Adventurous Outfitter
Prerequisites master in Crafting, Quick Repair
You tinker, create, and repair gear as you adventure. You can spend part of your daily preparations adjusting your group's equipment. This allows you to attempt to Repair up to five items during that time.
You gain access to a new exploration activity: Tinker on the Go. So long as you have two free hands and have access to the necessary tools, you can make Crafting progress while out traveling. At the GM's discretion, you might not be able to Tinker on the Go for projects that require extensive infrastructure, such as a smithing forge. Otherwise, time spent exploring can count toward a day of crafting progress, as long as 8 hours of time get used in this way.
If you lead a troop, you maintain their equipment in addition to your companions' gear. Once per day when you Command the troop in a skirmish encounter, you can increase the DC of their offensive actions by 1 until the beginning of your next turn.
Traits
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.
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.