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There is a Legacy version here.

PFS StandardCall Implement [one-action] Feat 2

Arcane Manipulate Teleportation Thaumaturge 
Source Dark Archives (Remastered) pg. 42

Requirements You have a free hand.

You can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you. You look down and find that your implement has mysteriously appeared in your free hand, as long as the implement was within 1 mile and on the same plane of existence. If your implement is attended by another creature, that creature can prevent the implement from teleporting away if it succeeds at a Will save against your class DC. If the creature succeeds, you can't attempt to Call that Implement again until midnight.

Traits

Arcane:

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.

A creature with this trait is primarily constituted of or has a strong connection to arcane magic.

Manipulate:

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

Teleportation:

Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.

Thaumaturge:

This indicates abilities from the thaumaturge class.