Fast Recovery:
You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.
Foxfire: You gain a foxfire ranged unarmed attack with a maximum range of 20 feet. The attack deals 1d4 [fire] damage (no ability modifier is added to the damage roll).
Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Natural Medicine: You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
Quick Draw ◆: You Interact to draw a weapon, then Strike with that weapon.
Snare Crafting: You can use the Craft activity to create snares.
Snare Specialist: You gain the formulas for three common or uncommon snares
Twin Takedown ◆: (Flourish)
Requirements You are wielding two melee weapons, each in a different hand.
Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.