You gain Training with the History and Religion skills. You may use Arcana, Religion, Nature, or Craft (depending on the item) during a short rest to reliably identify the properties of any unknown wondrous item, or to regain the use of one wondrous item’s expended daily power.
You regain the use of one wondrous item’s expended encounter power.
Leveling Up
At each even level, you choose a new at-will Trick. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Trick; you may choose ranked Tricks from this class feature or any of your other class features.
You or an adjacent ally would activate a trap or cursed item’s curse effect
Target:
The trap or cursed item (Religion vs. the item’s saveDC)
Effect:
The target does not activate the trap or curse. If the trap or curse is on an item the target is carrying, you remove and drop the item as part of this immediate interrupt (possibly breaking any necessary straps or holds in the process), and are immediately aware that the item is cursed or trapped.
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Rank 1 Tricks
(Level 1+)
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Rank 2 Tricks
(Level 3+)
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Rank 3 Tricks
(Level 7+)
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