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Some abilities require a degree of training but can be learned by anyone, not only members of certain ancestries or classes. These abilities are called general feats. For most classes, you gain a general feat when you reach 3rd level and every 4 levels thereafter.

You can select any feat whose prerequisites you satisfy. General feats also include skill feats, which expand on what you can accomplish via skills. Most characters gain skill feats at 2nd level and every 2 levels thereafter; see your class for details.

Table 5–1: General Feats
Non-Skill Feats
Feat Name Level Traits Prerequisites
Adopted Ancestry 1 General
Alertness 1 General
Ancestral Paragon 1 General
Armor Proficiency 1 General
Breath Control 1 General
Diehard 1 General
Fast Recovery 1 General Constitution 14
Feather Step 1 General Dexterity 14
Fleet 1 General
Great Fortitude 1 General Trained in Fortitude saves
Hefty Hauler 1 General Strength 12
Incredible Initiative 1 General
Iron Will 1 General Trained in Will saves
Lightning Reflexes 1 General Trained in Reflex saves
Remarkable Resonance 1 General Charisma 12
Ride 1 General
Shield Proficiency 1 General Trained in light armor
Toughness 1 General
Weapon Proficiency 1 General
Expeditious Search 7 General Master in Perception
Varying Skill Feats
Feat Name Level Traits Prerequisites
Assurance 1 General, Skill Trained in at least one skill
Dubious Knowledge 1 General, Skill Trained in a skill with the Recall Knowledge action
Quick Identification 1 General, Skill Trained in Arcana, Nature, Occultism, or Religion
Recognize Spell 1 General, Secret, Skill Trained in Arcana, Nature, Occultism, or Religion
Scribe Scroll 1 Downtime, General, Manipulate, Skill Trained in Arcana, Nature, Occultism, or Religion
Skill Training 1 General, Skill Intelligence 12
Trick Magic Item 1 General, Manipulate, Skill Trained in Arcana, Nature, Occultism, or Religion
Automatic Knowledge 2 General, Skill Expert in a skill with the Recall Knowledge action, Assurance in chosen skill
Magical Shorthand 2 General, Skill Expert in Arcana, Nature, Occultism, or Religion
Quick Recognition 7 General, Skill Master in Arcana, Nature, Occultism, or Religion; Recognize Spell
Acrobatics Feats
Feat Name Level Traits Prerequisites
Cat Fall 1 General, Skill Trained in Acrobatics
Steady Balance 1 General, Skill Trained in Acrobatics
Nimble Crawl 2 General, Skill Expert in Acrobatics
Quick Squeeze 2 General, Skill Expert in Acrobatics
Kip Up 7 General, Move, Skill Master in Acrobatics
Legendary Contortionist 15 General, Skill Legendary in Acrobatics
Arcana Skill Feats
Feat Name Level Traits Prerequisites
Arcane Sense 1 General, Skill Trained in Arcana
Athletics Skill Feats
Feat Name Level Traits Prerequisites
Defensive Climber 1 General, Skill Trained in Athletics
Quick Jump 1 General, Skill Trained in Athletics
Underwater Marauder 1 General, Skill Trained in Athletics
One-Handed Climber 2 General, Skill Expert in Athletics
Powerful Leap 2 General, Skill Expert in Athletics
Rapid Mantel 2 General, Skill Expert in Athletics
Quick Climb 7 General, Skill Master in Athletics
Quick Swim 7 General, Skill Master in Athletics
Wall Jump 7 General, Skill Master in Athletics
Legendary Climber 15 General, Skill Legendary in Athletics, Quick Climb
Legendary Swimmer 15 General, Skill Legendary Athletics, Quick Swim
Crafting Skill Feats
Feat Name Level Traits Prerequisites
Alchemical Crafting 1 General, Skill Trained in Crafting
Quick Repair 1 General, Skill Trained in Crafting
Snare Crafting 1 General, Skill Trained in Crafting
Specialty Crafting 1 General, Skill Trained in Crafting
Magical Crafting 2 General, Skill Expert in Crafting
Inventor 7 Downtime, General, Skill Master in Crafting
Impeccable Craft 15 General, Skill Legendary in Crafting, Specialty Crafting
Deception Skill Feats
Feat Name Level Traits Prerequisites
Charming Liar 1 General, Skill Trained in Deception
Close Match 1 General, Skill Trained in Deception
Confabulator 2 General, Skill Expert in Deception
Lengthy Diversion 2 General, Skill Expert in Deception
Lie to Me 2 General, Skill Expert in Deception
Quick Disguise 2 General, Skill Expert in Deception
Cruel Deceiver 7 General, Skill Master in Deception
Slippery Secrets 7 General, Skill Master in Deception
Legendary Impersonator 15 General, Skill Legendary in Deception, Quick Disguise
Diplomacy Skill Feats
Feat Name Level Traits Prerequisites
Group Impression 1 General, Skill Trained in Diplomacy
Hobnobber 1 General, Skill Trained in Diplomacy
Bargain Hunter 2 General, Skill Expert in Diplomacy
Glad-Hand 2 General, Skill Expert in Diplomacy
Shameless Request 7 General, Skill Master in Diplomacy
Legendary Negotiator 15 General, Skill Legendary in Diplomacy
Intimidation Skill Feats
Feat Name Level Traits Prerequisites
Intimidating Glare 1 General, Skill Trained in Intimidation
Quick Intimidation 1 General, Skill Trained in Intimidation
Group Coercion 2 General, Skill Expert in Intimidation
Intimidating Prowess 2 General, Skill Strength 16, expert in Intimidation
Lasting Coercion 2 General, Skill Expert in Intimidation
Battle Cry 7 General, Skill Master in Intimidation
Scare to Death 15 Death, Emotion, Fear, General, Skill Legendary in Intimidation
Lore Skill Feats
Feat Name Level Traits Prerequisites
Additional Lore 1 General, Skill Trained in Lore
Experienced Professional 1 General, Skill Trained in Lore
Unmistakable Lore 2 General, Skill Expert in Lore
Legendary Professional 15 General, Skill Legendary in Lore
Medicine Skill Feats
Feat Name Level Traits Prerequisites
Battle Medic 1 General, Healing, Manipulate, Skill Trained in Medicine
Robust Recovery 2 General, Skill Expert in Medicine
Legendary Medic 15 General, Skill Legendary in Medicine
Nature Skill Feats
Feat Name Level Traits Prerequisites
Train Animal 1 Downtime, General, Manipulate, Skill Trained in Nature
Bonded Animal 2 Downtime, General, Skill Expert in Nature
Natural Medicine 2 General, Skill Expert in Nature
Occultism Skill Feats
Feat Name Level Traits Prerequisites
Oddity Identification 1 General, Skill Trained in Occultism
Performance Skill Feats
Feat Name Level Traits Prerequisites
Fascinating Performance 1 General, Skill Trained in Performance
Virtuosic Performer 1 General, Skill Trained in Performance
Impressive Performance 2 General, Skill Expert in Performance
Legendary Performer 15 General, Skill Legendary in Performance, Virtuosic Performer
Religion Skill Feats
Feat Name Level Traits Prerequisites
Student of the Canon 1 General, Skill Trained in Religion
Society Skill Feats
Feat Name Level Traits Prerequisites
Courtly Graces 1 General, Skill Trained in Society
Cultural Familiarity 1 General, Skill Trained in Society
Multilingual 1 General, Skill Trained in Society
Read Lips 1 General, Skill Trained in Society
Sign Language 1 General, Skill Trained in Society
Streetwise 1 General, Skill Trained in Society
Connections 2 General, Skill Expert in Society, Courtly Graces
Legendary Codebreaker 15 General, Skill Legendary in Society
Legendary Linguist 15 General, Skill Legendary in Society, Multilingual
Stealth Skill Feats
Feat Name Level Traits Prerequisites
Experienced Smuggler 1 General, Skill Trained in Stealth
Terrain Stalker 1 General, Skill Trained in Stealth
Quiet Allies 2 General, Skill Expert in Stealth
Foil Senses 7 General, Skill Master in Stealth
Swift Sneak 7 General, Skill Master in Stealth
Legendary Sneak 15 General, Skill Legendary in Stealth, Swift Sneak
Survival Skill Feats
Feat Name Level Traits Prerequisites
Forager 1 General, Skill Trained in Survival
Survey Wildlife 1 General, Skill Trained in Survival
Experienced Tracker 2 General, Skill Expert in Survival
Planar Survival 7 General, Skill Master in Survival
Legendary Survivalist 15 General, Skill Legendary in Survival
Thievery Skill Feats
Feat Name Level Traits Prerequisites
Pickpocket 1 General, Skill Trained in Thievery
Subtle Theft 1 General, Skill Trained in Thievery
Wary Disarmament 2 General, Skill Expert in Thievery
Quick Unlock 7 General, Skill Master in Thievery
Spell Thievery 7 General, Skill Master in Thievery
Legendary Thief 15 General, Skill Legendary in Thievery, Pickpocket

Additional Lore Feat 1

General, Skill

Prerequisite(s): Trained in Lore

The breadth of your knowledge has increased to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it and it counts as a signature skill. At 3rd, 5th, and 13th levels, you gain an additional skill increase you can apply only to Lore. When you select this feat, you gain the skill increases immediately for all listed levels at or below your current level.

Special You can select this feat more than once, choosing a new subcategory of Lore each time and gaining the listed skill increases to that Lore.

Adopted Ancestry Feat 1

General

Whether adopted at birth, earned through rite of passage, or bonded through a deep friendship or romance, you have become fully immersed in another ancestry’s culture and traditions. Choose a common ancestry. You can take ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any feature of that ancestry’s physiology, as determined by the GM.

Alchemical Crafting Feat 1

General, Skill

Prerequisite(s): Trained in Crafting

You can use the Craft activity to create alchemical items in addition to mundane ones. When you select this feat, you immediately gain the formulas for four common level 1 alchemical items. If you have a formula book, you can put these into the book.

Alertness Feat 1

General

You remain alert to threats around you. You gain expert proficiency in Perception.

Ancestral Paragon Feat 1

General

Whether instinctively, through study, or through a mystic sense, you feel a deeper connection to your ancestry than most of those who share that ancestry. You gain a level-1 ancestry feat.

Arcane Sense Feat 1

General, Skill

Prerequisite(s): Trained in Arcana

Your study of magic allows you to sense its presence around you instinctively. You can cast level 1 detect magic as an innate spell at will. If you are a master of Arcana, it becomes level 3, and if you are legendary in Arcana, it becomes level 4.

Armor Proficiency Feat 1

General

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

Special You can select this feat more than once. Each time you select this feat, you become trained in the next type of armor as appropriate (first light armor, then medium armor, then heavy armor).

Assurance Feat 1

General, Skill

Prerequisite(s): Trained in at least one skill

Even in the worst circumstances, you can perform basic tasks with your skill. Choose a skill you’re trained in when you first select this feat. You can forgo rolling a skill check for your chosen skill to instead receive a result of 10 (do not apply any of your bonuses, penalties, or modifiers).

If you’re an expert in your chosen skill, you receive a result of 15; if you’re a master, you receive a result of 20; and if you’re legendary, you receive a result of 30.

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

Automatic Knowledge Feat 2

General, Skill

Prerequisite(s): 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 that you have the Assurance feat in when you first select this feat. You can use the Recall Knowledge action for that skill as a free action once per round, triggering at either the start or the end of your turn; if you do, you must use Assurance on the skill check.

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

Bargain Hunter Feat 2

General, Skill

Prerequisite(s): Expert in Diplomacy

You can spend the day Gathering Information specifically about deals on items rather than other information.

Name an item or a general category of items (such as “magic weapons”) you’re looking for and then roll your Diplomacy check. Any bonuses you have when Gathering Information apply. The GM sets the DC based on the population of the settlement, the difficulty of finding the easiest-to-find item, how many merchants are in the area, and similar factors. If you choose not to buy the item using a deal right away, the GM determines whether the deal is still good later on. This type of Gather Information action has special outcomes on a success or critical success.

You can also use the Practice a Trade activity with Diplomacy instead of the Lore skill, spending your days hunting bargains and reselling at a profit.

Success You find a deal on the item you were looking for.

You can purchase it at a discount equal to the value of a successful Practice a Trade check for a task of your level, to a minimum value of half the item’s Price after the discount.

Critical Success You find an incredible deal on the item you were looking for. You can purchase it at a discount equal to the value of a successful Practice a Trade check for a task of 1 level higher than your level, to a minimum value of half Price after the discount.

Battle Cry Feat 7

General, Skill

Prerequisite(s): Master in Intimidation

When you roll initiative, as long as you can perceive at least one foe, you can yell a mighty battle cry and Demoralize a foe as a free action. If you have legendary Intimidation, you can also Demoralize as a reaction when you succeed or critically succeed at an attack.

Battle Medic Feat 1

General, Healing, Manipulate, Skill

Prerequisite(s): Trained in Medicine

You can patch up yourself or an adjacent ally, even if you’re in the middle of combat. In order to do so, you must attempt a DC 20 Medicine check.

Regardless of your result, the target is bolstered to your use of Battle Medic.

If you’re a master of Medicine, you can instead attempt a DC 25 check to increase the Hit Points regained by 2d10, and if you’re legendary, you can instead attempt a DC 30 check to increase the Hit Points regained by 4d10.

Success The target regains Hit Points equal to 1d10 plus your Wisdom modifier.

Critical Success As success, but target regains 1d10 additional HP.

Critical Failure The target takes 1d10 damage.

Bonded Animal Feat 2

Downtime, General, Skill

Prerequisite(s): Expert in Nature

You can spend 7 days of downtime with a normal animal (not a companion, familiar, or other special animal) attempting to bond with it. At the end of the 7 days, attempt a DC 20 Nature check: if you succeed, you form a bond with the animal. Bonding with a new animal ends any previous bond you had. You can’t have both a bonded animal and an animal companion (or have a bonded animal that is also an animal companion).

During combat, you can give an orders to your bonded animal more easily. You can use the Command an Animal action as a free action triggered after your first Handle an Animal action of the round.

Breath Control Feat 1

General

You have incredible control of your breathing, granting you advantages when air is short and allowing you to instinctually hold your breath when necessary. Even if you don’t Breathe Deep, you can take actions equal to three times your Constitution score before suffocating. If you do Breathe Deep, you can take actions equal to ten times your Constitution score. You gain a +1 circumstance bonus on saving throws against inhaled poisons and other threats you breathe in, and you treat successes on such saving throws as critical successes.

Cat Fall Feat 1

General, Skill

Prerequisite(s): Trained in Acrobatics

Your catlike aerial acrobatics allow you to cushion your fall. Treat all falls as if you fell 10 fewer feet. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Charming Liar Feat 1

General, Skill

Prerequisite(s): Trained in Deception

When you get a critical success with 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 get critical successes against multiple targets using the same result, you choose which creature’s attitude to improve.

You must be lying in a way that appears to impart important information —in other words, your lie must make the target grateful for your supposed help, which trivial or irrelevant lies can’t achieve.

Close Match Feat 1

General, Skill

Prerequisite(s): Trained in Deception

You’re androgynous, look a bit older or younger than you are, or look like you might have an ancestry other than your own. Choose a different gender, an age other than your own, or an ancestry the same size as yours. You can disguise yourself as that sort of person without taking a penalty to your Deception check. At the GM’s discretion, if you are extremely small or big for your size, you can choose an ancestry of a size different from your own.

Confabulator Feat 2

General, Skill

Prerequisite(s): Expert in Deception Even after you are caught in falsehoods, you pile lie upon lie. Reduce the bonus a target gets 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. If you’re legendary in Deception, your web of lies is so effective that your targets don’t get these bonuses at all.

Connections Feat 2

General, Skill

Prerequisite(s): Expert in Society, Courtly Graces

You have social connections you can leverage to trade favors or meet important people. Whenever you’re in an area where you have connections (typically in a settlement where you’ve spent downtime building connections, or possibly in another settlement in the same nation), you can attempt a Society check to either arrange a meeting with an important political figure or attempt to get a favor in exchange for a later favor of your contact’s choice. The GM decides the DC of the Society check based on the difficulty of the favor and the prominence of the figure.

Courtly Graces Feat 1

General, Skill

Prerequisite(s): Trained in Society

You either were raised among the nobility or have learned proper etiquette and bearing as well as noble lineages, allowing you to present yourself as a member of the nobility. You can use the Recall Knowledge action with Society to gain useful facts about these topics, using the DC for Nobility Lore if it is lower, and you can use your Society modifier on all Nobility Lore checks. If you want to impersonate a specific noble or create a false noble backstory for yourself, you still need to additionally use Deception when presenting yourself in your noble persona.

Cruel Deceiver Feat 7

General, Skill

Prerequisite(s): Master in Deception

You’ve mastered the art of distracting your foes to leave them exposed to your attack. When you Create a Diversion, if you use a Strike action, you remain unseen until after the end of the action, instead of becoming seen before the action.

Cultural Familiarity Feat 1

General, Skill

Prerequisite(s): Trained in Society

You’ve spent most of your life surrounded by people of a single ancestry and know how to get along with creatures of that ancestry whenever it’s necessary or expedient to do so.

Choose one human ethnicity or one of the following ancestries: dwarf, elf, gnome, goblin, or halfling. You gain a +1 circumstance bonus to Diplomacy checks and Performance checks targeting creatures of that ethnicity or ancestry, and to Society checks to Recall Knowledge about that ethnicity or ancestry. The GM might allow you to choose other cultures instead.

Defensive Climber Feat 1

General, Skill

Prerequisite(s): Trained in Athletics

You are trained in climbing techniques that allow you to twist and weave as you climb without sacrificing your grip. You’re not flat-footed while climbing.

Diehard Feat 1

General, Skill

It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

Dubious Knowledge Feat 1

General, Skill

Prerequisite(s): Trained in a skill with the Recall Knowledge action

You’re a treasure trove of information, but not all of it is from reputable sources. When you fail a Recall Knowledge check using any skill that has that action, you learn one bit of true knowledge and one bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Expeditious Search Feat 7

General

Prerequisite(s): Master in Perception

You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When searching, you take half as long as usual to search a given area. This also allows you to move twice as quickly while exploring and ensure you’ve searched an area before walking into it. If you’re legendary in Perception, you instead search areas four times as quickly.

Experienced Professional Feat 1

General, Skill

Prerequisite(s): Trained in Lore

You carefully safeguard your professional endeavors to prevent disaster. When you Practice a Trade, you treat a critical failure as a failure. You must choose one of your Lore subcategories when you select this feat. The feat applies to only the chosen subcategory.

Special You can select this feat multiple times. Each time you do, choose a different Lore subcategory and gain the feat’s benefits for the chosen subcategory.

Experienced Smuggler Feat 1

General, Skill

Prerequisite(s): Trained in Stealth

You often smuggle things past the authorities.

When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, she uses the number rolled or 10, whichever is higher. If you’re a master in Stealth, she uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from a passive observer. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your skill at smuggling, you are more likely to find more lucrative smuggling tasks when using Underworld Lore to Practice a Trade.

Experienced Tracker Feat 2

General, Skill

Prerequisite(s): Expert in Survival

Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty.

If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

Fascinating Performance Feat 1

General, Skill

Prerequisite(s): Trained in Performance

When you use the Perform action, compare your check result to the Will DC of one observer. If you succeed, the target is fascinated with you for 1 round; if the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate the target. You must choose which creature you’re attempting to fascinate before you roll your check, and regardless of your result, the target is bolstered against your Fascinating Performance.

If you’re an expert in Performance, you can compare your check result to the Will DCs of up to four observers and fascinate any number of them. If you’re a master in Performance you can fascinate up to 10 observers with a single check, and if you’re legendary in Performance you can try to fascinate any number of observers at the same time.

Fast Recovery Feat 1

General, Skill

Prerequisite(s): Constitution 14

Your body bounces back from extreme situations much more quickly than most. You recover twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing toxin, you reduce its stage by 2, or by 1 against a virulent toxin. Each critical success you achieve against an ongoing toxin reduces its stage by 3, or by 2 against a virulent toxin. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1. You reduce your enervated condition by 2 when you succeed at your Fortitude save or spend a day of downtime training, and by 3 when you critically succeed at your Fortitude save. For more information on these conditions, see page 321.

Feather Step Feat 1

General, Skill

Prerequisite(s): Dexterity 14

You step carefully and quickly, even in adverse environments. You can Step into difficult terrain.

Fleet Feat 1

General, Skill

You move quickly both on and off the battlefield.

Your Speed increases by 5 feet.

Foil Senses Feat 7

General, Skill

Prerequisite(s): Master in Stealth

You are adept at foiling creatures’ special senses and paranoid enough to take precautions against all of them at all times. Whenever you use the Hide or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 302).

Forager Feat 1

General, Skill

Prerequisite(s): Trained in Survival

While Surviving in the Wilderness during downtime, you can always find enough food and water to provide yourself a subsistence living (provided you aren’t in an area that’s completely lacking in appropriate resources).

If you are trained but not better, finding food and water for another or providing a comfortable living still requires you to attempt Survival checks and hope for a critical success; on any other successful result, you still find only enough for your own subsistence.

If you’re an expert, even without rolling you can always find enough food and water for your own comfortable living or subsistence living for yourself and one other creature that eats roughly as much as a human, and on a critical success you find enough for a second additional creature.

If you’re a master, you can always find enough for comfortable living for yourself and one other or subsistence living for yourself and two others without rolling, and you can provide for twice as many others on a critical success.

If you’re legendary, you can always find enough for comfortable living for yourself and four others or subsistence living for yourself and eight others without rolling, but a critical success provides no additional benefit.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetite each count as multiple creatures. The GM determines how much a particular non-human creature needs to eat.

Glad-Hand Feat 2

General, Skill

Prerequisite(s): Expert in Diplomacy First impressions are your strong suit. When you meet someone, you can immediately attempt a Diplomacy check to Make an Impression with a –5 penalty rather than needing to converse for 1 minute. On a success, you don’t gain any further benefit for spending 1 minute in conversation, but if you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. This functions only when you meet someone in a social situation, not if you encounter them in a hostile situation such as a combat encounter.

Great Fortitude Feat 1

General

Prerequisite(s): Trained in Fortitude saves

Your physique is incredibly hardy. You gain expert proficiency in Fortitude saves.

Group Coercion Feat 2

General, Skill

Prerequisite(s): Expert in Intimidation

When you use the Coerce activity, you can compare your Intimidation check result to the Will DCs of two 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 five if you’re a master, and 10 if you’re legendary.

Group Impression Feat 1

General, Skill

Prerequisite(s): Trained in Diplomacy

When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Hefty Hauler Feat 1

General

Prerequisite(s): Strength 12

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

Hobnobber Feat 1

General, Skill

Prerequisite(s): Trained in Diplomacy

You can attempt to Gather Information twice as many times as usual during a day of downtime (typically six to eight attempts instead of three to four).

Impeccable Craft Feat 15

General, Skill

Prerequisite(s): Legendary in Crafting, Specialty Crafting

Whenever you succeed at a Crafting check to make an item of the type you chose with Specialty Crafting, you gain the effect of a critical success instead.

Impressive Performance Feat 2

General, Skill

Prerequisite(s): Expert in Performance

Your performances move hearts and win you fans wherever you go. You can Make an Impression using Performance instead of Diplomacy.

Incredible Initiative Feat 1

General

You react more quickly than others can in any situation. You gain a +1 circumstance bonus to all initiative rolls, whether they’re Perception checks, skill checks, or any other kind of rolls.

Intimidating Glare Feat 1

General, Skill

Prerequisite(s): Trained in Intimidation

You can Demoralize those around you with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language or can’t hear you.

Intimidating Prowess Feat 2

General, Skill

Prerequisite(s): Strength 16, expert in Intimidation

In situations where you can physically menace the target of your Coerce or Demoralize attempts, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you have the master proficiency rank in Intimidation, this bonus increases to +2.

Inventor Feat 7

Downtime, General, Skill

Prerequisite(s): Master 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 skill: you spend a number of days in preparation and half the Price of the formula up front, roll 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.

Iron Will Feat 1

General

Prerequisite(s): Trained in Will saves

Your mental defenses are an iron fortress. You gain expert proficiency in Will saves.

Kip Up Feat 7

General, Skill

Prerequisite(s): Master in Acrobatics

Trigger Your turn begins and you are prone.

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

Lasting Coercion Feat 2

General, Skill

Prerequisite(s): Expert in Intimidation

When you succeed or critically succeed at an attempt to Coerce someone, they help you for up to a week or until their task is complete, as determined by the GM.

Legendary Climber Feat 15

General, Skill

Prerequisite(s): Legendary in Athletics, Quick Climb

You gain a climb Speed equal to your Speed.

Legendary Codebreaker Feat 15

General, Skill

Prerequisite(s): 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 while reading at normal speed. If you slow down and spend the full amount of time that’s ordinarily required, treat a success as 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.

Legendary Contortionist Feat 15

General, Skill

Prerequisite(s): Legendary in Acrobatics

When you successfully Squeeze, you move through the tight space at full Speed.

Legendary Impersonator Feat 15

General, Skill

Prerequisite(s): Legendary in Deception, Quick Disguise

You set up a full disguise with which you can Impersonate someone with incredible speed.

Legendary Linguist Feat 15

General, Skill

Prerequisite(s): Legendary in Society, Multilingual

You are so skilled with languages that you can create pidgin languages instantly to communicate. You can always talk to any creature that has a language, even one you don’t share, in very simple terms and conveying only basic concepts, using a new pidgin language of your own creation.

You must first understand at least the basic medium of communication the creature uses (speech, sign language, and so on).

Legendary Medic Feat 15

General, Skill

Prerequisite(s): Legendary in Medicine

You’ve invented new medical procedures or discovered ancient techniques that can achieve nearly miraculous results. Once per day for each target, you can spend 1 hour treating the target and attempt a Medicine check to remove a disease or the blinded, deafened, drained, or enervated 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, a creature above 20th level, or other similarly powerful source, increase the DC by 5.

Legendary Negotiator Feat 15

General, Skill

Prerequisite(s): Legendary in Diplomacy

You use your incredible skill at persuasion to negotiate quickly in adverse situations. You attempt to Make an Impression and then immediately Request that your opponent cease their current activity and engage in negotiations. The GM sets the DC of the Request based on the circumstances; some creatures might simply refuse, and even those who agree might ultimately find your arguments lacking.

Legendary Performer Feat 15

General, Skill

Prerequisite(s): Legendary in Performance, Virtuosic Performer

Your fame as a performer of the type you chose with Virtuosic Performer has spread throughout the lands. An NPC who succeeds at a DC 10 Society check to Recall Knowledge has heard of you, and whenever you Stage a Performance, you can typically attract higher-level audiences to your performance, as determined by the GM.

Legendary Professional Feat 15

General, Skill

Prerequisite(s): Legendary in Lore

Your fame in your chosen lore has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). An NPC who succeeds at a DC 10 Society check to Recall Knowledge has heard of you, and when you Practice a Trade with that Lore skill, you can typically find higher-level tasks, as determined by the GM.

Legendary Sneak Feat 15

General, Skill

Prerequisite(s): Legendary in Stealth, Swift Sneak

When you employ an exploration tactic other than sneaking, you also gain the benefits of the sneaking tactic unless you choose not to. See page 316 for more about exploration tactics.

Legendary Survivalist Feat 15

General, Skill

Prerequisite(s): Legendary in Survival

You can survive indefinitely without food or water and can endure severe and extreme cold and heat without taking damage from doing so.

Legendary Swimmer Feat 15

General, Skill

Prerequisite(s): Legendary in Athletics, Quick Swim

You move through the water like a fish, gaining a swim Speed equal to your land Speed.

Legendary Thief Feat 15

General, Skill

Prerequisite(s): Legendary in Thievery, Pickpocket

Your ability to steal items defies belief. You can attempt to Steal an Object 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, whether under cover of darkness or in a bustling crowd, for example. You take a –5 penalty on your Thievery check. Even if you succeed, if the item is extremely prominent, like a suit of full plate armor, onlookers will quickly notice it’s gone after you steal it.

Lengthy Diversion Feat 2

General, Skill

Prerequisite(s): Expert in Deception

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

For instance, if a character runs away after throwing a rock in the opposite direction to make noise and achieves a critical success on her Deception check, the guards might continue chasing in the direction of the rock until they either give up pursuit or notice consequences of her later actions.

Lie To Me Feat 2

General, Skill

Prerequisite(s): Expert in Deception

You know how to exploit your enemy’s falsehoods to your own advantage in negotiations. When you succeed at an attempt to tell whether someone is hiding something from you (usually with a Seek action) or your target fails a Deception check to Lie to you, you gain a +2 circumstance bonus to your next Deception, Diplomacy, Intimidation, or Performance check against them.

Lightning Reflexes Feat 1

General

Prerequisite(s): Trained in Reflex saves

Your reflexes are lightning fast. You gain expert proficiency in Reflex saves.

Magical Crafting Feat 2

General, Skill

Prerequisite(s): Expert in Crafting

You can use the Craft activity to create magic items in addition to mundane ones. Many magic items have special crafting requirements, such as access to certain spells, as listed in the item entry in Chapter 11.

When you select this feat, you gain the formulas for four common magic items of level 2 or lower.

Magical Shorthand Feat 2

General, Skill

Prerequisite(s): Expert in Arcana, Nature, Occultism, or Religion

Learning new spells comes easily to you. Choose arcane, divine, occult, or primal; you can choose a magic tradition only if you are an expert in the associated skill. You take only 10 minutes per spell level to learn a spell of that type, rather than 1 hour per spell level. If you fail to learn a spell of that type, you can try to learn it again after 1 week or after you gain a level, whichever comes first.

If you’re a master in the chosen type of magic’s associated skill, learning a spell takes only 5 minutes per spell level, and if you’re legendary in that skill, it takes only 1 minute per spell level.

Special You can select this feat multiple times. Each time you do so, select a different magic tradition in whose associated skill you are an expert.

Multilingual Feat 1

General, Skill

Prerequisite(s): Trained in Society It’s easy for you to pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. These languages take the same form (signed or spoken) as your other languages.

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

Natural Medicine Feat 2

General, Skill

Prerequisite(s): Expert in Nature

You can spend 10 minutes applying natural cures to heal a creature, after which you must attempt a DC 20 Nature check. On a success, the target regains Hit Points equal to 1d8 plus your Wisdom modifier. If you’re a master of Nature, the target regains an additional 1d8 Hit Points. You can use this feat to heal a particular creature only once per day.

If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to restore an additional 1d8 Hit Points on a success or critical success, subject to the GM’s determination.

Nimble Crawl Feat 2

General, Skill

Prerequisite(s): Expert in Acrobatics

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

Oddity Identification Feat 1

General, Skill

Prerequisite(s): Trained in Occultism Twisting the mind and divining possibilities or concurrent events are hallmarks of occult spells, and your study has taught you to identify these types of spells. You gain a +2 circumstance bonus on Occultism checks to Identify Magic with the mental, possession, prediction, or scrying trait.

One-Handed Climber Feat 2

General, Skill

Prerequisite(s): Expert in Athletics

You can Climb even if one of your hands is occupied. You must still have one hand and both legs available in order to Climb.

Pickpocket Feat 1

General, Skill

Prerequisite(s): Trained in Thievery

You can Palm or Steal Objects that are closely guarded, such as an object in a creature’s pocket or a loose ring. You can’t steal objects that are actively wielded or that would be extremely noticeable or time-consuming to remove (like worn shoes or armor). If you’re a master in Thievery, you can attempt to steal from a creature even if it’s in combat or otherwise on guard. When you’re doing so, Stealing an Object requires 2 manipulate actions instead of 1.

Planar Survival Feat 7

General, Skill

Prerequisite(s): Master in Survival

You can attempt to Survive in the Wild on different planes, even those without the resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you, and you could find your bearings on a plane that doesn’t have stars, a sun, or other normal aids to navigation. A success at Surviving in the Wild can reduce the plane’s damage as well, at the GM’s discretion.

Powerful Leap Feat 2

General, Skill

Prerequisite(s): Expert in Athletics

When you use the Leap action, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.

Quick Climb Feat 7

General, Skill

Prerequisite(s): Master in Athletics

When Climbing, you move at half your Speed on a success and at full Speed on a critical success. This doesn’t affect you if you’re using a climb Speed.

Quick Disguise Feat 2

General, Skill

Prerequisite(s): Expert in Deception

You can set up a disguise in half the usual time (generally 5 minutes). If you’re a master, it takes one-fifth the usual time (usually 2 minutes), and if you’re legendary, it takes one-tenth the usual time (usually 1 minute).

Quick Identification Feat 1

General, Skill

Prerequisite(s): Trained in Arcana, Nature, Occultism or Religion

You take only 10 minutes when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 1 hour. If you’re an expert, it takes 5 minutes; if you’re a master, it takes 1 minute; and if you’re legendary, it takes 3 rounds.

Quick Intimidation Feat 1

General, Skill

Prerequisite(s): Trained in Intimidation

You can Coerce others with little more than a few choice implications, allowing you to Coerce a creature after 1 round of conversation instead of 1 minute.

Quick Jump Feat 1

General, Skill

Prerequisite(s): 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, and you don’t need to have moved 10 feet.

Quick Recognition Feat 7

General, Skill

Prerequisite(s): Master in Arcana, Nature, Occultism, or Religion; Recognize Spell

You can Recognize Spells swiftly. Once per round, you can use Quick Recognition to use the Recognize a Spell feat using a skill in which you are a master as a free action instead of a reaction.

Quick Repair Feat 1

General, Skill

Prerequisite(s): Trained in Crafting

You take only 10 minutes to Repair an item, rather than 1 hour. If you’re an expert, it takes 5 minutes; if you’re a master, it takes 1 minute; and if you’re legendary, it takes 3 rounds.

Quick Squeeze Feat 2

General, Skill

Prerequisite(s): Expert in Acrobatics

When you succeed at the Squeeze action, you can move 5 feet per round instead of 5 feet per minute. On a critical success, you can Squeeze 10 feet per round.

Quick Swim Feat 7

General, Skill

Prerequisite(s): Master in Athletics

When swimming, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your land Speed.

Quick Unlock Feat 7

General, Skill

Prerequisite(s): Master in Thievery

When you succeed at a check to Pick a Lock, you gain two successes instead of one. When you critically succeed at such a check, you gain three successes instead of two.

Quiet Allies Feat 2

General, Skill

Prerequisite(s): Expert in Stealth

You’re skilled at helping your allies minimize the noise and glare of their armor. While an ally is within 30 feet of you, their check penalty to Stealth checks from armor is reduced by 2. This doesn’t stack with benefits from another character with Quiet Allies or any other ability that reduces check penalties from armor.

Rapid Mantel Feat 2

General, Skill

Prerequisite(s): Expert in Athletics

When you perform a Leap and grab the edge of a surface, you can immediately pull yourself up onto that surface into a standing position as part of your action. If you’re a master in Athletics, you can also pull yourself up as part of a successful Grab Edge reaction.

Recognize Spell Feat 1

General, Secret Skill

Prerequisite(s): Trained in Arcana, Nature, Occultism, or Religion

Trigger A creature casts a spell within line of sight of you, or a trap or similar inanimate object triggers and casts a spell. You must be aware the creature is casting a spell or the trap is triggering.

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. The DC of the check is 10 plus triple the level of the spell. The DC for an uncommon spell is usually 2 higher, and 5 higher for a rare spell.

Success You correctly recognize the spell.

Critical Success You correctly recognize the spell and get a +1 circumstance bonus to your saving throw or your AC to defend against it (if applicable).

Failure You fail to recognize the spell.

Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.

Read Lips Feat 1

General

Prerequisite(s): Trained in Society

You can read the lips of others nearby who you can clearly see.

When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lip reading, you are fascinated and flat-footed during each round in which you focus on the lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips in such circumstances.

If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you, so long as you can produce sound vocally.

Remarkable Resonance Feat 1

General

Prerequisite(s): Charisma 12

Increase your maximum Resonance Points by 2.

Ride Feat 1

General

You can use the Command an Animal action to control a mount without having to first use Handle an Animal.

See page 153 for more information.

Robust Recovery Feat 2

General, Skill

Prerequisite(s): Expert in Medicine

Your physiology is especially strong against diseases and poisons, and you have learned folk medicine that allows you to help others recover from them as well. When you treat a disease or a poison, or someone else uses one of these actions to benefit you, increase the circumstance bonus granted on a success to +4.

Scare To Death Feat 15

Death Emotion Fear General Skill

Prerequisite(s): Legendary in Intimidation

Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or see and who can sense or see you. If the target does not understand the language you are speaking, or it can’t hear you, you take a –4 circumstance penalty to the check. A creature subjected to this action becomes bolstered against all Scare to Death actions.

Success The target becomes frightened 2 and is fleeing for 1 round.

Critical Success The target must succeed at a Fortitude save against your Intimidation DC or die. On a successful save, the target is frightened 2 and fleeing for 1 round.

Failure The target is frightened 1.

Critical Failure The target is unaffected.

Scribe Scroll Feat 1

Downtime, General, Manipulate, Skill

Prerequisite(s): Trained in Arcana, Nature, Occultism, or Religion

You can write spells onto scrolls, allowing you to cast them later without spending a spell slot.

You use the Craft activity as described on page 148, but you can make only scrolls. Instead of attempting a Crafting check, you attempt a check with the appropriate skill for the spell’s tradition—Arcana for a spell on the arcane spell list, Nature for a primal spell, Occultism for an occult spell, and Religion for a divine spell. If a spell appears on multiple spell lists, you can choose which of the applicable skills to use.

You must have access to a spell in order to scribe it onto a scroll.

Shameless Request Feat 7

General, Skill

Requirement(s): master in Diplomacy

You can downplay the potential consequences or outrageousness of your requests through sheer brazenness and charm. When Requesting something, you treat a critical failure as a failure.

Shield Proficiency Feat 1

General

Prerequisite(s): Trained in light armor

You become trained in shields.

Sign Language Feat 1

General, Skill

Prerequisite(s): Trained in Society

You learn the sign languages associated with the languages you know, allowing you to both sign and understand signs in each of those languages.

Skill Training Feat 1

General, Skill

Prerequisite(s): Intelligence 12

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.

Slippery SecretS Feat 7

General, Skill

Prerequisite(s): Master in Deception Spells that attempt to read your mind, detect whether you are lying, or reveal your alignment must succeed at a spell roll against your Deception DC or they reveal nothing.

Snare Crafting Feat 1

General, Skill

Prerequisite(s): Trained in Crafting

You can use the Craft activity to create snares, using the rules from page 357. When you choose this feat, you gain the formulas for four common snares. If you have a formula book, you can put these formulas into the book.

Specialty Crafting Feat 1

General, Skill

Prerequisite(s): Trained in Crafting

Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +2 circumstance bonus on Crafting checks to Craft items of that type. If it’s unclear whether the specialty applies, the GM decides. Some specialties might only partially apply. 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.

Specialty Applicable Items Alchemy* 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

* You must have the Alchemical Crafter skill feat to Craft alchemical items.

Spell Thievery Feat 7

General, Skill

Prerequisite(s): Master in Thievery

If you use Palm an Object or Steal an Object on a scroll, spellbook, or similar item, you can remove the magical writing without disturbing the parchment or other surface it was inscribed upon. When you do, you must have a blank scroll or page in your possession that you can transfer the magical writing onto, or else the magic is expended and lost. The GM usually applies a penalty to observers’ Perception checks and DCs to notice the theft, unless the writing is on open display (in the case of an unfurled scroll, for example). You gain a +2 circumstance bonus to your check because you don’t need to collect the entire object. However, higher-level magic is harder to steal, so the DC is increased by the spell’s level.

Steady Balance Feat 1

General, Skill

Prerequisite(s): Trained in Acrobatics

You can keep your balance easily, even when balancing in adverse conditions. You treat a success using the Balance action as a critical success. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground, and if you’re the target of an attack or effect that requires a saving throw, you fall only if you critically fail your attempt to Maintain Balance.

Streetwise Feat 1

General, Skill

Prerequisite(s): Trained in Society

You know about life on the streets and feel the pulse of your local settlement. You can use your Society bonus instead of your Diplomacy bonus 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.

Student Of The Canon Feat 1

General, Skill

Prerequisite(s): Trained in Religion

You’ve researched the fundamental tenets of many faiths enough to recognize notions about them that are unlikely to be true. When attempting a Religion check to Read Scripture or to Recall Knowledge about the tenets of faiths, you treat a critical failure as a failure instead.

Subtle Theft Feat 1

General, Skill

Prerequisite(s): Trained in Thievery

When you successfully Steal an Object, observers (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 an Object action doesn’t end your unseen condition.

Survey Wildlife Feat 1

General, Skill

Prerequisite(s): Trained in Survival

You can spend 10 minutes assessing the area around you to find out what animals are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM.

Success You identify one or two types of animals that live in the environment, and you find tracks you can follow if you want to seek one out. If you have the master proficiency rank in Survival, you can also identify one type of more intelligent and dangerous beast in the environment.

Critical Success You identify three or four types of animals that live in the environment, and you find tracks you can follow if you want to seek one out. If you have the master proficiency rank in Survival, you can also identify one type of more intelligent and dangerous beast in the environment.

Swift Sneak Feat 7

General, Skill

Prerequisite(s): 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.

Terrain Stalker Feat 1

General, Skill

Prerequisite(s): Trained in Stealth

Select one type of difficult terrain from the following list: underbrush, reeds, rubble, or snow. While unseen by all non-allies in that type of terrain, you can Sneak without the need to attempt a Stealth check as long as you move no more than 5 feet and are not within 10 feet of an enemy at any point during your movement.

Special You can select this feat multiple times. Each time, choose a different type of terrain.

Toughness Feat 1

General

You can withstand more punishment than most before going down. Increase your maximum Hit Points by your level or 4, whichever is higher. When you reach level 5 and every time you gain a level thereafter, adjust your maximum Hit Points gained from Toughness accordingly (for example, at level 7, this feat would increase your maximum Hit Points by 7).

You also gain a +1 circumstance bonus to recovery saves.

Train Animal Feat 1

Downtime, General, Manipulate, Skill

Prerequisite(s): Trained in Nature

You spend time to teach an animal to act in a particular way, selected from those listed in the Command an Animal action. The GM determines the DC of any check required to do so and the amount of time the training takes (usually at least a week). If you’re expert, master, or legendary in Nature, you might be able to train more exotic creatures, at the GM’s discretion.

Success The animal learns the trick.

Failure The animal doesn’t learn the trick.

Trick Magic Item Feat 1

General, Manipulate, Skill

Prerequisite(s): Trained in Arcana, Nature, Occultism, or Religion

You examine a magic item you would normally not be able to use—for example, a fighter normally couldn’t use a scroll, staff, or wand—in an effort to fool the item and activate it temporarily. Attempt a check with a skill DC of the item’s level (typically the low-difficulty DC, but the GM could adjust this at their discretion), using the skill that matches the item’s magic tradition (Arcana for a spell on the arcane spell list, Nature for a primal spell, Occultism for an occult spell, and Religion for a divine spell). You must have identified the magic item (or had it identified for you) in order to activate it this way. If you activate a magic item that requires your spell roll or spell DC and you don’t have the ability to cast spells of the relevant type (such as arcane or divine), you have the untrained proficiency rank and can use the highest of your Intelligence, Wisdom, and Charisma modifiers. If you’re a master in the appropriate skill for that magical tradition, you’re treated as having the trained proficiency rank instead.

If the spell’s tradition depends on the caster’s class or requires her to have the spell on her spell list, you choose which class you’re attempting to emulate.

Success You can spend actions to activate the item as if you could normally use it as long as you do so before the end of your turn.

Failure You can’t use the item for the remainder of your turn, but you can try again on subsequent turns.

Critical Failure You can’t use the item, and can’t try to use it again until you next prepare.

Underwater Marauder Feat 1

General, Skill

Prerequisite(s): Trained in Athletics

You’ve learned to fight underwater like an aquatic native. You are not flat-footed while you are in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Unmistakable Lore Feat 2

Prerequisite(s): Expert in Lore

You never get information wrong when it comes to your narrow areas of expertise. When you Recall Knowledge for any Lore subcategory in which you’re trained, you treat a critical failure as a failure.

Virtuosic Performer Feat 1

General, Skill

Prerequisite(s): Trained in Performance

You have exceptional talent with one type of performance. You gain a +2 circumstance bonus when making a certain type of performance. 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.

Specialty Examples 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

Wall Jump Feat 7

General, Skill

Prerequisite(s): Master in Athletics

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 counts as moving on the ground before your second jump, provided you moved at least 10 feet. You can wall jump only once in a turn, unless you’re legendary in Athletics, in which case you can wall jump as many times as you can use consecutive jump actions in that turn.

Wary Disarmament Feat 2

General, Skill

Prerequisite(s): 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.

Weapon Proficiency Feat 1

General

You gain the trained proficiency rank in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one exotic weapon of your choice.

Special You can select this feat more than once, each time you select it, you become trained in additional weapons as appropriate (first all simple weapons, then all martial weapons, then one exotic weapon each additional time).