New Covert Feats (Mastercraft)

Poison Basics You've a deft hand when it comes to preparing & delivering toxins.

Prerequisites: Venom Master trick

Benefit: Once per round you may spend an action die to automatically benefit from a either a Conceal Action or Stash check with a final result of 20, but threats on Notice and Search checks opposing this result cost 1 die less to activate. Additionally, your maximum complexity when crafting medicines and poisons increases by the number of covert feats you possess. Further, you cannot be affected by your own poisons as a result of suffering a critical failure while preparing or using them. This immunity however does not prevent you from being poisoned by others.

Poison Mastery Anything can become toxic in your hands.

Prerequisites: Poison Basics

Benefit: Once per round as a half action you may spend an action die to reveal that any one item in your possession is laced with, or is actually, a single dose of poison even if it had been inspected before hand; at the GMs discression this may include two items that combine to create a single item. This poison may have a maximum complexity equal to your Wisdom score + the number of covert feats you possess, and spoils at the end of the scene. Additionally, once per round you may spend an action die to re-roll a Conceal Action or Stash check, and keep the result you prefer.

Poison Supremacy Your craft is as its peak, as subtle as it is lethal.

Prerequisites: Poison Mastery

Benefit: You may use the Pharmacy focus to craft acid as a poison rather than an elixir, the base save DC of any poison you craft is increased by an amount equal to your starting action dice, and its final complexity is reduced by an equal amount. Additionally, you benefit from your Appearance when making opposed Prestidigitation checks.