Default Skill Feats
Introduction
After our discussion, I've curated a list of skill feats that are going to be baked into the functionality of the skill if you are Trained in the skill. Untrained Improvisation, human's Clever Improviser, or any similar feats that provide alternatives will NOT grant these feats. If a feat is not listed below, you still need to spend a skill feat on it as normal. For reference, my internal logic for these choices are that the skill feat provides a function that intuitively feels like someone with training would know how to do. Substituting the skill for another skill, advanced skills, or things that feel like they would go beyond normal training have usually remained standard skill feats. No Uncommon or Rare skill feats are included.
NOTE: I previously said that we wouldn't retrain any skill feats. However, after looking at this list and seeing that it is quite short and mostly stuff people wouldn't take over better options anyway, I'm implementing the following rule. If you gained one of these feats from your background, you can choose another level 1 skill feat for that skill . If you selected one of these feats using a skill feat, you can retrain that feat to any other level 1 skill feat for which you qualify.
Assurance (all Trained skills)
Experienced Professional (all Lore skills)
Experienced Tracker (Survival)
Express Rider (Nature)
Forager (Survival)
Group Coercion (Intimidation)
Group Impression (Diplomacy)
Hefty Hauler (Athletics)
Improvise Tool (Crafting)
Intimidating Glare (Intimidation)
Lie to Me (Deception)
Quick Coercion (Intimidation)
Quick Identification (Arcana, Nature, Occultism, Religion)
Quick Jump (Athletics)
Quick Repair (Crafting)
Recognize Spell (Arcana, Nature, Occultism, Religion)
Student of the Canon (Religion)
Survey Wildlife (Survival)
