Note that this bonus does not stack with any other feat that provides a feat bonus to this skill, except for the Skill Expert and Skill Prodigy feats.
In addition, you gain one of the following benefits, based on the skill you are modifying with this feat:
Acrobatics
Barter
Choose either a weapon, armor, shield, or implement you possess. That item adds +1 to the
Enhancement Bonus it already possesses, without altering the cost of the item, or any future enhancement bonuses. This ability allows the chosen item to reach a +10 enhancement bonus (instead of a maximum of +9). Once selected, you can only change which item this ability applies when you gain a new character level, or via the
reselection rules, though you may upgrade the item at any time.
Bluff
Yeah, I TOTALLY know how to do that! — Once per day, you can perform a skill check using your Bluff skill in place of any other skill.
Diplomacy
Once per encounter as an
immediate action, you can convince a foe to either use or not use their attack of opportunity (your choice) against a creature they consider an enemy, despite what they actually want to do.
Disable Device
Objects you are currently wearing or wielding cannot gain the
broken status, such as from being the target of a
sunder maneuver.
Disguise
You can apply
Glamered (Armor Magic Property) to any armor you are wearing. This costs nothing, and does not reduce the total number of magic properties your armor may otherwise have. This ability can also be applied to clothing, if you aren't wearing armor. You may change what armor this effect is applied to as part of a
Full Night's Rest, but it can only be applied to something you are wearing.
Divinity (Bailiwick)
Once per day as a
standard action, you can bless all player characters in your party (including yourself) that you can perceive within 30 feet of your space, granting them a +1
circumstance bonus to a single die roll of their choice. This blessing can be applied outside of combat. Blessed character must use the bonus before their next
Full Night's Rest or within 24 hours (whichever is sooner), or the bonus expires. The blessing used as a
free action after the die is rolled, but before the results of the roll are determined. This bonus
does not lay a divine or arcane charge.
Escape Artist
Once per day, you may perform an escape artist check as an
immediate action to escape a status condition. The status condition in question must allow an escape artist check for you to use this ability, however. The DC of the check is unchanged, as described in the "ended-by" section of the status condition.
Handle Animal
Totemic Weapon — As part of a
Full Night's Rest, you can apply totemic iconography to a weapon you possess. As a
free action you can break this totem to grant yourself a bonus
attack action that you must use before the end of the current round. This bonus attack action can be used for anything that requires an attack action, but it cannot be traded down to a
move or
swift action (since it is not a
standard action). Once broken, the totem requires part of another full night's rest to re-apply (i.e., the ability is usable once per day).
Heal
Intimidate
Too Scary To Attack — You gain a +1
circumstance bonus to your AC any time you are attacked by a creature that is not immune to fear. If you are attacked by creatures that are immune to fear (such as most undead, constructs, mindless creatures, etc.), this bonus does not apply.
Knowledge: Arcana
Learn one 1st level
Sorcerer/Wizard Spell that you do not already know, and you gain three spell slots per day to cast it. Even non-casters may use this ability. You may only use these spell slots to prepare or cast this spell, or you can use the spell slots with your
mana burning class feature (if you have it) to improve the circle damage of a different spell.
Knowledge: Deep History
Once per day, when in a
library, you may perform a library check as a
free action (normally, this requires hours or days to perform).
Knowledge: Dungeoneering
Up to once per day when inside a
dungeon, you can create a campsite that is completely safe from random encounters, preventing all encounters for up to 24 hours, as long as no allied creatures leave the campsite for any reason. The campsite you can create has a radius equal to your ranks in the Knowledge: Dungeoneering skill in feet, rounded down to the nearest 5-foot increment.
Knowledge: Engineering
Knowledge: Geography
Knowledge: History
Knowledge: Local
Knowledge: Logic
Knowledge: Nature
Knowledge: Nobility
Knowledge: Planes
Knowledge: Religion
Linguistics
Might
Movement
Naturalism (Bailiwick)
Perception
Perform
Profession
Reason (Bailiwick)
Ride
Sense Motive
Sleight of Hand
Spellcraft (Bailiwick)
Spycraft (Bailiwick)
Stealth
Survival
Use Magic Device
Warfare