Signature Crafting
Prerequisites master in Crafting; Magical Crafting
Magic items you create bear a stamp specific to your handiwork. When you successfully Craft a permanent magic item, roll a DC 9 flat when the item is fully complete. Any benefit a creature gains from an item quirk applies only while the creature wears the item (for a worn item) or holds it (for a held item). The GM might allow custom quirks similar to those listed.
Critical Success Choose an item quirk from the table and its specifics.
Success The item gains a random item quirk with any specifics selected by the GM.
d10 Quirk Description 1 Cavorting Dances in place when not in use. 2 Clean Remains pristine despite filth. 3 Environmental Appearance changes to match its environment. 4 Filthy A layer of filth always remains. 5 Floating Slowly descends when dropped. 6 Glittering Shimmers and glows with light bright as a torch. 7 Invisible The item is invisible, but becomes visible for 1 round after being used. 8 Loyal Floats within 5 feet of its owner, as if on a tether (but can still be seized by someone else). 9 Mood coloration User's mood affects the item's color. 10 Skillful The item grants a +1 item bonus to one type of skill checks.
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.