Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Agility, 12 Wisdom
Large, heavy weapons are slow and easy for you to predict their movements.
You have advantage on Dodge (Agility) checks against two-handed power attacks.
Prerequisite: 3 Agility
Your acrobatic prowess allows you to reduce the impact of long falls.
You always land upright after a fall of 20 feet or less, except on a critically failed Tumble (Agility) check.
Prerequisite: 5 Agility
Treat all falls as 10 feet shorter.
Prerequisite: 7 Agility, Size -2 or smaller
Treat all falls as an additional 20 feet shorter (total 30 feet.)
Prerequisite: 3 Agility
Your impeccable balance allows you to move across slippery areas at high speed.
Whenever you make a Balance (Agility) check to move across a hard, slippery surface such as ice, you may add your Athletics modifier. If you do, then on a success, you move at double your speed.
Prerequisite: 3 Agility
You may Dive without a running start.
When you do, you take a -2 circumstance penalty to the outcome of the check.
Prerequisite: 5 Agility
You may move up to your speed in any direction as part of a successful Dodge (Agility) check.
You may still move up to 2 feet in any direction on a failed check.
Prerequisite: 5 Agility
You have incredible balance and bodily coordination.
All Balance (Agility) checks you make are one level of success better than they would normally be, unless you miss the difficulty by 20 or more.
Prerequisite: 10 Agility
Your unbelievably quick movements catch your opponents completely off their guard.
Whenever you critically succeed on a Dodge (Agility) check, you gain three opportunity frames against the attacker.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Telegraphing | ✪40 | 3 Agility, 12 Wisdom | Details ▶ | |
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Feather Falling | ✪30 | 3 Agility | Details ▶ |
Skater | ✪60 | 3 Agility | Details ▶ | |
Quick Dive | ✪20 | 3 Agility | Details ▶ | |
Side Jump | ✪75 | 5 Agility | Details ▶ | |
Coordination | ✪80 | 5 Agility | Details ▶ | |
Quick Stand | ✪140 | 7 Agility | Details ▶ | |
Flurry Rush | ✪160 | 10 Agility | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 2 Athletics
Your gain a Sprinting speed equal to double your speed plus 1 foot.
Prerequisite: 4 Athletics, 12 Strength
Your Sprinting speed increases to double your speed plus 2 feet.
Prerequisite: 6 Athletics, 15 Strength
Your Sprinting speed increases to double your speed plus 4 feet.
Prerequisite: 8 Athletics, 20 Strength
Your Sprinting speed increases to triple your speed.
Prerequisite: 10 Athletics, 25 Strength
Your Sprinting speed increases to quadruple your speed.
Prerequisite: 3 Athletics
You can tell when you don't have enough momentum to pull off a jump.
Whenever you fail a Long Jump (Athletics) check, you stop moving instead of jumping your normal distance. This effect doesn't apply to critical failures.
Prerequisite: 3 Athletics
You may Long Jump without a running start.
When you do, you take a -3 circumstance penalty to the outcome of the check.
Prerequisite: 3 Athletics
You gain a Climbing speed equal to half your speed plus 1 foot.
Prerequisite: 7 Athletics, 15 Dexterity
Whenever you get a success on a Climb (Athletics) check, you get a critical success instead.
You can't fall due to a failed Climb check, except for critical failures.
Prerequisite: 5 Athletics
Your normal jump distance increases by your Athletics modifier, and your normal jump height increases to 3 feet.
Prerequisite: 5 Athletics
You may perform actions while swimming in the same amount of time you would take on land.
Prerequisite: 5 Athletics, 3 Endurance
You've trained yourself to hold your breath longer underwater.
Add your Athletics modifier to Hold Breath (Endurance) checks.
Prerequisite: 10 Athletics, 20 Strength
Add your Athletics modifier to all checks involving Strength, Dexterity, or Constitution.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Sprinter | ✪25 | 2 Athletics | Details ▶ |
Controlled Jump | ✪40 | 3 Athletics | Details ▶ | |
Quick Leap | ✪30 | 3 Athletics | Details ▶ | |
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Expert Climber | ✪25 | 3 Athletics | Details ▶ |
Super Jump | ✪50 | 5 Athletics | Details ▶ | |
Strong Swimmer | ✪45 | 5 Athletics | Details ▶ | |
Deep Diver | ✪80 | 5 Athletics, 3 Endurance | Details ▶ | |
Legendary Athlete | ✪500 | 10 Athletics, 20 Strength | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Deception
You're good at quickly coming up with stories to deflect accusations of lying.
Once per interaction, whenever you're caught in a lie, you may make a second Lie (Deception) check with a -3 circumstance penalty to make up an explanation. If you succeed, the target believes your lie but remains suspicious (they gain advantage on Insight for the rest of the conversation.)
Prerequisite: 3 Deception
Whenever you keep a Straight Face, you may choose what alignment you pretend to be. You take a penalty equal to the distance of that alignment to your own.
If you succeed, instead of the target being unable to discern your alignment, they believe you are the alignment you chose.
Prerequisite: 5 Deception
Whenever your lie successfully convinces a target of your status or alignment, thjeir relationship with you increases by 1. When you get a critical success, it increases by 2.
This effect works only once per person per conversation.
Prerequisite: 7 Deception
Using your own lies, you can mislead others who are trying to lie to you and catch them in the act.
Add your Deception modifier to Sense Motive (Insight) checks to detect lies.
Prerequisite: 10 Deception, Misalignment
You can keep your true motives hidden so well that you can amass a large following.
You're immune to critical successes on Sense Motive (Insight) chuecks, and to critical failures on Straight Face (Deception) checks. Creatures who successfully sense your motives still can't discern your alignment, only that you are being deceptive.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
I Can Explain | ✪75 | 3 Deception | Details ▶ | |
Misalignment | ✪30 | 3 Deception | Details ▶ | |
Social Liar | ✪60 | 5 Deception | Details ▶ | |
Crafty Liar | ✪100 | 7 Deception | Details ▶ | |
Deepest Secret | ✪140 | 10 Deception, Misalignment | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Defense
Your defense training allows you to make more effective use of armor.
Equipped armor absorbs an additional 1 damage.
Prerequisite: 5 Defense
Equipped armor absorbs an additional 2 damage (total 3 from this feat.)
Prerequisite: 7 Defense
Equipped armor absorbs an additional 3 damage (total 6 from this feat.)
Prerequisite: 9 Defense
Equipped armor absorbs an additional 4 damage (total 10 from this feat.)
Prerequisite: 3 Defense
Your movement speed is doubled during Protect Ally (Defense) actions.
Prerequisite: 3 Defense
You can charge into a target using your shield.
Whenever you succeed on a Shield Bash attack, if you moved toward the target in the frame immediately preceding the attack, add your speed to the damage.
Prerequisite: 5 Defense
Whenever you get a success on a Disarm check, you get a critical success instead.
Prerequisite: 5 Defense
Successful Shield Bash attacks push the target away from you 1d4 feet.
Prerequisite: 7 Defense
Whenever an ally within range of your Protect Ally (Defense) action fails to Block or Dodge, you get an opportunity action to attempt to protect them.
Prerequisite: 10 Defense
Whenever you get a critical success on a Block, Protect Ally, or Shield Bash check using a shield, the damage is redirected and hits the attacker, and the attacker is staggered for two frames.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Armor Specialist | ✪40 | 3 Defense | Details ▶ |
Fast Protection | ✪60 | 3 Defense | Details ▶ | |
Shield Charge | ✪40 | 3 Defense | Details ▶ | |
Swiper | ✪90 | 5 Defense | Details ▶ | |
Shield Impact | ✪75 | 5 Defense | Details ▶ | |
Party Protector | ✪175 | 7 Defense | Details ▶ | |
Perfect Block | ✪225 | 10 Defense | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Diplomacy
During trading, you may respond to a counter offer by offering to split the difference (offer the average of your offer and the counter.) If you do, you gain a +4 circumstantial bonus to this check.
Prerequisite: 3 Diplomacy, 12 Charisma
You gain a +2 circumstantial bonus to Socialize and Persuade checks targeting someone in a position of power, such as a government official or owner of an organization. The GM decides when this feat applies.
Prerequisite: 5 Diplomacy
Your Socialize (Diplomacy) checks may target two people at once.
The GM uses the average of each target's Determination save to determine the effect on your relationship to the targets.
Prerequisite: 7 Diplomacy
Your Socialization can target up to four people at once.
Prerequisite: 9 Diplomacy
Your Socialization checks can target up to fifteen people at once.
Prerequisite: 5 Diplomacy
You may use Persuasion to calm a person's fear of a chosen entity.
On a successful check, the target loses the Frightened condition and is immune to being Frightened of that specific person or situation for one hour.
Prerequisite: 7 Diplomacy
Whenever you meet someone for the first time, if their relationship to you would begin at zero, it begins at +2 instead.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Split the Difference | ✪30 | 3 Diplomacy | Details ▶ | |
Respect for Authority | ✪45 | 3 Diplomacy, 12 Charisma | Details ▶ | |
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Group Socialization | ✪60 | 5 Diplomacy | Details ▶ |
Calming | ✪90 | 5 Diplomacy | Details ▶ | |
Agreeable | ✪100 | 7 Diplomacy | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Insight
You're able to watch and pick up on your opponent's fighting styles, and easily predict how they will attack.
Whenever you succeed on a Predict Move check as a normal action, its effects last until the end of combat for that target.
This effect works on only one target at a time. If you make another Predict Move check on a different target, this effect is cancelled on other targets.
Prerequisite: 7 Insight
Once per turn, you may use Predict Move as a free action. If you do, you take a -3 circumstantial penalty to that check.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
One Jump Ahead | ✪100 | 3 Insight | Details ▶ | |
Quick Prediction | ✪100 | 7 Insight | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Instinct
Add your Instinct modifier to Perception checks to Search the Area or for an object in wilderness areas.
You may use Instinct to search for food in the wilderness.
Prerequisite: 3 Instinct
Whenever you successfully predict the weather, you know the weather pattern for the next 24 hours. On a critical success, you predict the weather for the next three days in that location.
Prerequisite: 3 Instinct
It's almost like you know when the enemy is about to shoot.
You may use Instinct instead of Agility to dodge ranged weapons.
Prerequisite: 5 Instinct
Add your Instinct modifier instead of Perception to search for improvised items, and to crafting checks using improvised parts.
Prerequisite: 5 Instinct
You can use Sense Danger on people. If you do, the difficulty is equal to the target's charisma score plus their deception modifier.
This is not a social action, and does not require you to engage the target in conversation. You don't learn anything specific about their motives or alignment. The target does not make a check to contest, and isn't aware you took this action.
Prerequisite: 7 Instinct
You have an uncanny ability to remember directions and orient yourself.
Your Navigate (Instinct) checks aren't affected by whether or not you can see the sky.
Prerequisite: 7 Instinct
You always know what time it is, accurate to a range of 30 minutes, regardless of your ability to see the sky.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Foraging | ✪30 | 3 Instinct | Details ▶ | |
Weather Enthusiast | ✪30 | 3 Instinct | Details ▶ | |
Intuitive Reflexes | ✪45 | 3 Instinct | Details ▶ | |
Crafty Survivalist | ✪65 | 5 Instinct | Details ▶ | |
Trust Your Gut | ✪90 | 5 Instinct | Details ▶ | |
Sense of Direction | ✪50 | 7 Instinct | Details ▶ | |
Sense of Time | ✪50 | 7 Instinct | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Intimidation
You can use the Frighten action on up to three targets at once. You make a single Intimidation check, and each target makes a Determination save.
Prerequisite: 7 Intimidation
Your Frighten action affects all non-friendly creatures within the range of your voice (normally 50 feet.)
Prerequisite: 3 Intimidation
You may add your Intimidation modifier to Socialize (Diplomacy) checks, in order to make an impression on someone using your intimidating presence.
If you do, and you succeed, then the target will act as though their relationship to you has improved for a number of hours equal to your margin of success, after which time their relationship with you will decrease by 2.
Prerequisite: 5 Intimidation, 15 Charisma
Your status within your soclal circle prevents anyone from wanting to openly disagree with you.
Your Coerce (Intimidation) checks aren't affected by negative relationships.
Prerequisite: 5 Intimidation
Double the duration of Coerce checks you attempt or assist on.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Deafening Shout | ✪65 | 3 Intimidation | Details ▶ |
Social Domination | ✪50 | 3 Intimidation | Details ▶ | |
Influential | ✪100 | 5 Intimidation, 15 Charisma | Details ▶ | |
Persistent Threat | ✪70 | 5 Intimidation | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Logic
Your logical skills are at their best when discussing problems as a team.
Add a +2 bonus to Reason and Investigate checks for each person assisting whose Logic skill level is the same or higher than yours.
Whenever you assist on a Reason or Investigate check, add a +2 bonus if your Logic skill level is the same or higher than the primary subject's.
Prerequisite: 6 Logic
Increase your Brainstorm bonus to +4 per person.
Prerequisite: 5 Logic, at least one foreign language knowledge
You can use Logic to translate messages in a language you don't know.
Whenever you would make a Translate (Intelligence) check on a foreign language that you lack knowledge of, you may make a Logic check instead with a -3 circumstantial penalty.
Prerequisite: 7 Logic
You can search for evidence and put clues together all at once.
You may make Investigate and Examine or Search The Area (Perception) checks as a single action during adventuring. Make a single check and add the modifiers for both Logic and Perception, as well as any relevant knowledges or specialties.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Brainstorm | ✪70 | 3 Logic | Details ▶ |
Linguist | ✪50 | 5 Logic, at least one foreign language knowledge | Details ▶ | |
Renowned Investigator | ✪200 | 7 Logic | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Marksmanship
The effective range of all ranged weapons you use increases to 3/4 of the weapon's maximum range, rounded down.
Prerequisite: 6 Marksmanship
The effective range of your weapons increases to their maximum range (You don't suffer disadvantage on any ranged attack that is within the weapon's maximum range.)
Prerequisite: 3 Marksmanship
You Reload clip-based weapons in two frames instead of the usual three, and you Load two rounds per frame on weapons that reload manually.
Prerequisite: 3 Marksmanship
You can Quick-Fire bows and slingshots in one frame.
Prerequisite: 7 Marksmanship
Quick-Firing arrows are exempt from the repetition tax.
Prerequisite: 5 Marksmanship
You know how to factor the weather into your shots.
Your Marksmanship penalty in high winds is reduced by 3.
Prerequisite: 5 Marksmanship
Your shots are more accurate when you take the time to line them up.
You may increase the length of your Shoot (Marksmanship) action by up to three additional frames. Each additional frame you spend Taking Aim adds a +1 bonus to hit.
You may move at half your speed while Taking Aim, but you must remain focused on your target. If your concentration is broken, this effect resets.
Prerequisite: 9 Marksmanship
Each frame spent Taking Aim adds an additional +1 to hit (Total +2 from this feat), and you may Take Aim for up to five frames.
Prerequisite: 5 Marksmanship
You may fire two shots from a semi-automatic weapon with a single Shoot (Marksmanship) action, with a -3 attack penalty to both rolls.
Prerequisite: 10 Marksmanship
Critical hits and called shots to the head using ranged weapons inflict three times normal damage.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Eagle-Eye | ✪30 | 3 Marksmanship | Details ▶ |
Fast Reload | ✪80 | 3 Marksmanship | Details ▶ | |
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Rapid Archery | ✪40 | 3 Marksmanship | Details ▶ |
Calculated Sniper | ✪60 | 5 Marksmanship | Details ▶ | |
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Take Aim | ✪100 | 5 Marksmanship | Details ▶ |
Trigger Finger | ✪90 | 5 Marksmanship | Details ▶ | |
One Shot, One Kill | ✪210 | 10 Marksmanship | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 2 Medicine
Increase the base amount hit points you restore by Giving First Aid to 1d12.
Prerequisite: 4 Medicine
Increase your base healing amount to 2d10.
Prerequisite: 6 Medicine
Increase your base healing amount to 3d8.
Prerequisite: 8 Medicine
Increase your base healing amount to 3d12.
Prerequisite: 10 Medicine
Increase your base healing amount to 3d20.
Prerequisite: 3 Medicine
Stabilization restores life points equal to the amount of hit points restored.
Prerequisite: 3 Medicine
As part of a Stabilize or Give First Aid action, you may move up to your speed towards your chosen target other than yourself.
Prerequisite: 5 Medicine
Your advanced medical knowledge drives you to keep yourself healthy and in good shape.
Increase your maximum hit points by 4. You gain a permanent +1 bonus to your hit point increment. (This bonus only affects HP gain at future level-ups. It is not retroactive.)
Prerequisite: 5 Medicine
Whenever you succeed on a First Aid or Healing check, if the target's restored hit points would exceed their maximum hit points, the target gains the difference as Temporary HP for 1d6 hours.
Prerequisite: 7 Medicine
You're trained in the fast-paced nature of emergency medical care.
For each of your allies that is dying, your turn length increases by 1.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Healer Adept | ✪30 | 2 Medicine | Details ▶ |
Trained Medic | ✪20 | 3 Medicine | Details ▶ | |
Mobile Healer | ✪60 | 3 Medicine | Details ▶ | |
Healthy Lifestyle | ✪150 | 5 Medicine | Details ▶ | |
Overheal | ✪100 | 5 Medicine | Details ▶ | |
Emergency Services | ✪180 | 7 Medicine | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 1 One-Handed
Gain a +1 damage bonus to one-handed weapon attacks.
Prerequisite: 3 One-Handed
Damage bonus increases to +3.
Prerequisite: 5 One-Handed
Damage bonus increases to +6.
Prerequisite: 7 One-Handed
Damage bonus increases to +10.
Prerequisite: 9 One-Handed
Damage bonus increases to your overall level.
Prerequisite: 3 One-Handed
Your attacks with knives and daggers aren't affected by the repetition tax.
Prerequisite: 3 One-Handed
You can attack with two different light weapons in a single frame.
You may choose the same or different targets for each attack. You take a -3 attack penalty to the second attack. A critical failure on either attack causes both to miss.
Prerequisite: 5 One-Handed
You can attack with two weapons without taking an attack penalty.
Prerequisite: 3 One-Handed
Gain a One-Handed Specialty skill of your choice and set its value to 1.
Prerequisite: 5 One-Handed, 15 Strength
You may perform a one-handed attack while landing from a Long Jump.
You take a -4 attack penalty on Jump Attacks. On a hit, add the distance of your jump to the attack's damage.
Prerequisite: 5 One-Handed
Unsheath and pick up one-handed weapons as a free action.
Prerequisite: 10 One-Handed
Whenever you get a critical hit with a one-handed weapon, you get an opportunity frame. Each successive hit with a one-handed weapon grants you an additional opportunity frame until the next time you miss, use an action other than attacking, or are interrupted.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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One-Handed Fighter | ✪30 | 1 One-Handed | Details ▶ |
Cutthroat | ✪25 | 3 One-Handed | Details ▶ | |
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Dual Wielder | ✪50 | 3 One-Handed | Details ▶ |
One-Handed Specialist | ✪50 | 3 One-Handed | Details ▶ | |
Jump Attack | ✪100 | 5 One-Handed, 15 Strength | Details ▶ | |
Ready For Battle | ✪45 | 5 One-Handed | Details ▶ | |
Chain Attack | ✪300 | 10 One-Handed | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Perception
You gain a +2 bonus to passive perception.
Prerequisite: 6 Perception
You gain a +3 bonus to passive perception (total +5 from this feat.)
Prerequisite: 9 Perception
You gain a +5 bonus to passive perception (total +10 from this fear.)
Prerequisite: 3 Perception
Each additional frame you spend searching for something adds an additional +1 to your check result.
Prerequisite: 5 Perception
You may search rooms and examine objects from distances of up to 50 feet.
Prerequisite: 7 Perception
You always passively spot moving objects within 100 feet of you. If your passive perception doesn't allow you to spot them, then you can't identify the object, but you notice movement.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Alert | ✪20 | 3 Perception | Details ▶ |
Thorough Search | ✪50 | 3 Perception | Details ▶ | |
Distant Search | ✪75 | 5 Perception | Details ▶ | |
Peripheral Vision | ✪70 | 7 Perception | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Performance
During your performance, all audience members watching you take a -4 penalty to their passive perception and are preoccupied.
Prerequisite: 3 Performance
As part of your performances, you may Socialize with one willing member of the audience of your choice. Use the same outcome of your Perform check, as though you had made a Socialize (Diplomacy) check on that target.
Prerequisite: 3 Performance
Gain a +1 Specialty in any musical instrument or other type of performance you choose.
This feat cannot improve an existing specialty you already have.
Prerequisite: 5 Performance
Creatures you succeed against while Creating a Diversion are effectively staggered for one frame.
Creatures you critically succeed against are so distracted that they become stunned.
Prerequisite: 5 Performance
While Blending In, you can perform Stealthy actions as though you were Sneaking. The difficulty for someone to notice you is the result of your Blend In (Performance) check.
Prerequisite: 7 Performance
While Impersonating someone you have an existing relationship with, you gain a circumstantial bonus equal to the absolute value of that relationship (a positive amount if the relationship is negative or positive.)
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Captivating Show | ✪40 | 3 Performance | Details ▶ | |
I'll Need A Volunteer | ✪50 | 3 Performance | Details ▶ | |
⬆ | Talented Performer | ✪50 | 3 Performance | Details ▶ |
Powerful Distraction | ✪110 | 5 Performance | Details ▶ | |
Look Like You Belong | ✪80 | 5 Performance | Details ▶ | |
Actor | ✪90 | 7 Performance | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Sleight of Hand
You may pickpocket worn items with a weight of 1. If you do, you take a -2 circumstantial penalty.
Prerequisite: 5 Sleight of Hand
You may pickpocket items from the target's inventory as a 2-frame action. If you do, you take a -3 circumstantial penalty unless the target is preoccupied.
Prerequisite: 5 Sleight of Hand
You are able to keep a target distracted by talking to them.
You may attempt Snatch or Pickpocket checks during interaction. You gain a +2 circumstantial bonus to the check if you do so while you are speaking.
Prerequisite: 5 Sleight of Hand
You know how to recognize false gates in high-security locks. If you fail a check during Lockpicking, you know if the pin has entered a false gate.
Prerequisite: 7 Sleight of Hand
You may pickpocket as a free action. Use this ability only once per combat.
Prerequisite: 7 Sleight of Hand
You may use Sleight of Hand instead of Defense to disarm your opponents.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Bulky Pickpocketing | ✪40 | 3 Sleight of Hand | Details ▶ | |
Expert Thief | ✪60 | 5 Sleight of Hand | Details ▶ | |
Verbal Distraction | ✪85 | 5 Sleight of Hand | Details ▶ | |
Advanced Lockpicker | ✪35 | 5 Sleight of Hand | Details ▶ | |
Quickpocket | ✪50 | 7 Sleight of Hand | Details ▶ | |
Weapon Snatch | ✪50 | 7 Sleight of Hand | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Stealth
Whenever you're hidden and not moving or performing any actions, you gain a +4 bonus to your perception DC.
Prerequisite: 5 Stealth
When you make a Stealthy action check, instead of its outcome replacing your previous perception DC, you may keep whichever value is higher.
Prerequisite: 7 Stealth
Failing a stealthy action doesn't alert nearby enemies to your presence.
Prerequisite: 5 Stealth
You may sneak at your normal movement speed, and you may sprint stealthily.
Prerequisite: 7 Stealth
You can sneak a group of people through an area with ease.
Whenever you start sneaking and one or more allies willingly follow you, your perception DC (the result of your check) applies to the entire group, instead of each person rolling a separate Stealth check.
Prerequisite: 10 Stealth
You may perform any action stealthily, regardless of whether it has the Stealthy keyword.
On actions that do heave the Stealthy keyword, you gain a +5 feat bonus (this effect cancels out the normal -5 penalty for stealthy actions.)
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Still as a Statue | ✪40 | 3 Stealth | Details ▶ | |
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Quiet and Careful | ✪75 | 5 Stealth | Details ▶ |
Fast Stealth | ✪75 | 5 Stealth | Details ▶ | |
Group Stealth | ✪150 | 7 Stealth | Details ▶ | |
Silent Warrior | ✪240 | 10 Stealth | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Technology
You have learned the art of improving the quality of your tools, weapons, and equipment.
Increase the quality of all items you craft by +1. You may upgrade items to a maximum quality of +4.
Prerequisite: 5 Technology
Increase the quality of all items you craft by +2 (+3 total from this feat.) You may upgrade items to a maximum quality of +7.
Prerequisite: 7 Technology
Increase the quality of all items you craft by +3 (+6 total from this feat.) You may upgrade items to a maximum quality of +10.
Prerequisite: 10 Technology
You gain the ability to produce Mastercraft items.
There is no maximum quality on items you craft or upgrade.
Prerequisite: 1 Technology
Whenever you make an Investigate check on a piece of machinery or electronics, you may use Technology instead of Logic.
Prerequisite: 3 Technology
Gain 1 skill level in the Technology specialty skill of your choice: Sewing, Woodworking, Blacksmithing, or Carving.
Prerequisite: 3 Technology
Choose a raw material to be your specialty. You gain a +2 feat bonus to all Craft, Repair, Salvage, and Upgrade checks on items made from that material.
Prerequisite: 3 Technology, 15 Intelligence
You know how to spot suspicious and poorly researched information online.
Whenever you would critically fail a Research Online skill check, you get a regular failure instead.
Prerequisite: 3 Technology
You may use Technology instead of Sleight of Hand to pick locks.
Prerequisite: 5 Technology
Whenever you salvage an item for reclaimed raw materials, you obtain two units of reclaimed material instead of one.
Prerequisite: 7 Technology
You can attempt to repair broken items. You take a -3 penalty to your check when doing so.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Refined Craftsman | ✪30 | 3 Technology | Details ▶ |
Reverse Engineering | ✪25 | 1 Technology | Details ▶ | |
Specialist Craftsman | ✪50 | 3 Technology | Details ▶ | |
Material Specialist | ✪40 | 3 Technology | Details ▶ | |
Internet Researcher | ✪30 | 3 Technology, 15 Intelligence | Details ▶ | |
Locksmith | ✪30 | 3 Technology | Details ▶ | |
Scrap Harvester | ✪35 | 5 Technology | Details ▶ | |
Restoration Expert | ✪80 | 7 Technology | Details ▶ |
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 1 Two-Handed
Gain a +1 damage bonus to two-handed weapon attacks.
Prerequisite: 3 Two-Handed
Damage bonus increases to +3.
Prerequisite: 5 Two-Handed
Damage bonus increases to +6.
Prerequisite: 7 Two-Handed
Damage bonus increases to +10.
Prerequisite: 9 Two-Handed
Damage bonus increases to your overall level.
Prerequisite: 3 Two-Handed
You can perform a quick attack version of any type of attack using two-handed weapons.
This type of attack takes only one frame; however, its damage is halved and it cannot get critical hits.
Prerequisite: 3 Two-Handed
Gain a Two-Handed Specialty skill of your choice and set its value to 1.
Prerequisite: 3 Two-Handed
With a massive spinning swing, you can hit two targets with a single attack using heavy weapons.
Both targets must be within reach. You choose which target to hit first. You take a -3 attack penalty for each target beyond the first.
Prerequisite: 5 Two-Handed
You can hit up to three targets with a Heavy Swing attack.
Prerequisite: 5 Two-Handed, 15 Strength
You can perform a two-handed attack while Sprinting.
You take a -4 penalty to hit on Dash attacks. On a hit, add your base speed to the attack's damage.
Prerequisite: 7 Two-Handed
Your power attacks with two-handed weapons take two frames instead of the usual three.
Prerequisite: 10 Two-Handed
Critical hits with two-handed attacks stun the target. You get a +10 attack bonus to two-handed attacks against stunned targets.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Two-Handed Fighter | ✪30 | 1 Two-Handed | Details ▶ |
Quick Attack | ✪30 | 3 Two-Handed | Details ▶ | |
Two-Handed Specialist | ✪50 | 3 Two-Handed | Details ▶ | |
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Heavy Swing | ✪70 | 3 Two-Handed | Details ▶ |
Dash Attack | ✪85 | 5 Two-Handed, 15 Strength | Details ▶ | |
Raw Power | ✪200 | 7 Two-Handed | Details ▶ | |
Devastating Hit | ✪240 | 10 Two-Handed | Details ▶ |