level 15 Feat Legendary Linguist

Legendary Linguist

Prerequisites legendary in Society, Multilingual

You’re so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language – even a language you don’t know – by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).

Level 15 Feat Legendary Medic

Legendary Medic

Prerequisites legendary in Medicine

You’ve discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.

Level 15 Feat Legendary Negotiation

Legendary Negotiation

Prerequisites legendary in Diplomacy

You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. Generally, the DC of this check is the creature’s Will DC, although your GM may modify it based on the situation. Some creatures may be unable to stop regardless of their personal desires, and even those who agree to parley might ultimately find your arguments lacking and return to violence.

Level 15 Feat Legendary Professional

Legendary Professional

Prerequisites legendary in Lore

Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer above, except you gain higher-level jobs when you Earn Income with Lore.

Level 15 Feat Legendary Sneak

Legendary Sneak

Prerequisites legendary in Stealth, Swift Sneak

You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to.

Level 15 Feat Legendary Tattoo Artist

Legendary Tattoo Artist

Prerequisites Tattoo Artist, master in Crafting

Your craftsmanship at decorating flesh is unparalleled. You become legendary in Crafting. Whenever you craft a magical tattoo whose level is at least 3 lower than your level, increase all attack roll and DC values of the tattoo’s activated abilities by 1, and increase all resistances granted by the tattoo by 1.

Level 15 Feat Legendary Thief

Legendary Thief

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. 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.

Level 15 Feat Legendary Performer

Legendary Guide

Prerequisites legendary in Performance, Virtuosic Performer

Your fame has spread throughout the lands. Creatures who have any listed skill in Society have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the creature’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available to your level or by two levels, whichever is higher.

Level 15 Feat Scare to Death

Scare to Death

Prerequisites legendary in Intimidation

You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute.

Critical Success The target must attempt a Fortitude save against your Intimidation DC. On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait.
Success The target becomes frightened 2.
Failure The target becomes frightened 1.
Critical Failure The target is unaffected.

Level 15 Feat Reveal Machinations

Reveal Machinations

Rare
Prerequisites legendary in Deception
You reveal that you played a minor but recurring role in another humanoid’s life—or at least convince them that’s the case. Attempt a Deception check against the target’s Will DC. On a success, the revelation makes them frightened 2, and on a critical success they are frightened 3. In addition, you gain information about the subject as though you had attempted to Recall Knowledge about them using an appropriate skill and received the same result on your roll. You can’t use this ability against the same humanoid again until 1 day has passed and you’ve also successfully disguised yourself as a different person.

Level 15 Feat Unified Theory

Unified Theory

Prerequisites legendary in Arcana

You understand the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.