Mnemosyne Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a human, you choose from among the following ancestry feats.

1st Level

A Captive Knows A Cage — Feat 1

[Mnemosyne]

Your experience within a dominating collective makes you exceptionally skilled at recognizing the subtle signs of influence in others, whether it’s the flicker of an enchantment or the desperate glance of someone acting under duress. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to determine if a creature is under an outside influence, such as a magical enchantment, possession, or mundane coercion. If you aren’t actively using Sense Motive on such a character, the GM rolls a secret check, without the circumstance bonus, for you to potentially notice the enchantment, possession, or coercion anyway.

Communal Instinct — Feat 1

[Mnemosyne]

You are accustomed to working in perfect concert with others, relying on an ingrained understanding of shared action to achieve goals. You are a natural at both giving and receiving assistance. You gain a +2 circumstance bonus to skill checks to Aid, and your allies gain a +2 circumstance bonus to skill checks to Aid you.

Mnemosyne Lore — Feat 1 

[Mnemosyne]

Your former existence as part of a collective mind has left you with a deep, instinctual understanding of societal structures and the esoteric nature of consciousness. You are trained in Society and Occultism. You also gain the Additional Lore skill — Feat for Mnemosyne Lore.

Flicker of Memory — Feat 1

[Mnemosyne]

You can access the ghost of the overmind’s vast knowledge base, temporarily activating a skill program you didn’t realize you still had. During your daily preparations, choose any one skill. You become trained in that skill until your next daily preparations. Because this is a temporary activation, you cannot use this training as a prerequisite for any permanent character options like feats.

Impassive Demeanor — Feat 1

[Mnemosyne]

Your history as part of a collective has left you with a naturally neutral and placid demeanor, as strong emotions were typically shared, not individually expressed. This makes it difficult for others to get a read on your true intentions or emotional state. You gain a +1 circumstance bonus to Deception checks to Lie. Additionally, your Will DC is 2 higher against any creature attempting to Coerce you or Sense your Motive.

Vestigial Focus — Feat 1

[Mnemosyne]

The echoes of your former function within the hive-mind remain, granting you an intuitive mastery of a specific skill. Choose one of the following skills: Computers, Crafting, Medicine, or Piloting. You become trained in that skill. At 3rd level, you automatically become an expert in the chosen skill. At 7th level, you automatically become a master in the chosen skill.

5th Level

Deep-Seated Memory — Feat 5

[Mnemosyne]

Prerequisite Flicker of Memory

Your ability to access old knowledge has improved. When you use Flickr of Memory, you become an expert in the chosen skill instead of trained.

Evade Notice — Feat 5

[Mnemosyne]

You are adept at being unseen, a habit learned from a life of hiding your individuality or avoiding notice. You can move up to your full speed when you Sneak; however, you still must be concealed or have cover to Hide. Additionally, you gain a +2 circumstance bonus to Stealth checks to Hide.

Habitual Conformity — Feat 5

[Mnemosyne]

Your instinct to fall in line with a group consensus is deeply ingrained. When you use the Follow the Expert exploration activity, you improve the circumstance bonus gained by 1 (+3 for expert, +4 for master, and +5 for legendary). Additionally, when an ally attempts to Aid you, the outcome of their check is improved by one step. A critical failure becomes a regular failure, a failure becomes a success, and a success becomes a critical success.

Survivor’s Hardening — Feat 5

[Mnemosyne]

Prerequisite Anomic Awakening

Your lonely ordeal hardened you against all forms of physical harm, not just sickness and exhaustion. The +1 circumstance bonus to Fortitude saves from your Anomic Awakening now also applies to your Reflex saves.

9th Level

Collective Echoes [one-action] — Feat 9

[Concentration, Mnemosyne]

Frequency Once per day

You momentarily fall silent and utterly still as you query the ghost of the collective’s knowledge within your mind. You attempt to Recall Knowledge with a +2 circumstance bonus to the skill check. If you roll a succes on this check you receive a critical success instead.

Indomitable Will — Feat 9

[Mnemosyne]

Frequency Once per day

Trigger You fail or critically fail a saving throw against an effect that would make you controlled, confused, slowed or stunned.

Your fierce independence allows you to fight off mental and physical domination. You can use your reaction to reroll the triggering saving throw. If you have the Emergent Awakening heritage, you gain a +2 circumstance bonus to this reroll.

Instinctive Assistance — Feat 9

[Mnemosyne]

Your time in the collective has made you preternaturally good at anticipating the needs of others and acting in concert. You can use the Aid reaction spontaneously, without having to prepare. You must still be in a position to help and describe how you are providing aid.

13th Level

Nothing to See [two-actions] — Feat 13

[Mnemosyne]

Prerequisite Evade Notice

Requirements You are in an area that contains other objects, people, or features that can break lines of sight (you cannot be in a large, empty room).

You utilize any and all available distractions and simply stop being perceived, like a detail the mind chooses to ignore. You become effectively invisible for up to 1 minute. This invisibility is a non-magical effect of psychological misdirection and subtle physical control. The invisibility ends immediately if you take any hostile action or if you move into an area that does not meet the requirements of this ability (such as an empty field).

Perfectly Aided — Feat 13

[Mnemosyne]

Prerequisite Habitual Conformity

You draw the maximum possible benefit from an ally’s assistance. When an ally attempts to Aid you and their result is a failure, you treat it as a success. If their result is a success, you treat it as a critical success.

17th Level

Adopted Collective — Feat 17

[Mnemosyne]

Frequency Once per day
Activation 10 minutes
Duration Until your next daily preparations

You can initiate a voluntary, shared consciousness with trusted allies. You touch and remain in contact with up to four willing creatures for the full 10 minutes of the activation. For the duration, all linked creatures (including yourself) can communicate telepathically with one another over any distance, as long as you are on the same plane. Furthermore, all participants are constantly aware of each other’s relative position, direction, and any conditions affecting each other.

Sovereign Mind — Feat 17

[Mnemosyne]

Prerequisite Indomitable Will

Your mind is a fortress that none may enter without your permission. When you use your Indomitable Will reaction and succeed on the reroll, you treat it as a critical success. Additionally, you are permanently immune to effects that would read your thoughts or emotions without your consent.

Vestigial Savant — Feat 17

[Mnemosyne]

Prerequisite Vestigial Focus

Your ingrained knowledge has reached its peak. You become legendary in the skill you chose for Vestigial Focus. You also immediately gain one skill — Feat that requires you to be legendary in that skill.

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