General | General (No Skill) | All Feats
Aftermath | Deviant

All Skills | Acrobatics | Arcana | Athletics | Crafting | Deception | Diplomacy | Intimidation | Lore | Medicine | Nature | Occultism | Performance | Religion | Society | Stealth | Survival | Thievery


PFS StandardRead Psychometric Resonance Feat 1

Legacy Content

Uncommon Concentrate Divination Emotion Exploration General Mental Occult Skill 
Source Dark Archive pg. 79
Prerequisites trained in Occultism

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

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

Traits

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

Divination:

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Emotion:

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Exploration:

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

General:

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

Mental:

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Occult:

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.

Skill:

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.