作者 主题: 【第五章】通用专长(General Feats)  (阅读 16675 次)

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【第五章】通用专长(General Feats)
« 于: 2018-08-24, 周五 00:06:53 »
通用专长(GENERAL FEATS)

某些能力需要一定程度的训练才能掌握,但是人人都可以学会他们,而不仅限于特定族裔或职业的成员。这些能力称为通用专长。对于多数职业而言,你会在抵达3级和之后每4级时获得一个通用专长。你可以选择任何你满足先决条件的专长。通用专长也包括技能专长,详细描述了你能通过技能做到什么样的事。多数角色会在2级和之后每2级时获得技能专长,具体请参阅你的职业。

表 5–1:通用专长
非技能专长等级特征先决条件
异族接纳(Adopted Ancestry)1通用
警觉(Alertness)1通用
族裔典范(Ancestral Paragon)1通用
护甲熟练(Armor Proficiency)1通用
自如呼吸(Breath Control)1通用
顽强(Diehard)1通用
高速痊愈(Fast Recovery)1通用体质 14
羽步(Feather Step)1通用敏捷 14
疾驰(Fleet)1通用
杰出强韧(Great Fortitude)1通用在强韧豁免上受训
壮硕搬运者(Hefty Hauler)1通用力量 12
惊异先攻(Incredible Initiative)1通用
钢铁意志(Iron Will)1通用在意志豁免上受训
闪电反射(Lightning Reflexes)1通用在反射豁免上受训
卓越共鸣(Remarkable Resonance)1通用魅力 12
骑术(Ride)1通用
盾牌熟练(Shield Proficiency)1通用在轻甲上受训
健壮(Toughness)1通用
武器熟练(Weapon Proficiency)1通用
迅速搜索(Expeditious Search)7通用在察觉(Perception)上成为大师
多样技能专长(Varying Skill Feats)等级特征先决条件
稳妥行事(Assurance)1通用, 技能在至少一个技能上受训
可疑知识(Dubious Knowledge)1通用, 技能在一个具有回想知识(Recall Knowledge)动作的技能上受训
快速鉴定(Quick Identification)1通用, 技能在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上受训
辨别法术(Recognize Spell)1通用, 秘密, 技能在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上受训
抄录卷轴(Scribe Scroll)1休整期, 通用, 操纵, 技能在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上受训
技能训练(Skill Training)1通用, 技能智力 12
欺骗魔法物品(Trick Magic Item)1通用, 操纵, 技能在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上受训
知识浮现(Automatic Knowledge)2通用, 技能在一个拥有回想知识(Recall Knowledge)动作的技能上成为专家,在该技能上拥有稳妥行事(Assurance)
魔法速记(Magical Shorthand)2通用, 技能在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上成为专家
快速辨别(Quick Recognition)7通用, 技能在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上成为大师;辨别法术(Recognize Spell)
特技技能专长(Acrobatics Skill Feats)等级特征先决条件
猫落(Cat Fall)1通用, 技能在特技(Acrobatics)上受训
稳固平衡(Steady Balance)1通用, 技能在特技(Acrobatics)上受训
灵活匍匐(Nimble Crawl)2通用, 技能在特技(Acrobatics)上成为专家
快速挤压(Quick Squeeze)2通用, 技能在特技(Acrobatics)上成为专家
倒地起身(Kip Up)7通用, 移动, 技能在特技(Acrobatics)上成为大师
传奇柔术家(Legendary Contortionist)15通用, 技能在特技(Acrobatics)上成为传奇
奥法技能专长(Arcana Skill Feats)等级特征先决条件
感知秘法(Arcane Sense)1通用, 技能在奥法(Arcana)上受训
运动技能专长(Athletics Skill Feats)等级特征先决条件
谨慎攀登者(Defensive Climber)1通用, 技能在运动(Athletics)上受训
快速跳跃(Quick Jump)1通用, 技能在运动(Athletics)上受训
水下掠夺者(Underwater Marauder)1通用, 技能在运动(Athletics)上受训
单手攀登者(One-Handed Climber)2通用, 技能在运动(Athletics)上成为专家
强力跳跃(Powerful Leap)2通用, 技能在运动(Athletics)上成为专家
迅速攀岩(Rapid Mantel)2通用, 技能在运动(Athletics)上成为专家
快速攀爬(Quick Climb)7通用, 技能在运动(Athletics)上成为大师
快速游泳(Quick Swim)7通用, 技能在运动(Athletics)上成为大师
蹬墙跳(Wall Jump)7通用, 技能在运动(Athletics)上成为大师
传奇攀登者(Legendary Climber)15通用, 技能在运动(Athletics)上成为传奇, 快速攀爬(Quick Climb)
传奇游泳者(Legendary Swimmer)15通用, 技能在运动(Athletics)上成为大师, 快速游泳(Quick Swim)
手艺技能专长(Crafting Skill Feats)等级特征先决条件
炼金工艺(Alchemical Crafting)1通用, 技能在手艺(Crafting)上受训
快速修复(Quick Repair)1通用, 技能在手艺(Crafting)上受训
陷阱工艺(Snare Crafting)1通用, 技能在手艺(Crafting)上受训
独门工艺(Specialty Crafting)1通用, 技能在手艺(Crafting)上受训
魔法工艺(Magical Crafting)2通用, 技能在手艺(Crafting)上成为专家
发明家(Inventor)7休整期, 通用, 技能在手艺(Crafting)上成为大师
无瑕造物(Impeccable Craft)15通用, 技能在手艺(Crafting)上成为传奇, 独门工艺(Specialty Crafting)
欺骗技能专长(Deception Skill Feats)等级特征先决条件
醉人谎言(Charming Liar)1通用, 技能在欺骗(Deception)上受训
高度匹配(Close Match)1通用, 技能在欺骗(Deception)上受训
谎话连篇(Confabulator)2通用, 技能在欺骗(Deception)上成为专家
长效分散(Lengthy Diversion)2通用, 技能在欺骗(Deception)上成为专家
别想骗我(Lie to Me)2通用, 技能在欺骗(Deception)上成为专家
快速伪装(Quick Disguise)2通用, 技能在欺骗(Deception)上成为专家
无情欺诈师(Cruel Deceiver)7通用, 技能在欺骗(Deception)上成为大师
狡猾秘密(Slippery Secrets)7通用, 技能在欺骗(Deception)上成为大师
传奇模仿者(Legendary Impersonator)15通用, 技能在欺骗(Deception)上成为传奇, 快速伪装(Quick Disguise)
交涉技能专长(Diplomacy Skill Feats)等级特征先决条件
群体印象(Group Impression)1通用, 技能在交涉(Diplomacy)上受训
相谈好手(Hobnobber)1通用, 技能在交涉(Diplomacy)上受训
廉价猎手(Bargain Hunter)2通用, 技能在交涉(Diplomacy)上成为专家
热情招呼(Glad-Hand)2通用, 技能在交涉(Diplomacy)上成为专家
无理要求(Shameless Request)7通用, 技能在交涉(Diplomacy)上成为大师
传奇谈判家(Legendary Negotiator)15通用, 技能在交涉(Diplomacy)上成为传奇
威吓技能专长(Intimidation Skill Feats)等级特征先决条件
慑人目光(Intimidating Glare)1通用, 技能在威吓(Intimidation)上受训
快速威吓(Quick Intimidation)1通用, 技能在威吓(Intimidation)上受训
群体威慑(Group Coercion)2通用, 技能在威吓(Intimidation)上成为专家
慑人勇猛(Intimidating Prowess)2通用, 技能力量 16, 在威吓(Intimidation)上成为专家
恒久威慑(Lasting Coercion)2通用, 技能在威吓(Intimidation)上成为专家
战吼(Battle Cry)7通用, 技能在威吓(Intimidation)上成为大师
极度惊骇(Scare to Death)15死亡, 情绪, 恐惧, 通用, 技能在威吓(Intimidation)上成为传奇
学识技能专长(Lore Skill Feats)等级特征先决条件
额外学识(Additional Lore)1通用, 技能在学识(Lore)上受训
老练专家(Experienced Professional)1通用, 技能在学识(Lore)上受训
无错学识(Unmistakable Lore)2通用, 技能在学识(Lore)上成为专家
传奇专家(Legendary Professional)15通用, 技能在学识(Lore)上成为传奇
医学技能专长(Medicine Skill Feats)等级特征先决条件
战阵医师(Battle Medic)1通用, 治疗, 操纵, 技能在医学(Medicine)上受训
强健复原(Robust Recovery)2通用, 技能在医学(Medicine)上成为专家
传奇医师(Legendary Medic)15通用, 技能在医学(Medicine)上成为传奇
自然技能专长(Nature Skill Feats)等级特征先决条件
训练动物(Train Animal)1休整期, 通用, 操纵, 技能在自然(Nature)上受训
联结动物(Bonded Animal)2休整期, 通用, 技能在自然(Nature)上成为专家
自然医学(Natural Medicine)2通用, 技能在自然(Nature)上成为专家
神秘学技能专长(Occultism Skill Feats)等级特征先决条件
灵异鉴定家(Oddity Identification)1通用, 技能在神秘学(Occultism)上受训
表演技能专长(Performance Skill Feats)等级特征先决条件
诱人演艺(Fascinating Performance)1通用, 技能在表演(Performance)上受训
绝艺表演家(Virtuosic Performer)1通用, 技能在表演(Performance)上受训
动人演艺(Impressive Performance)2通用, 技能在表演(Performance)上成为专家
传奇表演家(Legendary Performer)15通用, 技能在表演(Performance)上成为传奇, 绝艺表演家(Virtuosic Performer)
宗教技能专长(Religion Skill Feats)等级特征先决条件
教典学徒(Student of the Canon)1通用, 技能在宗教(Religion)上受训
社科技能专长(Society Skill Feats)等级特征先决条件
宫廷礼仪(Courtly Graces)1通用, 技能在社科(Society)上受训
熟悉文化(Cultural Familiarity)1通用, 技能在社科(Society)上受训
多重语言(Multilingual)1通用, 技能在社科(Society)上受训
读唇术(Read Lips)1通用, 技能在社科(Society)上受训
手语(Sign Language)1通用, 技能在社科(Society)上受训
街头浪子(Streetwise)1通用, 技能在社科(Society)上受训
关系网络(Connections)2通用, 技能在社科(Society)上成为专家, 宫廷礼仪(Courtly Graces)
传奇破译者(Legendary Codebreaker)15通用, 技能在社科(Society)上成为传奇
传奇语言学家(Legendary Linguist)15通用, 技能在社科(Society)上成为传奇, 多重语言(Multilingual)
隐匿技能专长(Stealth Skill Feats)等级特征先决条件
老练走私犯(Experienced Smuggler)1通用, 技能在隐匿(Stealth)上受训
地形潜伏者(Terrain Stalker)1通用, 技能在隐匿(Stealth)上受训
静默盟友(Quiet Allies)2通用, 技能在隐匿(Stealth)上成为专家
挫败感知(Foil Senses)7通用, 技能在隐匿(Stealth)上成为大师
迅捷潜行(Swift Sneak)7通用, 技能在隐匿(Stealth)上成为大师
传奇潜行(Legendary Sneak)15通用, 技能在隐匿(Stealth)上成为传奇, 迅捷潜行(Swift Sneak)
生存技能专长(Survival Skill Feats)等级特征先决条件
觅食者(Forager)1通用, 技能在生存(Survival)上受训
调查野生动物(Survey Wildlife)1通用, 技能在生存(Survival)上受训
老练追踪者(Experienced Tracker)2通用, 技能在生存(Survival)上成为专家
位面生存(Planar Survival)7通用, 技能在生存(Survival)上成为大师
传奇生还者(Legendary Survivalist)15通用, 技能在生存(Survival)上成为传奇
贼活技能专长(Thievery Skill Feats)等级特征先决条件
扒手(Pickpocket)1通用, 技能在贼活(Thievery)上受训
狡猾盗窃(Subtle Theft)1通用, 技能在贼活(Thievery)上受训
谨慎解除(Wary Disarmament)2通用, 技能在贼活(Thievery)上成为专家
快速开锁(Quick Unlock)7通用, 技能在贼活(Thievery)上成为大师
窃取法术(Spell Thievery)7通用, 技能在贼活(Thievery)上成为大师
传奇窃贼(Legendary Thief)15通用, 技能在贼活(Thievery)上成为传奇, 扒手(Pickpocket)
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Re: 【PF2 Playtest】通用专长(General Feats)
« 回帖 #1 于: 2018-08-24, 周五 00:08:24 »
额外学识(ADDITIONAL LORE) 专长1级

通用 技能
先决条件 学识(Lore)受训

你的知识宽度已经拓展到了新的领域。选择一个额外的学识技能子类(Subcategory)。你在该子类上受训并且它被视作你的标志技能。在3级,5级以及13级时,你获得一个仅能用于该学识技能的技能提升。当你选择这个专长时,你会立即获得上述列举的等级中低于或等于你的等级所给予的技能提升。
特殊 你能够多次选择这个专长,每次都要选择一个新的学识技能子类并在该学识技能子类上获得上述列举的技能提升。

异族接纳(ADOPTED ANCESTRY) 专长1级

通用

无论是在生下来时就被其收养,借由一段成长经历而获得,抑或是通过深厚的友谊或爱情与其结合,你现在都已经全神贯注地投身于另一族裔的文化和传统之中。选择一个常见的族裔。除了你自己的族裔之外,你还能够从你所选择的族裔中获得族裔专长,只要这个专长没有对族裔的生理特征有所要求,是否有要求具体由GM决定。

炼金工艺(ALCHEMICAL CRAFTING) 专长1级

通用 技能
先决条件 手艺(Crafting)受训

除了凡俗(Mundane)物品外,你还能用制作(Craft)活动创造炼金(Alchemical)物品。当你选择这个专长时,你立即获得四种一级的常见(Common)炼金物品公式(Formulas)。如果你有一本公式簿(Formula Book),你能够将这些公式加入其中。

警觉(ALERTNESS) 专长1级

通用

你始终警戒着你周围的威胁。你在察觉上获得专家熟练。

族裔典范(ANCESTRAL PARAGON) 专长1级

通用

无论借由本能,学习,还是神秘仪式,你现在都能感觉到比绝大多数同族都要深厚的,与族裔血脉之间的联系。你获得一个1级的族裔专长。

感知秘法(ARCANE SENSE) 专长1级

通用 技能
先决条件 奥法(Arcana)受训

你对魔法的研究令你能够本能地感知它在你周围的存在。你能够以内在法术(Innate Spell)的形式任意施展1环的侦测魔法(Detect Magic)。如果你在奥法技能上成为大师(Master),该法术变为3环,如果你在奥法技能上成为传奇(Legendary),该法术变为4环。

护甲熟练(ARMOR PROFICIENCY) 专长1级

通用

你在轻甲上变得受训。如果你已经对轻甲受训,那么你在中甲上变得受训,如果你轻甲和中甲都已经受训,那么你在重甲上变得受训。
特殊 你能够多次选择这个专长。每次你选择这个专长,你都会获得在下一个合适的护甲类型上受训。(最初获得轻甲,接着是中甲,最后是重甲)。

稳妥行事(ASSURANCE) 专长1级

通用 技能
先决条件 在至少一项技能上受训

即使是在最糟糕的情况下,你也能运用技能完成最基本的任务。在你第一次选择这个专长时,选择一个你已经受训的技能。你能够放弃进行所选技能的技能检定,转而直接将技能检定的结果视为10(不适用你的任何加值,减值和调整值)。如果你在你所选的技能上成为专家,你可以将结果视为15;如果你成为大师,你可以将结果视为20,;如果你成为传奇,你可以将结果视为30。
特殊 你能够多次选择这个专长。每次选择时,你都必须指定不同的技能,并如常为该技能获得上述效果。

知识浮现(AUTOMATIC KNOWLEDGE) 专长1级

通用 技能
先决条件 在一个拥有回想知识(Recall Knowledge)动作的技能上成为专家,在该技能上拥有稳妥行事(Assurance)

你总是知道那些浮现在脑海表层的基本事实。当你第一次选择这个专长时,选择一项你已成为专家并可以使用回想知识动作,且你已经为它选择了稳妥行事专长的技能。每轮一次以一个自由动作(Free Action),你能够使用回想知识动作,触发条件为你的回合开始或结束;如果你这样做了,你就必须同时对这个技能使用稳妥行事专长。
特殊 你能够多次选择这个专长。每次选择时,你都必须指定不同的技能,并如常为该技能获得上述效果。

廉价猎手(BARGAIN HUNTER) 专长1级

通用 技能
先决条件 在交涉(Diplomacy)上成为专家

你能够花费一整天的时间去专门进行有关物品交易的收集信息(Gathering Information)。指名一件你正在寻找的特定物品或某一类范畴(例如“魔法武器”)并进行一次交涉检定。任何你在收集信息上具有的加值都适用于该检定。GM基于聚居地(The Settlement)的人口,发现最容易找到的那类物品的难度,区域内商人的多寡以及类似的因素来设定DC。如果你不选择立即抓住这次交易机会来购买物品,那么由GM决定这次交易机会之后是否仍然有效。这种类型的收集信息动作有着特殊的成功和大成功效果。
你也能够用交涉代替学识(Lore)技能来进行开展业务(Practice a Trade)活动(Activity),花费几天的时间去低买高卖并从中获利。
成功 你找到了购买所需物品的交易机会。你能够赢得一笔折扣,其数值等同于在你目前等级的任务(参阅151页)中成功进行的开展业务活动所挣得的金额,在获得折扣之后的物品价格最低等同于原本价格的一半。
大成功 你找到了购买所需物品的绝佳交易机会。你能够赢得一笔折扣,其数值等同于在比你目前等级高一级的任务(参阅151页)中成功进行的开展业务活动所挣得的金额,在获得折扣之后的物品价格最低等同于原本价格的一半。

战吼(BATTLE CRY) 专长7级

通用 技能
先决条件 在威吓(Intimidation)上成为大师

当你投掷先攻(Initiative)时,只要你能察觉(Perceive)到至少一名敌人,你就能够进行一次战吼并以一个自由动作对一名敌人挫败士气(Demoralize)。如果你在威吓上具有传奇熟练,你也能够在你的攻击取得成功或大成功时以一个反应动作进行挫败士气。

[[A]]战阵医师(BATTLE MEDIC) 专长1级

通用 医疗 操纵 技能
先决条件 在医学(Medicine)上受训

你能够处理自己或邻接同伴的伤口,即使你们正身处战斗之中。要这么做的时候,你必须尝试一次DC20的医学检定。无论结果如何,目标都会对你所使用的战阵医师专长产生耐受(Bolstered)。如果你在医学上成为大师,你能够转而尝试一次DC25的医学检定来提升HP的恢复量2d10,如果你在医学上成为传奇,你能够转而尝试一次DC30的医学检定来提升HP的回复量4d10。
成功 目标恢复等同于1d10加上你的感知调整值的HP。
大成功 如同成功,不过目标恢复额外1d10的HP。
大失败 目标受到1d10的伤害。

联结动物(BONDED ANIMAL) 专长1级

休整期 通用 技能
先决条件 在自然(Nature)上成为专家

你能够花费7天休整期尝试与一只普通动物(不能是伙伴(Companion),魔宠(Familiar)或其他特殊动物)建立联结。7天过后,尝试一个DC20的自然检定;如果你取得成功,你与这只动物建立了联结。与新的动物建立联结会让你当前拥有的联结全部结束。你不能够同时拥有联结动物和动物伙伴(或者拥有一只既建立联结又是伙伴的动物)。
在战斗中,你能更容易地向联结动物下达指令。你能够使用以该轮第一个驾驭动物(Handle an Animal)动作结束后为触发条件的自由动作来执行命令动物(Command an Animal)行动。

自如呼吸(BREATH CONTROL) 专长1级

通用

你对自己的呼吸有惊人的控制力,当空气短缺时这会给予你一些优势,并且在必要的时候这也能让你本能地屏住呼吸。即使你没有深呼吸(Breathe Deep),你也能够在窒息(Suffocating)前进行等同于你体质属性三倍的动作。如果你做了深呼吸,你就能够在窒息前进行等同于你体质属性十倍的动作。你在对抗吸入式毒素和其他吸入型威胁时的豁免骰获得+1环境加值,并且你将这些豁免骰上的取得的成功视为大成功。

猫落(CAT FALL) 专长1级

通用 技能

你猫咪一般的空中姿势减缓了坠落的伤害。你的坠落距离视为减少10尺。如果你在特技(Acrobatics)上成为专家,坠落距离视为减少25尺。如果你在特技上成为大师,坠落距离视为减少50尺。如果你在特技上成为传奇,无论坠落距离是多少,你总是能双脚落地并且不会受到伤害。

醉人谎言(CHARMING LIAR) 专长1级

通用 技能
先决条件 在欺骗(Deception)上受训

当你在说谎(Lie)动作上取得大成功时,目标的态度会向你改善一级(Improves by one step),就好像你使用交涉(Diplomacy)留下印象(Make an Impression)取得成功一般。这个专长只会在每次谈话中生效一次,如果你在使用同一个结果对抗多名目标时取得大成功,你选择这些角色中的一名改善他的态度。你必须以似乎给予了重要信息的方式撒谎,换句话说,你的谎言必须能够让目标为你那虚假的协助而感激你,那些琐碎或无关紧要的谎言无法适用这个专长。

高度匹配(CLOSE MATCH) 专长1级

通用 技能
先决条件 在欺骗(Deception)上受训

你具有两性的特征,或是看起来比实际年龄老成或年轻一些,又或者看起来更像其他族裔而非同族。选择一个不同的性别,与实际不同的年龄,或是和你相同体型的族裔。你将自己伪装为所选类型的个体时不会在欺骗检定上承受减值。根据GM的决定,如果你相对你的体型显得过大或过小,你也可以选择一个和你体型不同的族裔。

谎话连篇(CONFABULATOR) 专长1级

通用 技能
先决条件 在欺骗(Deception)上成为专家

在早已编织好的谎言之上,你还能在再次构筑出新的谎言。你曾经对其尝试分散注意(Create a Diversion)或说谎(Lie)的目标对类似行为获得的加值从+4减少为+2。如果你在欺骗上成为大师,这个加值减少为+1。如果你在欺骗上成为传奇,你的谎言之网变得如此深邃以至于目标完全无法获得这些加值。

关系网络(CONNECTIONS) 专长1级

通用 技能
先决条件 在社科(Society)上成为专家,宫廷礼仪

你有着一些能够用于换取援助或会见要员的社会关系。无论何时,只要你身处一个你建立了联系的区域(典型的地点是你曾经花费休整期建立社会关系的聚居地,也有可能是在同一个国家内的其他聚居地),你就可以尝试一个社科检定来与当地的重要政治人物会面,或是以你未来将给予的某个由联系人决定的援助来换取当下的援助。GM根据援助的难度和政治人物的名望来决定社科检定的DC。

宫廷礼仪(COURTLY GRACES) 专长1级

通用 技能
先决条件 在社科(Society)上受训

你在贵族之中成长或是曾经学习过适当的礼仪并具有贵族血统,因此你能够让自己的行为处事犹如一名贵族一般。你能够使用社科的回想知识(Recall Knowledge)动作去获得关于这些主题的有效情报,你可以使用贵族学识(Nobility Lore)的DC,如果它较低的话,你也能够在所有贵族学识的检定上使用你的社科调整值。如果你想模仿一名特定的贵族,或是为自己建立一个虚假的贵族背景,那么你在身处贵族身份时仍需另外运用欺骗(Deception)技能。

无情欺诈师(CRUEL DECEIVER) 专长7级

通用 技能
先决条件 在欺骗(Deception)上成为大师

你已经掌握分散敌人注意并将其曝露于攻击之下的艺术。每当你进行分散注意(Create a Diversion)时,如果你使用一个攻击(Strike)动作,取代原本在该动作开始时你会变得可见,现在直到该动作结束为止你都视为不可见(Unseen)。

熟悉文化(CULTURAL FAMILIARITY) 专长1级

通用 技能
先决条件 在社科(Society)上受训

你花费生命中的大部分时间与某一族裔的成员待在一起,当有必要或有好处的时候,你知道该如何与他们和睦相处。选择一个人类族群或下列族裔之一:矮人,精灵,侏儒,地精或半身人。你在对这些族群或族裔的成员进行的交涉(Diplomacy)和表演(Performance)检定,以及对这些族群或族裔进行的用于回想知识(Recall Knowledge)的社科检定上获得+1的环境加值。GM可能会允许你选择其他文化的群体作为代替。

谨慎攀登者(DEFENSIVE CLINBER) 专长1级

通用 技能
先决条件 在运动(Athletics)上受训

你的经过训练的攀爬技术允许你在不牺牲抓握力度的前提下闪转腾挪。你在攀爬时不会措手不及。

顽强(DIEHARD) 专长1级

通用

必须要有比平常更多的伤害才能够将你杀死。你会在濒死状态值(Dying Condition)达到濒死5时死亡,而不是原本的濒死4。
勘误:165页——顽强(DIEHARD)专长,移除“技能”特征。

可疑知识(DUBIOUS KNOWLEDGE) 专长1级

通用 技能
先决条件 在一个具有回想知识(Recall Knowledge)动作的技能上受训

你有着丰富的知识储备,只是这些知识的来源未必可靠。每当你运用一个具有回想知识动作的技能并且在回想知识的技能检定上失败时,你会得到一部分真实的知识和一部分虚假的知识,但你没有办法区分真假。

迅速搜索(EXPEDITIOUS SEARCH) 专长7级

通用
先决条件 在察觉(Perception)上成为大师

你具备加快搜索速度的一整套技术体系,让你能够以比他人快两倍的速度寻找细节和秘密。在进行搜索时,你可以花费比通常少一半的时间搜索给定的区域。这也允许你在探索(Exploring)时以比他人快两倍的速度移动,并确保你能够在走入某个区域前对其进行搜索。如果你在察觉上成为传奇,你能够以比他人快四倍的速度搜索区域。

老练专家(EXPERIENCED PROFESSIONAL) 专长1级

通用 技能
先决条件 在学识(Lore)上受训

你仔细地为自己的专业活动制定保障措施以避免危机。当你开展业务(Practice a Trade)时,将大失败视为失败。在你选中这个专长时你必须选择一个你拥有的学识子类(Subcategories)。这个专长仅能适用于这个被选择的子类。
特殊 你能够多次选择这个专长。每次你选择该专长时,都要选择一个不同的学识子类并获得该专长给予被选择子类的好处。

老练走私犯(EXPERIENCED SMUGGLER) 专长1级

通用 技能
先决条件 在隐匿(Stealth)上受训

你常常越过当局走私货物。当GM暗骰你的隐匿检定来确认被动观察者是否注意到你藏匿的小型物品时,她使用原本的骰面和投出10中较高的一个。如果你在隐匿上成为大师,GM使用原本的骰面和投出15中较高的一个,如果你在隐匿上成为传奇,你从被动观察者眼中藏匿隐蔽的小型物品的检定自动成功。该专长在一名生物主动尝试察觉(Perception)检定以搜索你藏匿的物品时不提供好处。你在走私上如此老练,因此你运用黑街学识(Underworld Lore)开展业务(Practice a Trade)时很有可能找到更多有利可图的走私机会。

老练追踪者(EXPERIENCED TRACKER) 专长1级

通用 技能
先决条件 在生存(Survival)上成为专家

追踪已成为你的第二天性,在必要的时候你能时刻不停地追踪微小的痕迹。你能够通过在生存检定上承受-5的减值来在追踪(Track)时保持全速(Full Speed)移动。如果你在生存上成为大师,你这样做时就不必承受-5的减值。如果你在生存上成为传奇,你进行追踪时不再需要每个小时投掷一次新的生存检定,但当痕迹出现显著变化时你仍然需要再次投掷生存检定。

诱人演艺(FASCINATING PERFORMANCE) 专长1级

通用 技能
先决条件 在表演(Performance)上受训

当你使用表演(Perform)动作时,比较你的检定结果与一名观察者的意志DC。如果你取得成功,目标会因为你的表演而陷入迷魂(Fascinated)1轮;如果这名观察者正处于一种需要立即集中注意的情况,例如战斗,你就必须取得大成功才能迷魂目标。在你进行检定之前,你必须决定你要迷魂哪一个目标,无论检定结果如何,这名目标都会对你的诱人演艺产生耐受(Bolstered)。如果你在表演上成为专家,你能够比较你的检定结果与四名观察者的意志DC,并尝试迷魂他们中的任意几个。如果你在表演上成为大师,你能够以一个单独的检定同时尝试迷魂多达10名观察者,如果你在表演上成为传奇,你就能够同时尝试迷魂任意数量的观察者。

高速痊愈(FAST RECOVERY) 专长1级

通用
先决条件 体质14

你的身体从极端状况中恢复的速度远超常人。你从休息中恢复的HP为平常的两倍。每次你在对抗持续性毒素(Ongoing Toxin)的强韧豁免中取得成功,毒素层数减少2层,在对抗致命毒素(Virulent Toxin)时则减少1层。此外,经过一晚的休息,你的流失(Drained)状态严重程度减少2层而非1层。当你在强韧豁免上取得成功或是花费了一天休整期进行训练时,衰弱(Enervated)层数减少2层,如果你在强韧豁免上取得大成功则减少3层。更多关于这些状态的信息,参阅321页。
勘误:166页——高速痊愈(FAST RECOVERY),羽步(FEATHER STEP)和疾驰(FLEET)专长,移除它们的“技能”特征。

羽步(FEATHER STEP) 专长1级

通用
先决条件 敏捷14

即使在不利环境中,你的步伐也轻盈而迅速。你能够快步(Step)进入困难地形(参阅312页)。
勘误:166页——高速痊愈(FAST RECOVERY),羽步(FEATHER STEP)和疾驰(FLEET)专长,移除它们的“技能”特征。

疾驰(FLEET) 专长1级

通用

你能在战场上快速地转移阵地。你的速度提升5尺。
勘误:166页——高速痊愈(FAST RECOVERY),羽步(FEATHER STEP)和疾驰(FLEET)专长,移除它们的“技能”特征。

挫败感知(FOIL SENSES) 专长7级

通用 技能
先决条件 在隐匿(Stealth)上成为大师

你擅长阻碍生物的特殊感官,而你的多疑也足以让你时刻对他们保持警惕。每当你使用躲藏(Hide)或潜行(Sneak)动作时,你总是被视为对特殊感官保持警惕(Taking Precautions)(参阅302页的运用其他感官侦测边栏)。

觅食者(FORAGER) 专长1级

通用 技能
先决条件 在生存(Survival)上受训

你利用休整期荒野求生(Surviving in the Wilderness)时,你总是能够找到足以提供基本生活(Subsistence Living)的食物和水(假设你并不是处于一个完全缺乏合适资源的区域)。如果你在生存上仅是受训,那么想要找到食物给其他人或是为自己提供舒适生活(Comfortable Living)仍然需要你尝试生存检定并取得大成功;若只是取得成功的结果,你所找到的资源仍然只够维持自己生存。
如果你是一名专家,即使不进行检定,你所找到的食物和水也总是足够为你自己提供舒适生活,或是为你和另一名食量大致和人类相同的生物提供基本生活,如果你取得大成功,你还可以为第二名额外的上述生物提供基本生活。
如果你是一名大师,即使不进行检定,你所找到的资源也总是足够为自己和另一个人提供舒适生活,或是为自己和另外两人提供基本生活,如果你取得大成功,除自己外你能够供给的人数变为平常的两倍。
如果你成为传奇,即使不进行检定,你所找到的资源也总是足够为自己和另外四人提供舒适生活,或是为自己和另外八人提供基本生活,但是取得大成功不会再为你带来额外的好处。
在适用这个专长时,多个体型更小或是食量比人类小得多的生物被视作单独的生物,体型更大或食量比人类大得多的生物每个都会被视作多个生物。由GM决定一个独特的非人类生物究竟需要吃多少。

热情招呼(GLAD-HAND) 专长1级

通用 技能
先决条件 在交涉(Diplomacy)上成为专家

你擅长给人留下良好的第一印象。当你遇见某人时,你能够立即尝试一次承受-5减值的交涉检定来留下印象(Make an Impression),而不需要与其交谈1分钟。如果取得成功,你不再会因为花费1分钟进行交谈而获得更多的好处,但如果你取得失败或大失败,你能够花费1分钟进行交谈并在交谈结束时尝试一个新的交涉检定,而不是承受失败和大失败的后果。这个专长只会对你处于社交情景时遇见的某人生效,而对你处于诸如战斗遭遇等敌对情景时遭遇的某人无效,

杰出强韧(GREAT FORTITUDE) 专长1级

通用
先决条件 在强韧豁免上受训

你的躯体难以置信的强壮。你在强韧豁免上获得专家熟练。

群体威慑(GROUP COERCION) 专长1级

通用 技能
先决条件 在威吓(Intimidation)上成为专家

每当你使用逼迫(Coerce)行动(Activity)时,你可以用你的威吓检定结果对抗两名目标的意志DC而非一名。这可能会使得你在每个目标上得到不同的成功度。你能够以单一动作逼迫的目标数量在你成为大师时提升至五名,在你成为传奇时提升至10名。

群体印象(CROUP IMPRESSION) 专长1级

通用 技能
先决条件 在交涉(Diplomacy)上受训

每当你留下印象(Make an Impression)时,你可以用你的交涉检定结果对抗两名目标的意志DC而非一名。这可能会使得你在每个目标上得到不同的成功度。目标数量在你成为专家时提升至四名,在你成为大师时提升至10名,在你成为传奇时提升至25名。

壮硕搬运者(HEFTY HAULER) 专长1级

通用
先决条件 力量12

你能够携带的物品超越了你体格的极限。你的最大负载(Bulk)限制和陷入重载(Encumbered)前的负载限制提升2。

相谈好手(HOBNOBBER) 专长1级

通用 技能
先决条件 在交涉(Diplomacy)上受训

你在一天的休整期中能够尝试的收集信息(Gather Information)次数变为通常的两倍(举例而言,尝试的次数会变为六到八次而不是三到四次)。

无瑕造物(IMPECCABLE CRAFT)

通用 技能
先决条件 在手艺(Crafting)上成为传奇,独门工艺(Specialty Crafting)

每当你在制作独门手艺专长所选类型物品的手艺检定上取得成功时,你取代原效果而获得大成功的效果。

动人演艺(IMPRESSIVE PERFORMANCE) 专长1级

通用 技能
先决条件 在表演(Performance)上成为专家

你的表演触动心弦,无论在何处都能为你赢得粉丝。你能够用表演代替交涉来留下印象(Make an Impression)。

惊异先攻(INCREDIBLE INITIATIVE) 专长1级

通用

在任何情况下你都能比其他人更快地做出反应。你在所有先攻骰上获得+1环境加值,无论它们是察觉检定,技能检定还是其他种类的投骰。

慑人目光(INTIMIDATING GLARE) 专长1级

通用 技能
先决条件 在威吓(Intimidation)上受训

你仅靠目光一瞥就能对周围人挫败士气(Demoralize)。当你这么做时,挫败士气失去听觉(Auditory)特征而获得视觉(Visual)特征,你不会因为你尝试挫败士气的目标无法理解你的语言而承受减值。

慑人勇猛(INTIMIDATING PROWESS) 专长1级

通用 技能
先决条件 力量16,在威吓(Intimidation)上成为专家

在你能够对那些被你尝试逼迫(Coerce)或挫败士气(Demoralize)的目标构成物理威胁时,你在威吓检定上获得+1环境加值并忽略因为语言不通而带来的减值。如果你拥有20或更高的力量且在威吓上达到大师熟练,这个加值变为+2。

发明家(INVENTOR) 专长7级

休整期 通用 技能
先决条件 在手艺(Crafting)上成为大师

你在手艺上天赋异禀,轻易就能判断某件事物的制造公式和创造出新的发明。你能够花费休整期去发明一个你并不知道的常见公式(Common Formula)。这个专长如同手艺技能一般运作:你花费一定的天数进行准备,并预先支付该公式价格的一半,之后进行手艺检定,取得成功就意味着你通过补足差额完成了公式或经过长期努力减少了造价。这个差额代表着你在研究,设计和开发而不是制造物品上花费了额外时间。

钢铁意志(IRON WILL) 专长1级

通用
先决条件 在意志豁免上受训

你的心理防线犹如一座钢铁堡垒。你在意志豁免上获得专家熟练。

[[F]]倒地起身(KIP UP) 专长7级

通用 技能
先决条件 在特技(Acrobatics)上成为大师
触发条件 你的回合开始时你处于俯卧(Prone)

你站了起来。这个行动不会触发反应动作。

恒久威慑(LASTING CORECION) 专长1级

通用 技能
先决条件 在威吓(Intimidation)上成为专家

当你尝试逼迫(Coerce)某些人并取得成功或大成功后时,根据GM的判断,他们会协助你长达一周或直至完成他们的任务。

传奇攀登者(LEGENGARY CLINMBER) 专长15级

通用 技能
先决条件 在运动(Athletics)上成为传奇,快速攀爬(Quick Climb)

你获得等同于你速度(Speed)的攀爬速度。

传奇破译者(LEGENDARY CODEBREAKER) 专长15级

通用 技能
先决条件 在社科(Society)上成为传奇

你理解语言和编码的技能已经登峰造极,无需通读全文便能破译信息。你能够在以正常速度阅读的同时破译文书(Decipher Writing)。如果你减慢速度并花费正常破译所要求的时间,你能够将成功视作大成功;如果你在花费正常时间破译时取得大成功,你能近乎逐字翻译地破译整篇文献。

传奇柔术家(LEGENDARY CONTORTIONIST) 专长15级

通用 技能
先决条件 在特技(Acrobatics)上成为传奇

当你成功进行挤压(Squeeze)时,你能够以完整速度穿过狭窄空间。

[[AAA]]传奇模仿者(LEGENDARY IMPERSONATOR) 专长15级

通用 技能
先决条件 在欺骗(Deception)上成为传奇,快速伪装(Quick Disguise)

你以难以置信的速度披上了模仿某人面相的完整伪装。

传奇语言学家(LEGENDARY LINGUIST) 专长15级

通用 技能
先决条件 在社科(Society)上成为传奇,多重语言(Multilingual)

你在语言研究上的造诣极高,你甚至可以自创一套混杂语言用于交流。借由使用非常简单的措辞且只传递基本的概念,加之你自创的崭新混杂语言,你能够与任何有语言的生物交谈,哪怕你们之间语言不通。要使用这个专长,你必须首先理解与这名生物进行交流所使用的基本媒介(例如说话,手语,等等)。

传奇医师(LEGENDARY MEDIC) 专长15级

通用 技能
先决条件 在医学(Medicine)上成为传奇

你发明了全新的医疗方法或是发现了能够创造奇迹的古代技术。对每个目标每天一次,你能够花费1小时对其进行护理并尝试一次医学检定来移除疾病(Disease),目盲(Blinded),耳聋(Deafened),流失(Drained)或衰竭(Enervated)状态。使用疾病的DC或是造成上述状态的法术或效果的DC。如果效果的来源是一件神器(Artifact),一名超过20级的角色或其他类似的强大力量,DC会提升5。

[[AAA]]传奇谈判家(LEGENDARY NEGOTIATOR) 专长15级

通用 技能
先决条件 在交涉(Diplomacy)上成为传奇

你运用你惊人的交涉技巧在最不利的情境下迅速展开谈判。你尝试留下印象(Make an Impression)并立即提出要求(Request),令你的敌人停止当前的行动加入谈判。由GM视情况决定提出要求的DC;某些生物可能会简单地拒绝谈判,甚至那些已经同意的家伙最终也可能会发现你谈判论据中的缺陷。

传奇表演家(LEGENDARY PERFORMER) 专长15级

通用 技能
先决条件 在表演(Performance)上成为传奇,绝艺表演家(Virtuosic Performer)

你的名声因你在绝艺表演家中所选的表演而传遍了整个大陆。一名在回想知识(Recall Knowledge)的DC10社科(Society)检定上取得成功的NPC将会听说过你的名声,而每当你登台演出(Stage a Performance)时,根据GM的决定,你通常可能吸引更高等级的观众前来观看你的表演。

传奇专家(LEGENDARY PROFESSIONAL) 专长15级

通用 技能
先决条件 在学识(Lore)上成为传奇

你的名声因你所选的学识而传遍了整个大陆(举例而言,如果你拥有战争学识(Warfare Lore),你可能就是一位传奇将军或传奇策士)。一名在回想知识(Recall Knowledge)的DC10社科(Society)检定上取得成功的NPC将会听说过你的名声,而每当你运用这项学识技能开展业务(Practice a Trade)时,根据GM的决定,你通常可能找到更高级的任务。

传奇潜行(LEGENDARY SNEAK) 专长15级

通用 技能
先决条件 在隐匿(Stealth)上成为传奇,迅捷潜行(Swift Sneak)

当你使用潜行之外的探索策略(Exploration Tactic)时,除非你自愿放弃,否则你同样能够得到潜行策略(Sneaking tactic)的好处。参阅316页了解更多关于探索策略的信息。

传奇生还者(LEGENDARY SURVIVALIST) 专长15级

通用 技能
先决条件 在生存(Survival)上成为传奇

你能在没有食物和水的情况下无限期地维持生存,也能够在忍受严酷(Severe)和极端(Extreme)的寒冷与炎热时不会因此而受到伤害。

传奇游泳者(LEGENDARY SWIMMNER) 专长15级

通用 技能
先决条件 在运动(Athletics)上成为传奇,快速游泳(Quick Swim)

你如鱼儿一般自如游动,获得等同于你陆地速度的游泳速度。

传奇窃贼(LEGENDARY THIEF) 专长15级

通用 技能
先决条件 在贼活(Thievery)上成为传奇,扒手(Pickpocket)

你偷窃物品的能力超乎想象。你能够尝试偷窃(Steal)那些被主动持用(Wielded),或是极其显眼,又或是难以移除(比如穿戴中的靴子和铠甲)的物体(Object)。你必须缓慢而小心地花费至少1分钟进行偷窃,如果移除那些物体通常耗时长久(例如铠甲),那么花费的时间会变得更长。在整个偷窃过程中你必须想办法保持躲藏,例如借助黑暗的遮蔽或是繁忙的人群。你会在你的贼活检定上承受-5的减值。即使你成功了,如果失窃的是诸如一套全身甲这类十分显眼的物体,那么围观者将很快发觉它被你偷走的事实。

长效分散(LENGTHY DIVERSION) 专长1级

通用 技能
先决条件 在欺骗(Deception)上成为专家

每当你在使用分散注意(Create a Diversion)的欺骗检定上取得大成功时,你在你的回合结束后依然保持模糊感应(Sensed)。该效果的持续时间由GM根据注意分散的情况和现场环境决定(但至少会额外持续1轮)。举例而言,梅芮希尔向敌人的对面扔出石块制造噪音分散注意后迅速逃跑,并且她在欺骗检定上取得了大成功,那么守卫可能会继续向着石块的方向追赶,直至他们放弃追捕或是注意到梅芮希尔接下来的动作产生的影响。

别想骗我(LIE TO ME) 专长1级

通用 技能
先决条件 在欺骗(Deception)上成为专家

你知道如何利用敌人的谎言来为你在谈判中取得优势。当你在尝试判断某人是否正对你隐藏什么(通常是使用搜寻(Seek)动作)时取得成功,或是敌人在说谎(Lie)骗你的欺骗检定上失败时,你在接下来对抗他们的欺骗,交涉(Diplomacy),威吓(Intimidation)或表演(Performance)检定上获得+2的环境加值。

闪电反射(LIGHTNING REFLEXES) 专长1级

通用
先决条件 在反射豁免上受训

你的反射动作快如闪电。你在反射豁免上获得专家熟练。

魔法工艺(MAGICAL CRAFTING) 专长1级

通用 技能
先决条件 在手艺(Crafting)上成为专家

除了凡俗(Mundane)物品外,你还能用制作(Craft)活动制造魔法(Magic)物品。许多魔法物品有特殊的手艺要求,例如要求能够使用特定法术,这些物品被列举在第11章中。当你选择这个专长时,你获得四项等级2或更低的常见(Common)魔法物品公式(Formulas)。

魔法速记(MAGICAL SHORTHAND) 专长1级

通用 技能
先决条件 在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上成为专家

学习新法术对你来说轻而易举。选择奥术(Arcane),神术(Divine),异能(Occult)或原能(Primal);你只能选择你在相关技能上成为专家的魔法根源。你只需要花费每环级10分钟的时间去学习一个选定类型的法术,而不是原本的每环级1小时。如果你在学习一个该类型法术时失败,你可以在一周后或你获得一个新的等级后再次尝试,取其先者。如果你在所选法术类型的相关技能上成为大师,你学习一个法术只需要每环级5分钟,如果你在该技能上成为传奇,那就只需要花费每环级1分钟。
特殊 你能够多次选择这个专长。每次你都必须选择不同的魔法根源,并且你仍然需要在相关技能上成为专家。

多重语言(MULTILINGUAL) 专长1级

通用 技能
先决条件 在社科(Society)上受训

掌握新语言对你而言并不难。你学会了两门新语言,你可以从常见(Common)语言,罕见(Uncommon)语言,以及其他你有权使用的语言中选择。这些语言采取和你其他语言相同的形式(书写或口语)。
特殊 你能够多次选择这个专长。每次你都学会两门新语言。

自然医学(NATURAL MEDICINE) 专长1级

通用 技能
先决条件 在自然(Nature)上成为专家

你可以花费10分钟运用自然疗法去治疗一名角色,之后你必须尝试一个DC20的自然检定。如果取得成功,目标恢复等同于1d8加你的感知调整值的HP。如果你在自然上成为大师,目标额外恢复1d8的HP。单个角色每天只能接受一次这个专长的治疗。如果你身处荒野,你或许可以很轻易地获取新鲜的材料,根据GM的决定,这可能允许你在取得成功或大成功时额外治疗1d8的HP。

灵活匍匐(NIMBLE CRAWL) 专长1级

通用 技能
先决条件 在运动(Acrobatics)上受训

你掌握着在俯卧时移动的技巧。你能够以你一半的速度匍匐(Crawl)移动,而不是5尺。如果你在运动上成为大师,你能够以完整速度匍匐移动,如果你成为传奇,你在匍匐时不会措手不及。

灵异鉴定家(ODDITY IDENTIFICATION) 专长1级

通用 技能
先决条件 在神秘学(Occultism)上受训

扭曲思维与占卜未来可能或并行事件是异能法术的特征,而你的研究已经教会你如何去辨识这类型的法术。你在对具有心灵(Mental),占据(Possession),预测(Prediction)或探知(Scrying)特征的魔法进行辨识魔法(Identify Magic)的神秘学检定上获得+2环境加值。

单手攀登者(ONE-HANDED CLINBER) 专长1级

通用 技能
先决条件 在运动(Athletics)上成为专家

即使你的一只手被占用,你也能进行攀爬(Climb)。你必须仍然有一只手和两条腿能够用于攀爬。

扒手(PICKPOCKET) 专长1级

通用 技能
先决条件 在贼活(Thievery)上受训

你能够掌藏(Palm)或偷窃(Steal)被贴身保管的物体(Objects),例如一名角色钱包里的物品或一枚松动的戒指。你不能偷窃那些被主动持用,或是极其显眼,又或是难以移除的物体(例如穿戴中的靴子或铠甲)。如果你在贼活上成为大师,你甚至可以尝试偷窃一名正在战斗或处于警惕中的角色的物品。当你这么做时,偷窃物品要求2个操纵动作而非1个。

位面生存(PLANAR SURVIVAL) 专长7级

通用 技能
先决条件 在生存(Survival)上成为大师

你能够尝试在不同位面进行野外求生(Survive in the Wild),即使那里并没有你通常需要的资源和自然现象。举例而言,即使位面缺少能够使你维持生存的食物,你也能够搜寻补给,你还可以在这个位面中确定你的方位,而不需要星辰,太阳或其他正常的导航标记。一次成功的野外求生也可能减少位面的伤害,这取决于GM的决定。

强力跳跃(POWERFUL LEAP) 专长1级

通用 技能
先决条件 在运动(Athletics)上成为专家

当你使用跳跃(Leap)动作时,你能够用垂直跳跃跳起5尺,同时你水平跳跃的距离也会增加5尺。

快速攀爬(QUICK CLIMB) 专长7级

通用 技能
先决条件 在运动(Athletics)上成为大师

在攀爬(Climb)时取得成功,你就能以半速进行移动,取得大成功,你就能以全速进行移动。如果你使用攀爬速度,这个专长对你就没有影响。

快速伪装(QUICK DISGUISE) 专长1级

通用 技能
先决条件 在欺骗(Deception)上成为专家

你能够花费正常时间的一半建立伪装(一般为5分钟)。如果你成为大师,那么只需要花费正常时间的五分之一(一般为2分钟),如果你成为传奇,那么只需要花费正常时间的十分之一(一般为1分钟)。

快速鉴定(QUICK IDENTIFICATION) 专长1级

通用 技能
先决条件 在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上受训

当你使用辨识魔法(Identify Magic)去确定物品性能,持续效果或区域的状况时,你只需要花费10分钟而非1小时。如果你是一位专家,那就只需要花费5分钟;如果你是一位大师,那就只需要花费1分钟;如果你成为传奇,那就只需要花费3轮。

快速威吓(QUICK INTIMIDATION) 专长1级

通用 技能
先决条件 在威吓(Intimidation)上受训

你能够仅以少数精心挑选的暗示逼迫(Coerce)他人,这允许你在经过1轮而非1分钟的谈话过后逼迫一名角色。

快速跳跃(QUICK JUMP) 专长1级

通用 技能
先决条件 在运动(Athletics)上受训

你能够以单个动作使用跳高(High Jump)和跳远(Long Jump),而非2个。如果你这样做,你不需要执行一开始的迈步(Stride),你也不必首先移动10尺。

快速辨别(QUICK RECOGNITION) 专长7级

通用 技能
先决条件 在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上成为大师;辨别法术(Recognize Spell)

你能够迅速地辨别法术(Recognize Spells)。每轮一次,快速辨别专长使得你能够在通过辨别法术专长来使用一个你已经成为大师的技能时,只需要一个自由动作而不是反应动作。

快速修复(QUICK REPAIR) 专长1级

通用 技能
先决条件 在手艺(Crafting)上受训

你修复(Repair)一件物品只需要10分钟而非1小时。如果你成为专家,那就只需要5分钟;如果你成为大师,那就只需要1分钟;而如果你成为传奇,那就只需要3轮。

快速挤压(QUICK SQUEEZE) 专长1级

通用 技能
先决条件 在特技(Acrobatics)上成为专家

当你在挤压(Squeeze)动作上取得成功时,你能够每轮移动5尺而不是每分钟移动5尺。取得大成功时,你能够每轮移动10尺。

快速游泳(QUICK SWIM) 专长7级

通用 技能
先决条件 在运动(Athletics)上成为大师

在游泳时取得成功可以让你多移动5尺,取得大成功则可以让你多移动10尺,你最多可以移动等同于你的陆地速度。

快速开锁(QUICK UNLOCK) 专长7级

通用 技能
先决条件 在贼活(Thievery)上成为大师

当你在撬锁(Pick a Lock)的检定上取得成功时,你取得两个成功而非一个。当你在这个检定上取得大成功时,你取得三个成功而非两个。

静默盟友(QUIET ALLIES) 专长1级

通用 技能
先决条件 在隐匿(Stealth)上成为专家

你的技术协助盟友们将噪音和盔甲反光减少至最小。当盟友身处你周围30尺内时,他们在隐匿上的盔甲检定减值减少2。其他拥有静默盟友专长的角色提供的好处,或是其他减少盔甲检定减值的能力都不会与这个专长的效果叠加。

迅速攀岩(RAPID MANTEL) 专长1级

通用 技能
先决条件 在运动(Athletics)上成为专家

当你执行一次跳跃(Leap)并抓住一个平台的边缘时,你能够以这个动作的一部分立即将自己拉起并站立到平台上。如果你在运动上成为大师,你也能够以抓住边缘(Grab Edge)反应动作的一部分来将自己拉起。

[[R]]辨别法术(RECOGNIZE SPELL) 专长1级

通用 秘密 技能
先决条件 在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上受训
触发条件 一名角色在你的视线范围内施展法术,或是一个陷阱之类的无生命物体触发并施展法术。你必须意识到这名角色正在施展法术,或是陷阱正在触发。

GM秘密进行一次奥法,自然,神秘学或宗教检定投骰,具体哪一个取决于正在被施展的法术的魔法根源。如果你在对应的技能上没有受训,你将不会得到比失败更好的结果。检定DC等于10加该法术环级的三倍。针对罕见(Uncommon)法术的检定DC比通常高2,而稀有(Rare)法术的检定DC比通常高5。
成功 你准确地辨别出了这个法术。
大成功 你准确地辨别出了这个法术,并且在抵抗这个法术的豁免骰或AC上获得+1环境加值(如果适用的话)。
失败 你没能辨别出这个法术。
大失败 你完全将这个法术认作另一个法术,具体由GM决定。

读唇术(READ LIPS) 专长1级

通用
先决条件 在社科(Society)上受训

你能够读出身处附近且你能清楚看到的角色的唇语。在你空闲的时候,这个专长会自动生效。身处遭遇模式(Encounter Mode)或尝试进行高难度的读唇时,在你专注于嘴唇动作的每一轮中,你都会陷入迷魂(Fascinated)和措手不及,并且你必须在社会学检定上取得成功(DC由GM决定)才能在类似情况中读出某人的唇语。
如果你耳聋或听觉受限且拥有读唇术,你就可以识别对应你所掌握语言口语的嘴唇动作。只要你能够正常地口头发声,你也可以清晰地说出足以让他人理解的口语。

卓越共鸣(REMAKABLE RESONANCE) 专长1级

通用
先决条件 魅力12

你的共鸣点(Resonance Points)上限提升2。

骑术(RIDE) 专长1级

通用

即使没有首先使用驾驭动物(Handle an Animal),你也能使用命令动物(Command an Animal)动作去控制坐骑。更多信息参阅153页。

强健复原(ROBUST RECOVERY) 专长1级

通用 技能
先决条件 在医学(Medicine)上成为专家

你的身体机能在对抗疾病和毒素时尤其强劲,而你知晓的民间药方也能帮助他人从这些危害中复原。当你治疗疾病或毒素(Treat a Disease or a Poison),以及其他人运用这些动作使你获益时,取得成功时所给予的环境加值提升至+4。

[[A]]极度惊骇(SCARE TO DEATH) 专长15级

死亡 情绪 恐惧 通用 技能
先决条件 在威吓(Intimidation)上成为传奇

尝试一次威吓检定对抗周围30尺内能与你彼此相互感知(Sense)到或看到的活物的意志DC。如果有目标不能理解你说的语言或听不到你的声音,你会在针对他的检定上承受-4的环境减值。承受过这个动作的角色会对所有的极度惊骇动作产生耐受(Bolstered)。
成功 目标陷入惊惧(Frightened)2并逃避(Fleeing)1轮。
大成功 目标必须成功通过一次强韧豁免对抗你的威吓DC,否则死亡。即使在这次豁免中成功,目标也会陷入惊惧2并逃避1轮。
失败 目标陷入惊惧1。
大失败 目标不受影响。

抄录卷轴(SCRIBE SCROLL) 专长1级

休整期 通用 操纵 技能
先决条件 在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上受训

你能将法术抄写至卷轴上,让你能够在之后不必消耗法术位来施展他们。你如148页描述的一般使用制作(Craft)行动,但你只能用于制造卷轴。你不进行手艺检定,而是根据法术根源进行适当的技能检定——奥术使用奥法,原能使用自然,异能使用神秘学,神术使用宗教。如果一个法术出现在多个法术列表中,你可以选择任意一个与其相关的技能使用。要将法术抄录到卷轴上,你必须有权使用它。

无理要求(SHAMELESS REQUESE) 专长7级

通用 技能
先决条件 在交涉(Diplomacy)上成为大师

你可以减轻交涉失败的潜在后果,或是淡化那些你凭借厚颜和魅力提出的蛮横要求。当你提出要求(Requesting)时,你可以将大失败视作失败。

盾牌熟练(SHIELD PROFICIENCY) 专长1级

通用
先决条件 在轻甲上受训

你在盾牌上变得受训。

手语(SIGN LANGUAGE) 专长1级

通用 技能
先决条件 在社科(Society)上受训

你学习了你所掌握的语言所对应的手语,这让你能够理解这些语言的手语并自如地使用。

技能训练(SKILL TRAINING) 专长1级

通用 技能
先决条件 智力12

你在所选的技能上变得受训。
特殊 你可以多次选择这个专长,每次都要选择一个新的技能变得受训。

狡猾秘密(SLIPPERY SECRETS) 专长7级

通用 技能
先决条件 在欺骗(Deception)上成为大师

那些尝试读取你的思维,侦测你是否说谎,或揭露你阵营的法术(Spell)都必须以法术骰对抗你的欺骗DC且取得成功,否则他们不会得到任何结果。

陷阱工艺(SNARE CRAFTING) 专长1级

通用 技能
先决条件 在手艺(Crafting)上受训

你能够运用制作(Craft)行动去制造陷阱,使用357页中的规则。当你选择这个专长时,你获得四个常见(Common)陷阱公式(Formulas)。如果你拥有一本公式簿(Formula book),你可以将这些公式加入其中。

独门工艺(SPECIALTY CRAFTING) 专长1级

通用 技能
先决条件 在手艺(Crafting)上受训

你训练自己专注于制作单独一类物品。从下述特长(Specialty)列表中选择一种;你在制造所选类型的物品时,于手艺检定上获得+2环境加值。如果不清楚一个物品是否适用于该特长,则交由GM决定。一些特长可能只会部分适用于物品。比如,如果你想制造一把钉头锤(Morningstar),并拥有木工特长,GM可能会判断专长给予你一半的加值,因为这件物品同时要求木工和锻造特长。

引述: 特长列表
特长适用物品
炼金(Alchemy)*炼金物品,例如灵药(Elixirs)
艺术制品(Artistry)精细工艺品,包括珠宝(Jewelry)
锻造(Blacksmithing)耐用的金属制品,包括金属盔甲
书籍编纂(Bookmaking)书籍和纸张
玻璃制作(Glassmaking)玻璃制品,包括玻璃器皿和窗子
皮革加工(Leatherworking)皮革制品,包括皮革盔甲
制陶(Pottery)陶瓷制品
造船(Shipbuilding)船只(Ships)和小艇(Boats)
石雕(Stonemasonry)石制品,石制建筑
裁缝(Tailoring)衣物
编织(Weaving)纺织品,篮子,毯子
木工(Woodworking)木制品,木制建筑
*你必须拥有炼金工匠(Alchemical Crafter)技能专长才能制作(Craft)炼金物品。
注:炼金工匠(Alchemical Crafter)专长不存在,应为炼金工艺(Alchemical Crafting)。

窃取法术(SPELL THIEVERY) 专长7级

通用 技能
先决条件 在贼活(Thievery)上成为大师

如果你对卷轴(Scroll),法术书(Spellbook)或类似物品使用掌藏物体(Palm an Object)或偷窃物体(Steal an Object),那么你可以在不影响羊皮纸或其他书写物品表面的前提下,移除上面的魔法文字(Magical Writing)。在你这么做的时候,你必须持有一张空白卷轴或书页(Page)以便将魔法文字转录上去,否则这些魔法会被消耗并遗失。GM通常可以在观察者注意到偷窃行为的察觉检定和DC上给予减值,除非这些文字是被公开展示的(例如一张展开的卷轴)。因为你不需要将整个物体收走,所以你在检定上获得+2的环境加值。然而,高环魔法是难以窃取的,因此检定的DC会提升等同于法术环级的数值。

稳固平衡(STEADY BALANCE) 专长1级

通用 技能
先决条件 在特技(Acrobatics)上受训

即使在不利于平衡的环境中,你也能轻易地保持平衡。你将平衡(Balance)动作中的成功视作大成功。你在狭窄平面和崎岖地面上尝试平衡时不会措手不及,如果你成为一次攻击或要求豁免的效果的目标,你只有在尝试维持平衡(Maintain Balance)时取得大失败才会坠落。

街头浪子(STREETWISE) 专长1级

通用 技能
先决条件 在社科(Society)上受训

你知晓流浪街头的生活,也能感受到当地城镇的脉动。你能够用你的社科加值代替交涉加值去收集信息(Gather Information)。在任何你定期出入的聚居地中,你都能以社科技能来使用回想知识(Recall Knowledge)动作,去获取那些以交涉技能来收集信息时能够发现的同类信息。这样做的DC通常会高得多,但你没有花费时间收集就已经知晓了这些信息。如果你在回想信息时失败,你仍然可以在之后正常地尝试收集信息。

教典学徒(STUDENT OF THE CANON) 专长1级

通用 技能
先决条件 在宗教(Religion)上受训

你研究过许多信仰的基本信条,足以让你识别出关于他们的明显错误的概念。当你尝试宗教检定来解读经文(Read Scripture)或通过回想知识(Recall Knowledge)回想信仰的信条时,你将大失败视作失败。

狡猾盗窃(SUBTLE THEFT) 专长1级

通用 技能
先决条件 在贼活(Thievery)上受训

当你成功地偷窃物体(Steal an Object)时,旁观者(除了你偷窃的生物外)在发现你的盗窃行为的察觉DC上承受-2的环境减值。此外,如果你首先使用欺骗(Deception)去分散注意(Create a Diversion),那么进行一个单独的掌藏物体(Palm an Object)或偷窃物体(Palm an Object)动作不会结束你的不可见(Unseen)状态。

[[A]]调查野生动物(SURVEY WILDLIFE) 专长1级

通用 技能
先决条件 在生存(Survival)上受训

你可以花费10分钟去评估你周围的区域,根据巢穴,叫声和植物上的标记来发现周围的动物。尝试一次生存检定对抗GM决定的DC。
成功 你辨识出一到两种生活在该环境中的动物,你也发现了一些痕迹,在你想要找到动物时可以跟随前进。如果你在生存上拥有大师熟练,你也能辨识出一种存在于该环境中的更加智能和危险的野兽。
大成功 你辨识出三到四种生活在该环境中的动物,你也发现了一些痕迹,在你想要找到动物时可以跟随前进。如果你在生存上拥有大师熟练,你也能辨识出一种存在于该环境中的更加智能和危险的野兽。

迅捷潜行(SWIFT SNEAK) 专长7级

通用 技能
先决条件 在隐匿(Stealth)上成为大师

你可以在潜行(Sneak)时全速移动。如果你有相应的移动类型,你就可以在掘地(Burrowing),攀爬(Climbing),飞行(Flying)或游泳(Swimming)而不是迈步(Stride)期间使用迅捷潜行。

地形潜伏者(TERRAIN STALKER) 专长1级

通用 技能
先决条件 在隐匿(Stealth)上受训

从下述列表中选择一种困难地形:灌木(Underbrush),芦苇(Reeds),碎石(Rubble)或雪地(Snow)。当你对该类地形中的所有非盟友都是不可见(Unseen)时,只要你移动不超过5尺,并且你移动中的任意一点周围10尺内没有敌人,那么你不需要进行隐匿检定也可以潜行(Sneak)。
特殊 你可以多次选择这个专长。每次都要选择一个不同类型的地形。

健壮(TOUGHNESS) 专长1级

通用

在彻底倒下前你能抵抗更多的打击。你的最大HP提升你的等级或4,取其高者。当你抵达5级和之后每次你获得一个等级时,相应地调整你从健壮中获得的最大HP(例如,在7级,这个专长会将你的最大HP提升7)。你在复苏(Recovery)豁免上获得+1环境加值(参阅295页)。

训练动物(TRAIN ANIMAL) 专长1级

休整期 通用 操纵 技能
先决条件 在自然(Nature)上受训

你花费时间教会一只动物以特定的方式行动,从命令动物(Command an Animal)动作(参阅153页)所列举的里面选择一个。由GM决定这样做所需的任何检定的DC,以及训练所消耗的时间总量(通常至少一周)。如果你在自然上成为专家,大师或者传奇,你可能也有能力训练更为独特的生物,具体由GM判断。
成功 动物学会了这个技巧(Trick)
失败 动物没能学会这个技巧(Trick)

[[A]]欺骗魔法物品(TRICK MAGIC ITEM) 专长1级

通用 操纵 技能
先决条件 在奥法(Arcana),自然(Nature),神秘学(Occultism)或宗教(Religion)上受训

你检查一件你通常无法使用的魔法物品——例如,战士通常无法使用卷轴(Scroll),法杖(Staff)或魔杖(Wand)——并试图愚弄这件物品来临时的激活(Activate)它。尝试一个技能检定对抗物品等级的DC(通常是一个低难度(Low-difficulty)DC,但GM可以根据他的裁定来调整),使用的技能需要匹配物品的魔法根源(奥法对应奥术,自然对应原能,神秘学对应异能,宗教对应神术)。要用这种方式激活魔法物品,你必须已经将其辨识出来(或者有人为你辨识了它)。如果你激活了一件要求你拥有法术骰和法术DC的魔法物品,而你并没有施展这类法术(例如奥术或神术)的能力,那么你会拥有未受训的熟练等级,并使用你智力,感知和魅力调整值中较高的一个。如果你在与魔法根源相关的技能上成为大师,作为代替,你视作拥有受训的熟练等级。如果法术的根源依赖于施法者的职业,或者法术本身要求自己存在于施法者的法术列表中,那么你选择一个职业来尝试模仿。
成功 在你的回合结束之前,你可以花费动作来激活这件物品,就如同你能够正常使用它一样。
失败 在你的回合余下的时间里,你无法使用这件物品,但你可以在随后的回合中再次尝试。
大失败 你无法使用这件物品,而且在你下次进行准备之前你都无法再次尝试使用它。

水下掠夺者(UNDERWATER MARAUDER) 专长1级

通用 技能
先决条件 在运动(Athletics)上受训

你学会了如何像一个水生生物一般在水下战斗。你身处水中时不会因此而措手不及,你也不会因为在水中使用钝击和挥砍近战武器而承受通常的减值。

无错学识(UNMISTAKABLE LORE) 专长1级

通用 技能
先决条件 在学识(Lore)上成为专家

你绝不会在你有限的专业领域内给出错误的信息。当你为任何受训的学识子类(Subcategory)回想知识(Recall Knowledge)时,你将大失败视作失败。

绝艺表演家(VIRTUOSIC PERFORMER) 专长1级

通用 技能
先决条件 在表演(Performance)上受训

你在某一类表演上有着特别的天赋。你在进行某一类的表演时获得+2的环境加值。从下述特长(Specialty)中挑选一种,在尝试该类型的表演检定时适用这个加值。如果不清楚所选特长是否适用,则交由GM决定。

引述: 特长列表
特长范例
演技(Acting)戏剧(Drama),哑剧(Pantomime),木偶剧(Puppetry)
喜剧(Comedy)滑稽剧(Buffoonery),说笑话(Joke-telling),打油诗(Limericks)
舞蹈(Dance)芭蕾(Ballet),呼瓦拉(Huara),吉格舞(Jig),马克卢(Macru)
键盘乐(Keyboards)大键琴(Harpsichord),管风琴(Organ),钢琴(Piano)
演讲(Oratory)史诗(Epic),颂歌(Ode),诗歌(Poetry),讲故事(Storytelling)
打击乐(Percussion)编钟(Chimes),鼓(Drum),锣(Gong),木琴(Xylophone)
歌唱(Singing)民谣(Ballad),赞美诗(Chant),歌曲(Melody),韵词(Rhyming)
弦乐(Strings)小提琴(Fiddle),竖琴(Harp),琵琶(Lute),六弦琴(Viol)
吹奏乐(Winds)风笛(Bagpipe),长笛(Flute),直笛(Recorder),喇叭(Trumpet)
注:呼瓦拉(Huara)与马克卢(Macru)未找到对应的中文译名,故音译待以后修改。

蹬墙跳(WALL JUMP) 专长7级

通用 技能
先决条件 在运动(Athletics)上成为大师

如果你跳跃(Jump,下同)结束时(无论执行的是跳高(High Jump),跳远(Long Jump)还是跳跃(Leap))邻接一面墙壁,只要你下一个动作是另一次跳跃,你就不会坠落。你的前一次跳跃视作你在第二次跳跃前于地面上进行的移动,并假设你已经至少移动了10尺。一个回合中你只能进行一次蹬墙跳,除非你在运动上成为传奇,这时你可以在这回合中连续使用跳跃动作(Jump actions)进行多次蹬墙跳。

谨慎解除(WARY DISARMAMENT) 专长1级

通用 技能
先决条件 在贼活(Thievery)上成为专家

如果你尝试解除时触发了一个装置或者启动了一个陷阱,你在对抗装置或陷阱的AC和豁免骰上获得+2环境加值。这个加值仅适用于对抗由你失败的尝试触发的攻击(Attacks)和效果(Effects),而不适用于之后的危机,例如来自于复杂陷阱的额外攻击。

武器熟练(WEAPON PROFICIENCY) 专长1级

通用

你获得所有简易武器的受训熟练等级。如果你已经在所有简易武器上受训,那么你会变得在所有军用武器上受训。如果你已经在所有军用武器上受训,那么你变得在一种由你选择的异种武器上受训。
特殊 你能够多次选择这个专长,每次选择时,你都会根据情况在额外的武器上变得受训(第一次是所有简易武器,接下来是所有军用武器,之后每次都是一种异种武器)。
« 上次编辑: 2018-09-01, 周六 00:53:15 由 炼金术士卡莉 »
不要在意这个很弱的家伙。

离线 炼金术士卡莉

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Re: 【PF2 Playtest】通用专长(General Feats)
« 回帖 #2 于: 2018-08-24, 周五 00:08:37 »
剧透 -  原文,超长,没排版:
ADDITIONAL LORE FEAT 1
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
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 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
Prerequisites 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 (see page 151), 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 (see page 151), to a minimum value of half Price after the discount.

BATTLE CRY FEAT 7
General Skill
Prerequisites 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.

[[A]]BATTLE MEDIC FEAT 1
General Healing Manipulate Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites trained in Stealth
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites Dexterity 14
You step carefully and quickly, even in adverse environments. You can Step into difficult terrain (see page 312).

FLEET FEAT 1
General
You move quickly both on and off the battlefield. Your Speed increases by 5 feet.

FOIL SENSES FEAT 7
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites trained in Fortitude saves
Your physique is incredibly hardy. You gain expert proficiency in Fortitude saves.

GROUP COERCION FEAT 2
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites Strength 12
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

HOBNOBBER FEAT 1
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites trained in Will saves
Your mental defenses are an iron fortress. You gain expert proficiency in Will saves.

[[F]]KIP UP FEAT 7
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites legendary in Athletics, Quick Climb
You gain a climb Speed equal to your Speed.

LEGENDARY CODEBREAKER FEAT 15
General Skill
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 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
Prerequisites legendary in Acrobatics
When you successfully Squeeze, you move through the tight space at full Speed.

[[AAA]]LEGENDARY IMPERSONATOR FEAT 15
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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.

[[AAA]]LEGENDARY NEGOTIATOR FEAT 15
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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 Merisiel 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 Merisiel’s later actions.

LIE TO ME FEAT 2
General Skill
Prerequisites 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
Prerequisites trained in Reflex saves
Your reflexes are lightning fast. You gain expert proficiency in Reflex saves.

MAGICAL CRAFTING FEAT 2
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
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, and you don’t need to have moved 10 feet.

QUICK RECOGNITION FEAT 7
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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.

[[R]]RECOGNIZE SPELL FEAT 1
General Secret Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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.

[[A]]SCARE TO DEATH FEAT 15
Death Emotion Fear General Skill
Prerequisites 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
Prerequisites 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
Requirements 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
Prerequisites trained in light armor
You become trained in shields.

SIGN LANGUAGE FEAT 1
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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
Prerequisites 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.

[[A]]SURVEY WILDLIFE FEAT 1
General Skill
Prerequisites 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
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.

TERRAIN STALKER FEAT 1
General Skill
Prerequisites 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 (see page 295).

TRAIN ANIMAL FEAT 1
Downtime General Manipulate Skill
Prerequisites 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 (see page 153). 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.

[[A]]TRICK MAGIC ITEM FEAT 1
General Manipulate Skill
Prerequisites 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
Prerequisites 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
General Skill
Prerequisites 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
Prerequisites 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
Prerequisites 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
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.

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).


 :em003通用专长章节完毕,原文慎点。

技能专长中涉及的技能用法我参考了原文来翻译,并且全部都标注了原文。
与目前版面上的那一篇技能翻译有较大出入,以后校对若有需要可以根据情况更改。
 :em008涉及动作的也标注了原文,如果需要改的话也可以替换。
« 上次编辑: 2018-08-24, 周五 02:53:51 由 炼金术士卡莉 »
不要在意这个很弱的家伙。

离线 笨哈

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Re: 【PF2 Playtest】通用专长(General Feats)
« 回帖 #3 于: 2018-08-24, 周五 00:19:45 »
 :em013面包加油喔

离线 蓝天

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Re: 【PF2 Playtest】通用专长(General Feats)
« 回帖 #4 于: 2018-08-24, 周五 01:13:46 »
面包请加油。先吃掉一靤……不,一楼。

离线 前尘如梦新月酱

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Re: 【PF2 Playtest】通用专长(General Feats)
« 回帖 #5 于: 2018-08-24, 周五 09:02:18 »
 :em010赞美面包,吃靤

离线 孔雀草

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Re: 【PF2 Playtest】通用专长(General Feats)
« 回帖 #6 于: 2018-08-24, 周五 10:23:36 »
赞美!

离线 炼金术士卡莉

  • 某个自称为面包的人。
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Re: 【PF2 Playtest】通用专长(General Feats)
« 回帖 #7 于: 2018-08-24, 周五 16:04:37 »
 :em012补充了勘误,原翻译未更改,可以对照查看。
不要在意这个很弱的家伙。

离线

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Re: 【PF2 Playtest】通用专长(General Feats)
« 回帖 #8 于: 2018-08-24, 周五 18:51:15 »
倒地起身的分隔线没了

赞美靤 :em025

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

离线 炼金术士卡莉

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Re: 【PF2 Playtest】通用专长(General Feats)
« 回帖 #9 于: 2018-08-24, 周五 21:25:00 »
倒地起身的分隔线没了

赞美靤 :em025

 :em003补上了,内容太少添加代码的时候没看到
不要在意这个很弱的家伙。