[{"skill_mod":{},"summary":"You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1","weakness":{},"name":"Dwarven Lore","trait":["Dwarf"],"id":"feat-1","text":"
Dwarven Lore Source Core Rulebook pg. 36 --- You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore.","category":"feat","pfs":"Standard","feat":["Dwarven Lore"],"rarity":"common","slug":"feat-1"},{"skill_mod":{},"summary":"Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2","weakness":{},"name":"Dwarven Weapon Familiarity","trait":["Dwarf"],"id":"feat-2","text":" Dwarven Weapon Familiarity Source Core Rulebook pg. 36 --- Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the battle axe, pick, and warhammer. You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons. Dwarven Weapon Familiarity leads to... Dwarven Weapon Cunning, Dwarven Weapon Expertise","category":"feat","pfs":"Standard","feat":["Dwarven Weapon Familiarity"],"rarity":"common","slug":"feat-2"},{"skill_mod":{},"summary":"Your innate connection to stone makes you adept at moving across uneven surfaces.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3","weakness":{},"name":"Rock Runner","trait":["Dwarf"],"id":"feat-3","text":" Rock Runner Source Core Rulebook pg. 36 --- Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead. Rock Runner leads to... Boulder Roll","category":"feat","pfs":"Standard","feat":["Rock Runner"],"rarity":"common","slug":"feat-3"},{"remaster_name":["Stonemason's Eye"],"skill_mod":{},"summary":"You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4","weakness":{},"name":"Stonecunning","trait":["Dwarf"],"id":"feat-4","text":" Stonecunning Source Core Rulebook pg. 36 --- You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone. If you aren't using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn't gain the circumstance bonus, and it takes a –2 circumstance penalty.","category":"feat","pfs":"Standard","feat":["Stonecunning"],"rarity":"common","slug":"feat-4"},{"skill_mod":{},"summary":"You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5","weakness":{},"name":"Unburdened Iron","trait":["Dwarf"],"id":"feat-5","text":" Unburdened Iron Source Core Rulebook pg. 36 --- You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear. In addition, any time you're taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.","category":"feat","pfs":"Standard","feat":["Unburdened Iron"],"rarity":"common","slug":"feat-5"},{"remaster_name":["Mountain Strategy"],"skill_mod":{},"summary":"You heart aches for vengeance against those who have wronged your people.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6","weakness":{},"name":"Vengeful Hatred","trait":["Dwarf"],"id":"feat-6","text":" Vengeful Hatred Source Core Rulebook pg. 36 --- You heart aches for vengeance against those who have wronged your people. Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait. Special Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.","category":"feat","pfs":"Standard","feat":["Vengeful Hatred"],"rarity":"common","slug":"feat-6"},{"skill_mod":{},"summary":"Your dwarven build allows you to push foes around, just like a mighty boulder.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Rock Runner","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7","weakness":{},"name":"Boulder Roll","trait":["Dwarf"],"actions_number":4,"id":"feat-7","text":" Boulder Roll Two Actions Source Core Rulebook pg. 36 Prerequisites Rock Runner --- Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm's way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. If the foe can't move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Boulder Roll"],"rarity":"common","slug":"feat-7"},{"remaster_name":["Dwarven Weapon Familiarity"],"skill_mod":{},"summary":"You’ve learned cunning techniques to get the best effects out of your dwarven weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Dwarven Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8","weakness":{},"name":"Dwarven Weapon Cunning","trait":["Dwarf"],"id":"feat-8","text":" Dwarven Weapon Cunning Source Core Rulebook pg. 37 Prerequisites Dwarven Weapon Familiarity --- You've learned cunning techniques to get the best effects out of your dwarven weapons. Whenever you critically hit using a battle axe, pick, warhammer, or a dwarf weapon, you apply the weapon's critical specialization effect. Dwarven Weapon Cunning leads to... Trick Driver Dedication","category":"feat","pfs":"Standard","feat":["Dwarven Weapon Cunning"],"rarity":"common","slug":"feat-8"},{"skill_mod":{},"summary":"Your hardiness lets you withstand more punishment than most before going down.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=9","weakness":{},"name":"Mountain's Stoutness","trait":["Dwarf"],"id":"feat-9","text":" Mountain's Stoutness Source Core Rulebook pg. 37 --- Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value). If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.","category":"feat","pfs":"Standard","feat":["Mountain's Stoutness"],"rarity":"common","slug":"feat-9"},{"skill_mod":{},"summary":"You have a deep reverence for and connection to stone.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=10","weakness":{},"name":"Stonewalker","trait":["Dwarf"],"id":"feat-10","text":" Stonewalker Source Core Rulebook pg. 37 --- You have a deep reverence for and connection to stone. You gain meld into stone as a 3rd-level divine innate spell that you can cast once per day. If you have the Stonecunning dwarf ancestry feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonecunning and legendary proficiency in Perception, when you're not Seeking and the GM rolls a secret check for you to notice unusual stonework, you keep the bonus from Stonecunning and don't take the –2 circumstance penalty. Stonewalker leads to... Stonegate","category":"feat","pfs":"Standard","feat":["Stonewalker"],"rarity":"common","slug":"feat-10"},{"skill_mod":{},"summary":"Your dwarven affinity blends with your training, granting you great skill with dwarven weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Dwarven Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=11","weakness":{},"name":"Dwarven Weapon Expertise","trait":["Dwarf"],"id":"feat-11","text":" Dwarven Weapon Expertise Source Core Rulebook pg. 37 Prerequisites Dwarven Weapon Familiarity --- Your dwarven affinity blends with your training, granting you great skill with dwarven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for battle axes, picks, warhammers, and all dwarven weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Dwarven Weapon Expertise"],"rarity":"common","slug":"feat-11"},{"skill_mod":{},"summary":"You have accumulated a vast array of lived knowledge over the years.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"at least 100 years old","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=12","weakness":{},"name":"Ancestral Longevity","trait":["Elf"],"id":"feat-12","text":" Ancestral Longevity Source Core Rulebook pg. 40 Prerequisites at least 100 years old --- You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat. Ancestral Longevity leads to... Expert Longevity","category":"feat","pfs":"Standard","feat":["Ancestral Longevity"],"rarity":"common","slug":"feat-12"},{"skill_mod":{},"summary":"You’ve studied in traditional elven arts, learning about arcane magic and the world around you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=13","weakness":{},"name":"Elven Lore","trait":["Elf"],"id":"feat-13","text":" Elven Lore Source Core Rulebook pg. 40 --- You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.","category":"feat","pfs":"Standard","feat":["Elven Lore"],"rarity":"common","slug":"feat-13"},{"skill_mod":{},"summary":"You favor bows and other elegant weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=14","weakness":{},"name":"Elven Weapon Familiarity","trait":["Elf"],"id":"feat-14","text":" Elven Weapon Familiarity Source Core Rulebook pg. 40 --- You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. Elven Weapon Familiarity leads to... Elven Weapon Elegance, Elven Weapon Expertise","category":"feat","pfs":"Standard","feat":["Elven Weapon Familiarity"],"rarity":"common","slug":"feat-14"},{"skill_mod":{},"summary":"Watching your friends age and die fills you with moroseness that protects you against harmful emotions.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=15","weakness":{},"name":"Forlorn","trait":["Elf"],"id":"feat-15","text":" Forlorn Source Core Rulebook pg. 40 --- Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Forlorn"],"rarity":"common","slug":"feat-15"},{"skill_mod":{},"summary":"Your muscles are tightly honed.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=16","weakness":{},"name":"Nimble Elf","trait":["Elf"],"id":"feat-16","text":" Nimble Elf Source Core Rulebook pg. 40 --- Your muscles are tightly honed. Your Speed increases by 5 feet.","category":"feat","pfs":"Standard","feat":["Nimble Elf"],"rarity":"common","slug":"feat-16"},{"skill_mod":{},"summary":"Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=17","weakness":{},"name":"Otherworldly Magic","trait":["Elf"],"id":"feat-17","text":" Otherworldly Magic Source Core Rulebook pg. 40 --- Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Otherworldly Magic"],"rarity":"common","slug":"feat-17"},{"skill_mod":{},"summary":"Your mystic control and meditations allow you to resist external influences upon your consciousness.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=18","weakness":{},"name":"Unwavering Mien","trait":["Elf"],"id":"feat-18","text":" Unwavering Mien Source Core Rulebook pg. 40 --- Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.","category":"feat","pfs":"Standard","feat":["Unwavering Mien"],"rarity":"common","slug":"feat-18"},{"skill_mod":{},"summary":"You work at a pace born from longevity that enhances your thoroughness.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=19","weakness":{},"name":"Ageless Patience","trait":["Elf"],"id":"feat-19","text":" Ageless Patience Source Core Rulebook pg. 40 --- You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.","category":"feat","pfs":"Standard","feat":["Ageless Patience"],"rarity":"common","slug":"feat-19"},{"remaster_name":["Elven Weapon Familiarity"],"skill_mod":{},"summary":"You are attuned to the weapons of your elven ancestors and are particularly deadly when using them.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Elven Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=20","weakness":{},"name":"Elven Weapon Elegance","trait":["Elf"],"id":"feat-20","text":" Elven Weapon Elegance Source Core Rulebook pg. 41 Prerequisites Elven Weapon Familiarity --- You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in Elven Weapon Familiarity, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Elven Weapon Elegance"],"rarity":"common","slug":"feat-20"},{"skill_mod":{},"summary":"You move in a graceful dance, and even your steps are broad.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=21","weakness":{},"name":"Elf Step","trait":["Elf"],"actions_number":2,"id":"feat-21","text":" Elf Step Single Action Source Core Rulebook pg. 41 --- You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Elf Step"],"rarity":"common","slug":"feat-21"},{"skill_mod":{},"summary":"You’ve continued to refine the knowledge and skills you’ve gained through your life.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Ancestral Longevity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=22","weakness":{},"name":"Expert Longevity","trait":["Elf"],"id":"feat-22","text":" Expert Longevity Source Core Rulebook pg. 41 Prerequisites Ancestral Longevity --- You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires. When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity. Expert Longevity leads to... Universal Longevity","category":"feat","pfs":"Standard","feat":["Expert Longevity"],"rarity":"common","slug":"feat-22"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Elf"],"id":"feat-23","text":" Universal Longevity Single Action Source Core Rulebook pg. 41 Frequency once per day Prerequisites Expert Longevity --- You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Ancestral Longevity and Expert Longevity.","feat":["Universal Longevity"],"skill_mod":{},"summary":"You’ve perfected your ability to keep up with all the skills you’ve learned over your long life.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"level":13,"prerequisite":"Expert Longevity","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=23","name":"Universal Longevity","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-23"},{"skill_mod":{},"summary":"Your elven affinity blends with your class training, granting you great skill with elven weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Elven Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=24","weakness":{},"name":"Elven Weapon Expertise","trait":["Elf"],"id":"feat-24","text":" Elven Weapon Expertise Source Core Rulebook pg. 41 Prerequisites Elven Weapon Familiarity --- Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and all elf weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Elven Weapon Expertise"],"rarity":"common","slug":"feat-24"},{"skill_mod":{},"summary":"You build a rapport with an animal, which becomes magically bonded to you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=25","weakness":{},"name":"Animal Accomplice","trait":["Gnome"],"id":"feat-25","text":" Animal Accomplice Source Core Rulebook pg. 44 --- You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar. The type of animal is up to you, but most gnomes choose animals with a burrow Speed.","category":"feat","pfs":"Standard","feat":["Animal Accomplice"],"rarity":"common","slug":"feat-25"},{"skill_mod":{},"summary":"You recognize the chittering of ground creatures as its own peculiar language.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=26","weakness":{},"name":"Burrow Elocutionist","trait":["Gnome"],"id":"feat-26","text":" Burrow Elocutionist Source Core Rulebook pg. 44 --- You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability. Burrow Elocutionist leads to... Animal Elocutionist","category":"feat","pfs":"Standard","feat":["Burrow Elocutionist"],"rarity":"common","slug":"feat-26"},{"skill_mod":{},"summary":"Your enhanced fey connection affords you a warmer reception from creatures of the First World.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=27","weakness":{},"name":"Fey Fellowship","trait":["Gnome"],"id":"feat-27","text":" Fey Fellowship Source Core Rulebook pg. 44 --- Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey. In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. Special If you have the Glad-Hand skill feat, you don’t take the penalty on your immediate Diplomacy check if the target is a fey.","category":"feat","pfs":"Standard","feat":["Fey Fellowship"],"rarity":"common","slug":"feat-27"},{"skill_mod":{},"summary":"Your connection to the First World grants you a primal innate spell, much like those of the fey.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=28","weakness":{},"name":"First World Magic","trait":["Gnome"],"id":"feat-28","text":" First World Magic Source Core Rulebook pg. 44 --- Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["First World Magic"],"rarity":"common","slug":"feat-28"},{"skill_mod":{},"summary":"You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=29","weakness":{},"name":"Gnome Obsession","trait":["Gnome"],"id":"feat-29","text":" Gnome Obsession Source Core Rulebook pg. 44 --- You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them. Gnome Obsession leads to... Eclectic Obsession","category":"feat","pfs":"Standard","feat":["Gnome Obsession"],"rarity":"common","slug":"feat-29"},{"skill_mod":{},"summary":"You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=30","weakness":{},"name":"Gnome Weapon Familiarity","trait":["Gnome"],"id":"feat-30","text":" Gnome Weapon Familiarity Source Core Rulebook pg. 44 --- You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the glaive and kukri. In addition, you gain access to kukris and all uncommon gnome weapons. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons. Gnome Weapon Familiarity leads to... Gnome Weapon Expertise, Gnome Weapon Innovator","category":"feat","pfs":"Standard","feat":["Gnome Weapon Familiarity"],"rarity":"common","slug":"feat-30"},{"skill_mod":{},"summary":"Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=31","weakness":{},"name":"Illusion Sense","trait":["Gnome"],"id":"feat-31","text":" Illusion Sense Source Core Rulebook pg. 44 --- Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn't spend an action to Interact with the illusion. Illusion Sense leads to... Intuitive Illusions, Natural Illusionist","category":"feat","pfs":"Standard","feat":["Illusion Sense"],"rarity":"common","slug":"feat-31"},{"skill_mod":{},"summary":"You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Burrow Elocutionist","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=32","weakness":{},"name":"Animal Elocutionist","trait":["Gnome"],"id":"feat-32","text":" Animal Elocutionist Source Core Rulebook pg. 45 Prerequisites Burrow Elocutionist --- You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).","category":"feat","pfs":"Standard","feat":["Animal Elocutionist"],"rarity":"common","slug":"feat-32"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Gnome"],"id":"feat-33","text":" Energized Font Single Action Source Core Rulebook pg. 45 Frequency once per day Prerequisites focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells --- The magic within you provides increased energy you can use to focus. You regain 1 Focus Point, up to your usual maximum.","feat":["Energized Font"],"skill_mod":{},"summary":"The magic within you provides increased energy you can use to focus.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"level":5,"prerequisite":"focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=33","name":"Energized Font","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-33"},{"remaster_name":["Gnome Weapon Familiarity"],"skill_mod":{},"summary":"You produce outstanding results when wielding unusual weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Gnome Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=34","weakness":{},"name":"Gnome Weapon Innovator","trait":["Gnome"],"id":"feat-34","text":" Gnome Weapon Innovator Source Core Rulebook pg. 45 Prerequisites Gnome Weapon Familiarity --- You produce outstanding results when wielding unusual weapons. Whenever you critically hit using a glaive, kukri, or gnome weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Gnome Weapon Innovator"],"rarity":"common","slug":"feat-34"},{"skill_mod":{},"summary":"Over time your fey magic has grown stronger.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"at least one primal innate spell","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=35","weakness":{},"name":"First World Adept","trait":["Gnome"],"id":"feat-35","text":" First World Adept Source Core Rulebook pg. 45 Prerequisites at least one primal innate spell --- Over time your fey magic has grown stronger. You gain faerie fire and invisibility as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day.","category":"feat","pfs":"Standard","feat":["First World Adept"],"rarity":"common","slug":"feat-35"},{"skill_mod":{},"summary":"Your connection to the First World has grown, and its positive energy flows into you rapidly.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=36","weakness":{},"name":"Vivacious Conduit","trait":["Gnome"],"id":"feat-36","text":" Vivacious Conduit Source Core Rulebook pg. 45 --- Your connection to the First World has grown, and its positive energy flows into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from Treat Wounds.","category":"feat","pfs":"Standard","feat":["Vivacious Conduit"],"rarity":"common","slug":"feat-36"},{"skill_mod":{},"summary":"Your gnome affinity blends with your class training, granting you great skill with gnome weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Gnome Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=37","weakness":{},"name":"Gnome Weapon Expertise","trait":["Gnome"],"id":"feat-37","text":" Gnome Weapon Expertise Source Core Rulebook pg. 45 Prerequisites Gnome Weapon Familiarity --- Your gnome affinity blends with your class training, granting you great skill with gnome weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the glaive, kukri, and all gnome weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Gnome Weapon Expertise"],"rarity":"common","slug":"feat-37"},{"skill_mod":{},"summary":"Fire fascinates you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=38","weakness":{},"name":"Burn It!","trait":["Goblin"],"id":"feat-38","text":" Burn It! Source Core Rulebook pg. 48 --- Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.","category":"feat","pfs":"Standard","feat":["Burn It!"],"rarity":"common","slug":"feat-38"},{"skill_mod":{},"summary":"You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=39","weakness":{},"name":"City Scavenger","trait":["Goblin"],"id":"feat-39","text":" City Scavenger Source Core Rulebook pg. 48 --- You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement. When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check. Special If you have the irongut goblin heritage, increase the bonuses to +2.","category":"feat","pfs":"Standard","feat":["City Scavenger"],"rarity":"common","slug":"feat-39"},{"skill_mod":{},"summary":"You’ve picked up skills and tales from your goblin community.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=40","weakness":{},"name":"Goblin Lore","trait":["Goblin"],"id":"feat-40","text":" Goblin Lore Source Core Rulebook pg. 48 --- You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore.","category":"feat","pfs":"Standard","feat":["Goblin Lore"],"rarity":"common","slug":"feat-40"},{"skill_mod":{},"summary":"You take advantage of your ally’s movement to adjust your position.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"An ally ends a move action adjacent to you.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=41","weakness":{},"name":"Goblin Scuttle","trait":["Goblin"],"actions_number":1,"id":"feat-41","text":" Goblin Scuttle Reaction Source Core Rulebook pg. 48 Trigger An ally ends a move action adjacent to you. --- You take advantage of your ally’s movement to adjust your position. You Step. Goblin Scuttle leads to... Skittering Scuttle","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Goblin Scuttle"],"rarity":"common","slug":"feat-41"},{"skill_mod":{},"summary":"You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=42","weakness":{},"name":"Goblin Song","trait":["Goblin"],"actions_number":2,"id":"feat-42","text":" Goblin Song Single Action Source Core Rulebook pg. 48 --- You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round. Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour. Goblin Song leads to... Loud Singer","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Goblin Song"],"rarity":"common","slug":"feat-42"},{"skill_mod":{},"summary":"Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=43","weakness":{},"name":"Goblin Weapon Familiarity","trait":["Goblin"],"id":"feat-43","text":" Goblin Weapon Familiarity Source Core Rulebook pg. 48 --- Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the dogslicer and horsechopper. In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons. Goblin Weapon Familiarity leads to... Goblin Weapon Expertise, Goblin Weapon Frenzy","category":"feat","pfs":"Standard","feat":["Goblin Weapon Familiarity"],"rarity":"common","slug":"feat-43"},{"skill_mod":{},"summary":"You can make useful tools out of even twisted or rusted scraps.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=44","weakness":{},"name":"Junk Tinker","trait":["Goblin"],"id":"feat-44","text":" Junk Tinker Source Core Rulebook pg. 48 --- You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made. You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM's discretion, this might affect the item's resale value depending on the buyer's tastes.","category":"feat","pfs":"Standard","feat":["Junk Tinker"],"rarity":"common","slug":"feat-44"},{"skill_mod":{},"summary":"You are especially good at riding traditional goblin mounts.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=45","weakness":{},"name":"Rough Rider","trait":["Goblin"],"id":"feat-45","text":" Rough Rider Source Core Rulebook pg. 48 --- You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion's steed ally.","category":"feat","pfs":"Standard","feat":["Rough Rider"],"rarity":"common","slug":"feat-45"},{"skill_mod":{},"summary":"Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=46","weakness":{},"name":"Very Sneaky","trait":["Goblin"],"id":"feat-46","text":" Very Sneaky Source Core Rulebook pg. 49 --- Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you don't have cover or greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn. Very Sneaky leads to... Very, Very Sneaky","category":"feat","pfs":"Standard","feat":["Very Sneaky"],"rarity":"common","slug":"feat-46"},{"remaster_name":["Goblin Weapon Familiarity"],"skill_mod":{},"summary":"You know how to wield your people’s vicious weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Goblin Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=47","weakness":{},"name":"Goblin Weapon Frenzy","trait":["Goblin"],"id":"feat-47","text":" Goblin Weapon Frenzy Source Core Rulebook pg. 49 Prerequisites Goblin Weapon Familiarity --- You know how to wield your people's vicious weapons. Whenever you score a critical hit using a goblin weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Goblin Weapon Frenzy"],"rarity":"common","slug":"feat-47"},{"skill_mod":{},"summary":"After years of crawling and climbing through caverns, you can climb easily anywhere you go.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=48","weakness":{},"name":"Cave Climber","trait":["Goblin"],"id":"feat-48","text":" Cave Climber Source Core Rulebook pg. 49 --- After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet.","category":"feat","pfs":"Standard","feat":["Cave Climber"],"rarity":"common","slug":"feat-48"},{"skill_mod":{},"summary":"You can scuttle farther and faster when maneuvering alongside allies.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Goblin Scuttle","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=49","weakness":{},"name":"Skittering Scuttle","trait":["Goblin"],"id":"feat-49","text":" Skittering Scuttle Source Core Rulebook pg. 49 Prerequisites Goblin Scuttle --- You can scuttle farther and faster when maneuvering alongside allies. When you use Goblin Scuttle, you can Stride up to half your Speed instead of Stepping.","category":"feat","pfs":"Standard","feat":["Skittering Scuttle"],"rarity":"common","slug":"feat-49"},{"skill_mod":{},"summary":"Your goblin affinity blends with your class training, granting you great skill with goblin weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Goblin Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=50","weakness":{},"name":"Goblin Weapon Expertise","trait":["Goblin"],"id":"feat-50","text":" Goblin Weapon Expertise Source Core Rulebook pg. 49 Prerequisites Goblin Weapon Familiarity --- Your goblin affinity blends with your class training, granting you great skill with goblin weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the dogslicer, horsechopper, and all goblin weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Goblin Weapon Expertise"],"rarity":"common","slug":"feat-50"},{"skill_mod":{},"summary":"Your ability to hide is so great, you can disappear straight from vision.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Very Sneaky","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=51","weakness":{},"name":"Very, Very Sneaky","trait":["Goblin"],"id":"feat-51","text":" Very, Very Sneaky Source Core Rulebook pg. 49 Prerequisites Very Sneaky --- You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.","category":"feat","pfs":"Standard","feat":["Very, Very Sneaky"],"rarity":"common","slug":"feat-51"},{"skill_mod":{},"summary":"You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=52","weakness":{},"name":"Distracting Shadows","trait":["Halfling"],"id":"feat-52","text":" Distracting Shadows Source Core Rulebook pg. 52 --- You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action. Distracting Shadows leads to... Ceaseless Shadows","category":"feat","pfs":"Standard","feat":["Distracting Shadows"],"rarity":"common","slug":"feat-52"},{"skill_mod":{},"summary":"You’ve dutifully learned important skills passed down through generations of halfling tradition.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=53","weakness":{},"name":"Halfling Lore","trait":["Halfling"],"id":"feat-53","text":" Halfling Lore Source Core Rulebook pg. 52 --- You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore.","category":"feat","pfs":"Standard","feat":["Halfling Lore"],"rarity":"common","slug":"feat-53"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fortune","Halfling"],"id":"feat-54","text":" Halfling Luck Free Action Source Core Rulebook pg. 52 Frequency once per day Trigger You fail a skill check or saving throw. --- Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Halfling Luck leads to... Guiding Luck, Halfling Ingenuity, Incredible Luck (Halfling), Shared Luck (Halfling)","feat":["Halfling Luck"],"skill_mod":{},"summary":"Your happy-go-lucky nature makes it seem like misfortune avoids you.","primary_source":"Core Rulebook","trait_group":["Mechanics","Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"You fail a skill check or saving throw.","resistance":{},"url":"/Feats.aspx?ID=54","name":"Halfling Luck","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-54"},{"skill_mod":{},"summary":"You favor traditional halfling weapons, so you’ve learned how to use them more effectively.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=55","weakness":{},"name":"Halfling Weapon Familiarity","trait":["Halfling"],"id":"feat-55","text":" Halfling Weapon Familiarity Source Core Rulebook pg. 52 --- You favor traditional halfling weapons, so you've learned how to use them more effectively. You have the trained proficiency with the frying pan, sling, halfling sling staff, and shortsword. You gain access to all uncommon halfling weapons. For the purpose of determining your proficiency, martial halfling weapons are simple weapons and advanced halfling weapons are martial weapons. Halfling Weapon Familiarity leads to... Halfling Weapon Expertise, Halfling Weapon Trickster","category":"feat","pfs":"Standard","feat":["Halfling Weapon Familiarity"],"rarity":"common","slug":"feat-55"},{"skill_mod":{},"summary":"Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=56","weakness":{},"name":"Sure Feet","trait":["Halfling"],"id":"feat-56","text":" Sure Feet Source Core Rulebook pg. 52 --- Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You're not flat-footed when you attempt to Balance or Climb.","category":"feat","pfs":"Standard","feat":["Sure Feet"],"rarity":"common","slug":"feat-56"},{"skill_mod":{},"summary":"You have learned how to use your sling to fell enormous creatures.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=57","weakness":{},"name":"Titan Slinger","trait":["Halfling"],"id":"feat-57","text":" Titan Slinger Source Core Rulebook pg. 52 --- You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a sling against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found here).","category":"feat","pfs":"Standard","feat":["Titan Slinger"],"rarity":"common","slug":"feat-57"},{"skill_mod":{},"summary":"You were forced into service as a laborer, but you’ve since escaped and have trained to ensure you’ll never be caught again.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=58","weakness":{},"name":"Unfettered Halfling","trait":["Halfling"],"id":"feat-58","text":" Unfettered Halfling Source Core Rulebook pg. 52 --- You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you've since escaped and have trained to ensure you'll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you.","category":"feat","pfs":"Standard","feat":["Unfettered Halfling"],"rarity":"common","slug":"feat-58"},{"skill_mod":{},"summary":"Your communal lifestyle causes you to pay close attention to the people around you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=59","weakness":{},"name":"Watchful Halfling","trait":["Halfling"],"id":"feat-59","text":" Watchful Halfling Source Core Rulebook pg. 52 --- Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren't actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway. In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature's saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.","category":"feat","pfs":"Standard","feat":["Watchful Halfling"],"rarity":"common","slug":"feat-59"},{"skill_mod":{},"summary":"During your adventures, you’ve honed your ability to adapt to the culture of the predominant ancestry around you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=60","weakness":{},"name":"Cultural Adaptability","trait":["Halfling"],"id":"feat-60","text":" Cultural Adaptability Source Core Rulebook pg. 53 --- During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.","category":"feat","pfs":"Standard","feat":["Cultural Adaptability"],"rarity":"common","slug":"feat-60"},{"remaster_name":["Halfling Weapon Familiarity"],"skill_mod":{},"summary":"You are particularly adept at fighting with your people’s favored weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Halfling Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=61","weakness":{},"name":"Halfling Weapon Trickster","trait":["Halfling"],"id":"feat-61","text":" Halfling Weapon Trickster Source Core Rulebook pg. 53 Prerequisites Halfling Weapon Familiarity --- You are particularly adept at fighting with your people's favored weapons. Whenever you critically succeed at an attack roll using a shortsword, a sling, or a halfling weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Halfling Weapon Trickster"],"rarity":"common","slug":"feat-61"},{"skill_mod":{},"summary":"Your luck guides you to look the right way and aim your blows unerringly.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Halfling Luck","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=62","weakness":{},"name":"Guiding Luck","trait":["Halfling"],"id":"feat-62","text":" Guiding Luck Source Core Rulebook pg. 53 Prerequisites Halfling Luck --- Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.","category":"feat","pfs":"Standard","feat":["Guiding Luck"],"rarity":"common","slug":"feat-62"},{"skill_mod":{},"summary":"You are easily able to ward off attempts to play on your fears and emotions.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=63","weakness":{},"name":"Irrepressible","trait":["Halfling"],"id":"feat-63","text":" Irrepressible Source Core Rulebook pg. 53 --- You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Irrepressible"],"rarity":"common","slug":"feat-63"},{"skill_mod":{},"summary":"You excel at going unnoticed, especially among a crowd.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Distracting Shadows","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=64","weakness":{},"name":"Ceaseless Shadows","trait":["Halfling"],"id":"feat-64","text":" Ceaseless Shadows Source Core Rulebook pg. 53 Prerequisites Distracting Shadows --- You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from creatures, you gain cover and can Take Cover, and if you would have cover from creatures, you gain greater cover.","category":"feat","pfs":"Standard","feat":["Ceaseless Shadows"],"rarity":"common","slug":"feat-64"},{"skill_mod":{},"summary":"Your halfling affinity blends with your class training, granting you great skill with halfling weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Halfling Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=65","weakness":{},"name":"Halfling Weapon Expertise","trait":["Halfling"],"id":"feat-65","text":" Halfling Weapon Expertise Source Core Rulebook pg. 53 Prerequisites Halfling Weapon Familiarity --- Your halfling affinity blends with your class training, granting you great skill with halfling weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the sling, halfling sling staff, shortsword, and all halfling weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Halfling Weapon Expertise"],"rarity":"common","slug":"feat-65"},{"skill_mod":{},"summary":"Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"spellcasting class feature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=66","weakness":{},"name":"Adapted Cantrip","trait":["Human"],"id":"feat-66","text":" Adapted Cantrip Source Core Rulebook pg. 57 Prerequisites spellcasting class feature --- Through study of multiple magical traditions, you've altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you're a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class's tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one. Adapted Cantrip leads to... Adaptive Adept","category":"feat","pfs":"Standard","feat":["Adapted Cantrip"],"rarity":"common","slug":"feat-66"},{"skill_mod":{},"summary":"The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=67","weakness":{},"name":"Cooperative Nature","trait":["Human"],"id":"feat-67","text":" Cooperative Nature Source Core Rulebook pg. 57 --- The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid. Cooperative Nature leads to... Cooperative Soul","category":"feat","pfs":"Standard","feat":["Cooperative Nature"],"rarity":"common","slug":"feat-67"},{"skill_mod":{},"summary":"Your adaptability manifests in your mastery of a range of useful abilities.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=68","weakness":{},"name":"General Training","trait":["Human"],"id":"feat-68","text":" General Training Source Core Rulebook pg. 57 --- Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Special You can select this feat multiple times, choosing a different feat each time.","category":"feat","pfs":"Standard","feat":["General Training"],"rarity":"common","slug":"feat-68"},{"skill_mod":{},"summary":"Your powerful ego makes it harder for others to order you around.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=69","weakness":{},"name":"Haughty Obstinacy","trait":["Human"],"id":"feat-69","text":" Haughty Obstinacy Source Core Rulebook pg. 57 --- Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).","category":"feat","pfs":"Standard","feat":["Haughty Obstinacy"],"rarity":"common","slug":"feat-69"},{"skill_mod":{},"summary":"You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=70","weakness":{},"name":"Natural Ambition","trait":["Human"],"id":"feat-70","text":" Natural Ambition Source Core Rulebook pg. 57 --- You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.","category":"feat","pfs":"Standard","feat":["Natural Ambition"],"rarity":"common","slug":"feat-70"},{"skill_mod":{},"summary":"Your ingenuity allows you to learn a wide variety of skills.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=71","weakness":{},"name":"Natural Skill","trait":["Human"],"id":"feat-71","text":" Natural Skill Source Core Rulebook pg. 57 --- Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.","category":"feat","pfs":"Standard","feat":["Natural Skill"],"rarity":"common","slug":"feat-71"},{"skill_mod":{},"summary":"You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=72","weakness":{},"name":"Unconventional Weaponry","trait":["Human"],"id":"feat-72","text":" Unconventional Weaponry Source Core Rulebook pg. 57 --- You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. Unconventional Weaponry leads to... Unconventional Expertise","category":"feat","pfs":"Standard","feat":["Unconventional Weaponry"],"rarity":"common","slug":"feat-72"},{"skill_mod":{},"summary":"You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Adapted Cantrip; can cast 3rd-level spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=73","weakness":{},"name":"Adaptive Adept","trait":["Human"],"id":"feat-73","text":" Adaptive Adept Source Core Rulebook pg. 57 Prerequisites Adapted Cantrip; can cast 3rd-level spells --- You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.","category":"feat","pfs":"Standard","feat":["Adaptive Adept"],"rarity":"common","slug":"feat-73"},{"skill_mod":{},"summary":"You’ve learned how to handle situations when you’re out of your depth.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=74","weakness":{},"name":"Clever Improviser","trait":["Human"],"id":"feat-74","text":" Clever Improviser Source Core Rulebook pg. 57 --- You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. Clever Improviser leads to... Incredible Improvisation","category":"feat","pfs":"Standard","feat":["Clever Improviser"],"rarity":"common","slug":"feat-74"},{"skill_mod":{},"summary":"You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Cooperative Nature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=75","weakness":{},"name":"Cooperative Soul","trait":["Human"],"id":"feat-75","text":" Cooperative Soul Source Core Rulebook pg. 57 Prerequisites Cooperative Nature --- You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to Aid other than a critical success.","category":"feat","pfs":"Standard","feat":["Cooperative Soul"],"rarity":"common","slug":"feat-75"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Human"],"id":"feat-76","text":" Incredible Improvisation Free Action Source Core Rulebook pg. 57 Frequency once per day Prerequisites Clever Improviser Trigger You attempt a check using a skill you’re untrained in. --- A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.","feat":["Incredible Improvisation"],"skill_mod":{},"summary":"A stroke of brilliance gives you a major advantage with a skill despite your inexperience.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"level":9,"prerequisite":"Clever Improviser","source_category":["Rulebooks"],"trigger":"You attempt a check using a skill you’re untrained in.","resistance":{},"url":"/Feats.aspx?ID=76","name":"Incredible Improvisation","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-76"},{"skill_mod":{},"summary":"You’ve learned to split your focus between multiple classes with ease.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=77","weakness":{},"name":"Multitalented","trait":["Human"],"id":"feat-77","text":" Multitalented Source Core Rulebook pg. 58 --- You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype. If you're a half-elf, you don't need to meet the feat's ability score prerequisites.","category":"feat","pfs":"Standard","feat":["Multitalented"],"rarity":"common","slug":"feat-77"},{"skill_mod":{},"summary":"You’ve continued to advance your powers using your unconventional weapon.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Unconventional Weaponry; trained in the weapon you chose for Unconventional Weaponry","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=78","weakness":{},"name":"Unconventional Expertise","trait":["Human"],"id":"feat-78","text":" Unconventional Expertise Source Core Rulebook pg. 58 Prerequisites Unconventional Weaponry; trained in the weapon you chose for Unconventional Weaponry --- You’ve continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry.","category":"feat","pfs":"Standard","feat":["Unconventional Expertise"],"rarity":"common","slug":"feat-78"},{"skill_mod":{},"summary":"Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=79","weakness":{},"name":"Elf Atavism","trait":["Half-Elf","Aiuvarin"],"id":"feat-79","text":" Elf Atavism Source Core Rulebook pg. 58 --- Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors' heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can't select a heritage that depends on or improves an elven feature you don't have. For example, you couldn't gain the cavern elf's darkvision ability if you didn't have low-light vision. In these cases, at the GM's discretion, you might gain a different benefit. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Elf Atavism"],"rarity":"common","slug":"feat-79"},{"skill_mod":{},"summary":"Your own actions inspire your allies to great achievements.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=80","weakness":{},"name":"Inspire Imitation","trait":["Half-Elf","Aiuvarin"],"id":"feat-80","text":" Inspire Imitation Source Core Rulebook pg. 58 --- Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.","category":"feat","pfs":"Standard","feat":["Inspire Imitation"],"rarity":"common","slug":"feat-80"},{"skill_mod":{},"summary":"The elven magic in your blood manifests as a force you can use to become more appealing or alluring.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=81","weakness":{},"name":"Supernatural Charm","trait":["Half-Elf","Aiuvarin"],"id":"feat-81","text":" Supernatural Charm Source Core Rulebook pg. 58 --- The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level charm as an arcane innate spell once per day.","category":"feat","pfs":"Standard","feat":["Supernatural Charm"],"rarity":"common","slug":"feat-81"},{"skill_mod":{},"summary":"Your dual human and orc nature has given you a unique perspective.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=82","weakness":{},"name":"Monstrous Peacemaker","trait":["Half-Orc","Dromaar"],"id":"feat-82","text":" Monstrous Peacemaker Source Core Rulebook pg. 59 --- Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM's discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures.","category":"feat","pfs":"Standard","feat":["Monstrous Peacemaker"],"rarity":"common","slug":"feat-82"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Orc"],"id":"feat-83","text":" Orc Ferocity Reaction Source Core Rulebook pg. 59 Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. --- Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Orc Ferocity leads to... Defy Death, Ferocious Beasts, Incredible Ferocity, Rampaging Ferocity, Undying Ferocity","feat":["Orc Ferocity"],"skill_mod":{},"summary":"Fierceness in battle runs through your blood, and you refuse to fall from your injuries.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"You would be reduced to 0 Hit Points but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=83","name":"Orc Ferocity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-83"},{"skill_mod":{},"summary":"Your orc blood is strong enough to grant you the keen vision of your orc forebears.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=84","weakness":{},"name":"Orc Sight","trait":["Half-Orc","Dromaar"],"id":"feat-84","text":" Orc Sight Source Core Rulebook pg. 59 Prerequisites low-light vision --- Your orc blood is strong enough to grant you the keen vision of your orc forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Orc Sight"],"rarity":"common","slug":"feat-84"},{"skill_mod":{},"summary":"You defend yourself against magic by relying on techniques derived from orc cultural superstitions.","primary_source":"Core Rulebook","trait_group":["Mechanics","Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You attempt a saving throw against a spell or magical effect, before rolling.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=85","weakness":{},"name":"Orc Superstition","trait":["Concentrate","Orc"],"actions_number":1,"id":"feat-85","text":" Orc Superstition Reaction Source Core Rulebook pg. 59 Trigger You attempt a saving throw against a spell or magical effect, before rolling. --- You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect. Orc Superstition leads to... Pervasive Superstition","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Orc Superstition"],"rarity":"common","slug":"feat-85"},{"skill_mod":{},"summary":"In combat, you favor the brutal weapons that are traditional for your orc ancestors.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=86","weakness":{},"name":"Orc Weapon Familiarity","trait":["Orc"],"id":"feat-86","text":" Orc Weapon Familiarity Source Core Rulebook pg. 59 --- In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons. Orc Weapon Familiarity leads to... Orc Weapon Carnage, Orc Weapon Expertise","category":"feat","pfs":"Standard","feat":["Orc Weapon Familiarity"],"rarity":"common","slug":"feat-86"},{"remaster_name":["Orc Weapon Familiarity"],"skill_mod":{},"summary":"You are brutally efficient with the weapons of your orc ancestors.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Orc Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=87","weakness":{},"name":"Orc Weapon Carnage","trait":["Orc"],"id":"feat-87","text":" Orc Weapon Carnage Source Core Rulebook pg. 59 Prerequisites Orc Weapon Familiarity --- You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a falchion, a greataxe, or an orc weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Orc Weapon Carnage"],"rarity":"common","slug":"feat-87"},{"skill_mod":{},"summary":"Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You bring a foe to 0 Hit Points.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=88","weakness":{},"name":"Victorious Vigor","trait":["Orc"],"actions_number":1,"id":"feat-88","text":" Victorious Vigor Reaction Source Core Rulebook pg. 59 Trigger You bring a foe to 0 Hit Points. --- Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Victorious Vigor"],"rarity":"common","slug":"feat-88"},{"skill_mod":{},"summary":"You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Orc Superstition","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=89","weakness":{},"name":"Pervasive Superstition","trait":["Orc"],"id":"feat-89","text":" Pervasive Superstition Source Core Rulebook pg. 59 Prerequisites Orc Superstition --- You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times. Pervasive Superstition leads to... Spell Devourer","category":"feat","pfs":"Standard","feat":["Pervasive Superstition"],"rarity":"common","slug":"feat-89"},{"skill_mod":{},"summary":"Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Orc Ferocity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=90","weakness":{},"name":"Incredible Ferocity","trait":["Orc"],"id":"feat-90","text":" Incredible Ferocity Source Core Rulebook pg. 59 Prerequisites Orc Ferocity --- Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.","category":"feat","pfs":"Standard","feat":["Incredible Ferocity"],"rarity":"common","slug":"feat-90"},{"skill_mod":{},"summary":"Your orc affinity blends with your class training, granting you great skill with orc weapons.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Orc Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=91","weakness":{},"name":"Orc Weapon Expertise","trait":["Orc"],"id":"feat-91","text":" Orc Weapon Expertise Source Core Rulebook pg. 59 Prerequisites Orc Weapon Familiarity --- Your orc affinity blends with your class training, granting you great skill with orc weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the falchion, the greataxe, and all orc weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Orc Weapon Expertise"],"rarity":"common","slug":"feat-91"},{"skill_mod":{},"summary":"You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=92","weakness":{},"name":"Alchemical Familiar","trait":["Alchemist"],"id":"feat-92","text":" Alchemical Familiar Source Core Rulebook pg. 76 --- You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers (see Familiars for more information).","category":"feat","pfs":"Standard","feat":["Alchemical Familiar"],"rarity":"common","slug":"feat-92"},{"remaster_name":["Alchemical Assessment"],"skill_mod":{},"summary":"You can identify alchemical items quickly.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=93","weakness":{},"skill":["Crafting","Crafting"],"name":"Alchemical Savant","trait":["Alchemist"],"id":"feat-93","text":" Alchemical Savant Source Core Rulebook pg. 76 Prerequisites Trained in Crafting --- You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Alchemical Savant"],"rarity":"common","slug":"feat-93"},{"skill_mod":{},"summary":"You’ve learned how to throw a longer distance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=94","weakness":{},"name":"Far Lobber","trait":["Alchemist"],"id":"feat-94","text":" Far Lobber Source Core Rulebook pg. 76 --- You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet. Far Lobber leads to... Uncanny Bombs","category":"feat","pfs":"Standard","feat":["Far Lobber"],"rarity":"common","slug":"feat-94"},{"skill_mod":{},"summary":"You keep your bombs in easy-to-reach pouches from which you draw without thinking.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=95","weakness":{},"name":"Quick Bomber","trait":["Alchemist"],"actions_number":2,"id":"feat-95","text":" Quick Bomber Single Action Source Core Rulebook pg. 76 --- You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Quick Bomber"],"rarity":"common","slug":"feat-95"},{"skill_mod":{},"summary":"Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=96","weakness":{},"archetype":["Assassin","Poisoner"],"name":"Poison Resistance","trait":["Alchemist","Druid"],"id":"feat-96","text":" Poison Resistance Source Core Rulebook pg. 77 Archetypes Assassin (Level 4), Poisoner (Level 4), Assassin (Level 4), Poisoner (Level 4) --- Your body has become fortified against toxins. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.","category":"feat","pfs":"Standard","feat":["Poison Resistance"],"rarity":"common","slug":"feat-96"},{"skill_mod":{},"summary":"While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=97","weakness":{},"name":"Revivifying Mutagen","trait":["Alchemist"],"id":"feat-97","text":" Revivifying Mutagen Source Core Rulebook pg. 77 --- While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen.","category":"feat","pfs":"Standard","feat":["Revivifying Mutagen"],"rarity":"common","slug":"feat-97"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-98","text":" Smoke Bomb Free Action Source Core Rulebook pg. 77 Frequency once per round Trigger You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level. --- You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.","feat":["Smoke Bomb"],"skill_mod":{},"summary":"You cause the bomb to create a cloud of thick smoke, in addition to its normal effects.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":2,"source_category":["Rulebooks"],"trigger":"You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=98","name":"Smoke Bomb","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-98"},{"skill_mod":{},"summary":"You have calculated all the angles to maximize a bomb’s splash.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=99","weakness":{},"archetype":["Demolitionist"],"name":"Calculated Splash","trait":["Alchemist"],"id":"feat-99","text":" Calculated Splash Source Core Rulebook pg. 77 Archetype Demolitionist (Level 6) --- You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount. Calculated Splash leads to... Controlled Blast, Expanded Splash","category":"feat","pfs":"Standard","feat":["Calculated Splash"],"rarity":"common","slug":"feat-99"},{"remaster_name":["Efficient Alchemy"],"skill_mod":{},"summary":"Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=100","weakness":{},"name":"Efficient Alchemy (Alchemist)","trait":["Alchemist"],"id":"feat-100","text":" Efficient Alchemy (Alchemist) Source Core Rulebook pg. 77 --- Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention. When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy.","category":"feat","pfs":"Standard","feat":["Efficient Alchemy (Alchemist)"],"rarity":"common","slug":"feat-100"},{"skill_mod":{},"summary":"You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=101","weakness":{},"name":"Enduring Alchemy","trait":["Alchemist"],"id":"feat-101","text":" Enduring Alchemy Source Core Rulebook pg. 78 --- You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.","category":"feat","pfs":"Standard","feat":["Enduring Alchemy"],"rarity":"common","slug":"feat-101"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-102","text":" Combine Elixirs Free Action Source Core Rulebook pg. 78 Frequency once per round Trigger You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level. --- You’ve discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.","feat":["Combine Elixirs"],"skill_mod":{},"summary":"You’ve discovered how to mix two elixirs into a single hybrid concoction.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":6,"source_category":["Rulebooks"],"trigger":"You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=102","name":"Combine Elixirs","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-102"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-103","text":" Debilitating Bomb Free Action Source Core Rulebook pg. 78 Frequency once per round Trigger You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level. --- Your bombs impose additional effects on your enemies. You mix a substance into the bomb that causes one of the following: dazzled, deafened, flat-footed, or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb). Debilitating Bomb leads to... Greater Debilitating Bomb","feat":["Debilitating Bomb"],"skill_mod":{},"summary":"Your bombs impose additional effects on your enemies.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":6,"source_category":["Rulebooks"],"trigger":"You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=103","name":"Debilitating Bomb","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-103"},{"skill_mod":{},"summary":"You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=104","weakness":{},"archetype":["Demolitionist"],"name":"Directional Bombs","trait":["Alchemist"],"id":"feat-104","text":" Directional Bombs Source Core Rulebook pg. 78 Archetypes Demolitionist (Level 8), Demolitionist (Level 8) --- You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone. Directional Bombs leads to... Controlled Blast, Controlled Blast","category":"feat","pfs":"Standard","feat":["Directional Bombs"],"rarity":"common","slug":"feat-104"},{"remaster_name":["Mutant Physique"],"skill_mod":{},"summary":"Your bestial mutagen brings out the beast lurking within you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=105","weakness":{},"name":"Feral Mutagen","trait":["Alchemist"],"id":"feat-105","text":" Feral Mutagen Source Core Rulebook pg. 79 --- Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you’re affected by a bestial mutagen, you gain the mutagen’s item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the deadly d10 trait. Finally, you can increase the mutagen’s penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step.","category":"feat","pfs":"Standard","feat":["Feral Mutagen"],"rarity":"common","slug":"feat-105"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-107","text":" Sticky Bomb Free Action Source Core Rulebook pg. 79 Frequency once per round Trigger You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your advanced alchemy level. --- You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage. If the bomb already deals persistent damage, combine the two amounts.","feat":["Sticky Bomb"],"skill_mod":{},"summary":"You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":8,"source_category":["Rulebooks"],"trigger":"You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=107","name":"Sticky Bomb","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-107"},{"remaster_name":["Mutant Physique"],"skill_mod":{},"summary":"You can cause your body to twist and flow like the quicksilver within your mutagens.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=108","weakness":{},"name":"Elastic Mutagen","trait":["Alchemist"],"id":"feat-108","text":" Elastic Mutagen Source Core Rulebook pg. 79 --- You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a quicksilver mutagen, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.","category":"feat","pfs":"Standard","feat":["Elastic Mutagen"],"rarity":"common","slug":"feat-108"},{"skill_mod":{},"summary":"The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Calculated Splash","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=109","weakness":{},"archetype":["Demolitionist"],"name":"Expanded Splash","trait":["Alchemist"],"id":"feat-109","text":" Expanded Splash Source Core Rulebook pg. 79 Archetype Demolitionist (Level 12) Prerequisites Calculated Splash --- The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an alchemical bomb that has the splash trait, you can add your Intelligence modifier to the bomb’s usual splash damage, and it deals splash damage to every creature within 10 feet of the target. Expanded Splash leads to... Controlled Blast, Controlled Blast, Mega Bomb","category":"feat","pfs":"Standard","feat":["Expanded Splash"],"rarity":"common","slug":"feat-109"},{"skill_mod":{},"summary":"You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Debilitating Bomb","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=110","weakness":{},"name":"Greater Debilitating Bomb","trait":["Alchemist"],"id":"feat-110","text":" Greater Debilitating Bomb Source Core Rulebook pg. 79 Prerequisites Debilitating Bomb --- You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds. Greater Debilitating Bomb leads to... True Debilitating Bomb","category":"feat","pfs":"Standard","feat":["Greater Debilitating Bomb"],"rarity":"common","slug":"feat-110"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-111","text":" Merciful Elixir Free Action Source Core Rulebook pg. 79 Frequency once per round Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level. --- You mix a special additive into your elixir that calms the drinker's body and mind. The elixir of life attempts to counteract one fear effect or one effect imposing the paralyzed condition on the drinker, using the item's level and a counteract modifier equal to your class DC – 10. Merciful Elixir leads to... Greater Merciful Elixir","feat":["Merciful Elixir"],"skill_mod":{},"summary":"You mix a special additive into your elixir that calms the drinker’s body and mind.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":10,"source_category":["Rulebooks"],"trigger":"You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=111","name":"Merciful Elixir","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-111"},{"skill_mod":{},"summary":"By concentrating your poisons’ toxic components, you make them harder for victims to resist.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"powerful alchemy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=112","weakness":{},"name":"Potent Poisoner","trait":["Alchemist"],"id":"feat-112","text":" Potent Poisoner Source Core Rulebook pg. 79 Prerequisites powerful alchemy --- By concentrating your poisons’ toxic components, you make them harder for victims to resist. When you craft an alchemical item with the poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC.","category":"feat","pfs":"Standard","feat":["Potent Poisoner"],"rarity":"common","slug":"feat-112"},{"skill_mod":{},"summary":"Integrating your own personal energy into the elixirs you create causes them to affect you for longer.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=113","weakness":{},"name":"Extend Elixir","trait":["Alchemist"],"id":"feat-113","text":" Extend Elixir Source Core Rulebook pg. 79 --- Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled. Extend Elixir leads to... Eternal Elixir, Persistent Mutagen","category":"feat","pfs":"Standard","feat":["Extend Elixir"],"rarity":"common","slug":"feat-113"},{"remaster_name":["Mutant Physique"],"skill_mod":{},"summary":"The fortifying additives you brew into your mutagens make your juggernaut form impervious.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=114","weakness":{},"name":"Invincible Mutagen","trait":["Alchemist"],"id":"feat-114","text":" Invincible Mutagen Source Core Rulebook pg. 79 --- The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you’re affected by a juggernaut mutagen, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0).","category":"feat","pfs":"Standard","feat":["Invincible Mutagen"],"rarity":"common","slug":"feat-114"},{"skill_mod":{},"summary":"You lob bombs unerringly, despite obstructions or distance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Far Lobber","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=115","weakness":{},"name":"Uncanny Bombs","trait":["Alchemist"],"id":"feat-115","text":" Uncanny Bombs Source Core Rulebook pg. 79 Prerequisites Far Lobber --- You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature.","category":"feat","pfs":"Standard","feat":["Uncanny Bombs"],"rarity":"common","slug":"feat-115"},{"remaster_name":["Mutant Innervation"],"skill_mod":{},"summary":"Your silvertongue mutagen transcends languages and plausibility.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=116","weakness":{},"name":"Glib Mutagen","trait":["Alchemist"],"id":"feat-116","text":" Glib Mutagen Source Core Rulebook pg. 80 --- Your silvertongue mutagen transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages).","category":"feat","pfs":"Standard","feat":["Glib Mutagen"],"rarity":"common","slug":"feat-116"},{"skill_mod":{},"summary":"Your additives contain panaceas that can remedy a plethora of maladies.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Merciful Elixir","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=117","weakness":{},"name":"Greater Merciful Elixir","trait":["Alchemist"],"id":"feat-117","text":" Greater Merciful Elixir Source Core Rulebook pg. 80 Prerequisites Merciful Elixir --- Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the blinded, deafened, sickened, or slowed condition.","category":"feat","pfs":"Standard","feat":["Greater Merciful Elixir"],"rarity":"common","slug":"feat-117"},{"skill_mod":{},"summary":"Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Greater Debilitating Bomb","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=118","weakness":{},"name":"True Debilitating Bomb","trait":["Alchemist"],"id":"feat-118","text":" True Debilitating Bomb Source Core Rulebook pg. 80 Prerequisites Greater Debilitating Bomb --- Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds. If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success.","category":"feat","pfs":"Standard","feat":["True Debilitating Bomb"],"rarity":"common","slug":"feat-118"},{"skill_mod":{},"summary":"Your body readily accepts and retains minor changes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Extend Elixir","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=119","weakness":{},"name":"Eternal Elixir","trait":["Alchemist"],"id":"feat-119","text":" Eternal Elixir Source Core Rulebook pg. 80 Prerequisites Extend Elixir --- Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.","category":"feat","pfs":"Standard","feat":["Eternal Elixir"],"rarity":"common","slug":"feat-119"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-120","text":" Exploitive Bomb Free Action Source Core Rulebook pg. 80 Frequency once per round Trigger You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level. --- You mix a substance into the bomb to foil resistances. The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack.","feat":["Exploitive Bomb"],"skill_mod":{},"summary":"You mix a substance into the bomb to foil resistances.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":16,"source_category":["Rulebooks"],"trigger":"You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=120","name":"Exploitive Bomb","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-120"},{"remaster_name":["Mutant Innervation"],"skill_mod":{},"summary":"Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=121","weakness":{},"name":"Genius Mutagen","trait":["Alchemist"],"id":"feat-121","text":" Genius Mutagen Source Core Rulebook pg. 81 --- Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you’re affected by a cognitive mutagen, you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you.","category":"feat","pfs":"Standard","feat":["Genius Mutagen"],"rarity":"common","slug":"feat-121"},{"skill_mod":{},"summary":"You’ve trained your physical form to remain stable within the a given altered state.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Extend Elixir","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=122","weakness":{},"name":"Persistent Mutagen","trait":["Alchemist"],"id":"feat-122","text":" Persistent Mutagen Source Core Rulebook pg. 81 Prerequisites Extend Elixir --- You've trained your physical form to remain stable within a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration.","category":"feat","pfs":"Standard","feat":["Persistent Mutagen"],"rarity":"common","slug":"feat-122"},{"skill_mod":{},"summary":"Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=123","weakness":{},"name":"Improbable Elixirs","trait":["Alchemist"],"id":"feat-123","text":" Improbable Elixirs Source Core Rulebook pg. 81 --- Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1); these potions must be of 9th level or lower. You gain formulas to create these potions as alchemical items with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist's tools (for Quick Alchemy) or an alchemist's lab (for the Craft activity) instead of any other required tool kits. Other than that, the formula does not change. Once you've chosen the potion formulas, they can't be changed.","category":"feat","pfs":"Standard","feat":["Improbable Elixirs"],"rarity":"common","slug":"feat-123"},{"remaster_name":["Mutant Innervation"],"skill_mod":{},"summary":"With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=124","weakness":{},"name":"Mindblank Mutagen","trait":["Alchemist"],"id":"feat-124","text":" Mindblank Mutagen Source Core Rulebook pg. 81 --- With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you’re affected by a serene mutagen, detection, revelation, and scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you.","category":"feat","pfs":"Standard","feat":["Mindblank Mutagen"],"rarity":"common","slug":"feat-124"},{"skill_mod":{},"summary":"Your alchemical mastery can resuscitate the recently slain.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=125","frequency":"once every 10 minutes","weakness":{},"name":"Miracle Worker","trait":["Alchemist"],"id":"feat-125","text":" Miracle Worker Source Core Rulebook pg. 81 Frequency once every 10 minutes --- Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1.","category":"feat","pfs":"Standard","feat":["Miracle Worker"],"rarity":"common","slug":"feat-125"},{"skill_mod":{},"summary":"You have perfected the formulas for bombs that impede your enemies.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=126","weakness":{},"name":"Perfect Debilitation","trait":["Alchemist"],"id":"feat-126","text":" Perfect Debilitation Source Core Rulebook pg. 81 --- You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.","category":"feat","pfs":"Standard","feat":["Perfect Debilitation"],"rarity":"common","slug":"feat-126"},{"skill_mod":{},"summary":"Your research has paid off, culminating in the legendary philosopher’s stone.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=127","weakness":{},"name":"Craft Philosopher's Stone","trait":["Alchemist"],"id":"feat-127","text":" Craft Philosopher's Stone Source Core Rulebook pg. 81 --- Your research has paid off, culminating in the legendary philosopher’s stone. You learn the formula for the philosopher’s stone and can add it to your formula book.","category":"feat","pfs":"Standard","feat":["Craft Philosopher's Stone"],"rarity":"common","slug":"feat-127"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Additive","Alchemist"],"id":"feat-128","text":" Mega Bomb Single Action Source Core Rulebook pg. 81 Prerequisites Expanded Splash Requirements You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level. --- You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power. You use an Interact action to throw the mega bomb, rather than Strike, and you don’t make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as flat-footed from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isn’t an Interact action to throw it, the mega bomb denatures and loses all effects.","feat":["Mega Bomb"],"skill_mod":{},"summary":"You add an incredibly powerful additive to a held bomb to create a mega bomb.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":20,"prerequisite":"Expanded Splash","source_category":["Rulebooks"],"requirement":"You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=128","name":"Mega Bomb","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-128"},{"skill_mod":{},"summary":"You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=129","weakness":{},"name":"Perfect Mutagen","trait":["Alchemist"],"id":"feat-129","text":" Perfect Mutagen Source Core Rulebook pg. 81 --- You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback.","category":"feat","pfs":"Standard","feat":["Perfect Mutagen"],"rarity":"common","slug":"feat-129"},{"skill_mod":{},"summary":"Your senses improve when you are raging.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=130","weakness":{},"name":"Acute Vision","trait":["Barbarian"],"id":"feat-130","text":" Acute Vision Source Core Rulebook pg. 88 --- When you are raging, your visual senses improve, granting you darkvision. Acute Vision leads to... Acute Scent","category":"feat","pfs":"Standard","feat":["Acute Vision"],"rarity":"common","slug":"feat-130"},{"skill_mod":{},"summary":"You push back your rage for a moment in order to think clearly.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=131","weakness":{},"name":"Moment of Clarity","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-131","text":" Moment of Clarity Single Action Source Core Rulebook pg. 88 --- You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don’t have the rage trait.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Moment of Clarity"],"rarity":"common","slug":"feat-131"},{"skill_mod":{},"summary":"Your fury fills your foes with fear.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=132","weakness":{},"name":"Raging Intimidation","trait":["Barbarian"],"id":"feat-132","text":" Raging Intimidation Source Core Rulebook pg. 88 --- Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.","category":"feat","pfs":"Standard","feat":["Raging Intimidation"],"rarity":"common","slug":"feat-132"},{"skill_mod":{},"summary":"Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=133","weakness":{},"name":"Raging Thrower","trait":["Barbarian"],"id":"feat-133","text":" Raging Thrower Source Core Rulebook pg. 88 --- Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.","category":"feat","pfs":"Standard","feat":["Raging Thrower"],"rarity":"common","slug":"feat-133"},{"skill_mod":{},"summary":"With a quick sprint, you dash up to your foe and swing.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=134","weakness":{},"name":"Sudden Charge","trait":["Barbarian","Fighter","Flourish","Open"],"actions_number":4,"id":"feat-134","text":" Sudden Charge Two Actions Source Core Rulebook pg. 88 --- With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Sudden Charge"],"rarity":"common","slug":"feat-134"},{"skill_mod":{},"summary":"When you Rage, your sense of smell improves.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Acute Vision or darkvision","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=135","weakness":{},"name":"Acute Scent","trait":["Barbarian"],"id":"feat-135","text":" Acute Scent Source Core Rulebook pg. 88 Prerequisites Acute Vision or darkvision --- When you Rage, your sense of smell improves. You gain imprecise scent with a range of 30 feet. Acute Scent leads to... Instinctive Strike, Nocturnal Sense, Supernatural Senses","category":"feat","pfs":"Standard","feat":["Acute Scent"],"rarity":"common","slug":"feat-135"},{"skill_mod":{},"summary":"Desperate to finish the fight, you pour all your rage into one final blow.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=136","weakness":{},"name":"Furious Finish","trait":["Barbarian","Rage"],"actions_number":2,"id":"feat-136","text":" Furious Finish Single Action Source Core Rulebook pg. 89 --- Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Furious Finish"],"rarity":"common","slug":"feat-136"},{"skill_mod":{},"summary":"You keep pace with a retreating foe.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"A foe within reach attempts to move away from you.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=137","weakness":{},"name":"No Escape","trait":["Barbarian","Rage"],"actions_number":1,"id":"feat-137","text":" No Escape Reaction Source Core Rulebook pg. 89 Trigger A foe within reach attempts to move away from you. --- You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["No Escape"],"rarity":"common","slug":"feat-137"},{"skill_mod":{},"summary":"You can enter a second rage, but afterward you need to catch your breath.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=138","weakness":{},"name":"Second Wind","trait":["Barbarian"],"id":"feat-138","text":" Second Wind Source Core Rulebook pg. 89 --- You can enter a second rage, but afterward you need to catch your breath. You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with quick rage), but when you end this second Rage, you’re fatigued until you rest for 10 minutes.","category":"feat","pfs":"Standard","feat":["Second Wind"],"rarity":"common","slug":"feat-138"},{"remaster_name":["Shake It Off"],"skill_mod":{},"summary":"You concentrate on your rage, overcoming fear and fighting back sickness.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=139","weakness":{},"name":"Shake it Off","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-139","text":" Shake it Off Single Action Source Core Rulebook pg. 89 --- You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Shake it Off"],"rarity":"common","slug":"feat-139"},{"skill_mod":{},"summary":"Your rage is a frenzy of rapid movements.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=140","weakness":{},"name":"Fast Movement","trait":["Barbarian"],"id":"feat-140","text":" Fast Movement Source Core Rulebook pg. 89 --- Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed.","category":"feat","pfs":"Standard","feat":["Fast Movement"],"rarity":"common","slug":"feat-140"},{"skill_mod":{},"summary":"Physical obstacles can’t hold back your fury.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=141","weakness":{},"skill":["Athletics","Athletics"],"name":"Raging Athlete","trait":["Barbarian"],"id":"feat-141","text":" Raging Athlete Source Core Rulebook pg. 89 Prerequisites Expert in Athletics --- Physical obstacles can't hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet.","category":"feat","pfs":"Standard","feat":["Raging Athlete"],"rarity":"common","slug":"feat-141"},{"skill_mod":{},"summary":"You make a wide, arcing swing.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=142","weakness":{},"name":"Swipe","trait":["Barbarian","Fighter","Flourish"],"actions_number":4,"id":"feat-142","text":" Swipe Two Actions Source Core Rulebook pg. 89 --- You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Swipe"],"rarity":"common","slug":"feat-142"},{"skill_mod":{},"summary":"You roar in pain, awakening the rage within you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You take damage and are capable of entering a rage.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=143","weakness":{},"name":"Wounded Rage","trait":["Barbarian"],"actions_number":1,"id":"feat-143","text":" Wounded Rage Reaction Source Core Rulebook pg. 90 Trigger You take damage and are capable of entering a rage. --- You roar in pain, awakening the rage within you. You Rage.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Wounded Rage"],"rarity":"common","slug":"feat-143"},{"skill_mod":{},"summary":"When you are raging and unarmored, your skin transforms into a thick hide.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Tradition","School"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"animal instinct","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=144","weakness":{},"school":"transmutation","name":"Animal Skin","trait":["Barbarian","Morph","Primal","Transmutation"],"id":"feat-144","text":" Animal Skin Source Core Rulebook pg. 90 Prerequisites animal instinct --- Your proficiency in unarmored defense increases to expert. When you are raging and unarmored, your skin transforms into a thick hide. You gain a +2 item bonus to AC (+3 if you have the greater juggernaut class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with armor potency runes on your explorer's clothing, mage armor , and bracers of armor .","category":"feat","pfs":"Standard","feat":["Animal Skin"],"rarity":"common","slug":"feat-144"},{"remaster_name":["Reactive Strike"],"primary_source_category":"Rulebooks","source":["Secrets of Magic","Core Rulebook","Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Champion","Magus","Swashbuckler"],"id":"feat-145","text":" Attack of Opportunity Reaction Source Secrets of Magic pg. 45, Core Rulebook pg. 90, Advanced Player's Guide pg. 91 Archetypes Marshal (Level 8), Marshal (Level 8), Golden Legionnaire (Level 8) Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. --- You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. Attack of Opportunity leads to... Disorienting Opening, Impassable Wall Stance","feat":["Attack of Opportunity"],"skill_mod":{},"summary":"You swat a foe that leaves an opening.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"trigger":"A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.","resistance":{},"url":"/Feats.aspx?ID=145","archetype":["Marshal","Golden Legionnaire"],"name":"Attack of Opportunity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-145"},{"skill_mod":{},"summary":"You push your foes around and leave bruises.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=146","weakness":{},"skill":["Athletics","Athletics"],"name":"Brutal Bully","trait":["Barbarian"],"id":"feat-146","text":" Brutal Bully Source Core Rulebook pg. 90 Prerequisites Expert in Athletics --- You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.","category":"feat","pfs":"Standard","feat":["Brutal Bully"],"rarity":"common","slug":"feat-146"},{"skill_mod":{},"summary":"You swing clear through one foe and into another.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=147","weakness":{},"name":"Cleave","trait":["Barbarian","Rage"],"actions_number":1,"id":"feat-147","text":" Cleave Reaction Source Core Rulebook pg. 90 Trigger Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature. --- You swing clear through one foe and into another. Make a melee Strike against the second foe. Cleave leads to... Great Cleave","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Cleave"],"rarity":"common","slug":"feat-147"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Arcane","Barbarian","Concentrate","Evocation","Rage"],"id":"feat-148","text":" Dragon's Rage Breath Two Actions Source Core Rulebook pg. 90 Prerequisites dragon instinct Requirements You haven’t used this ability since you last Raged. --- You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4. If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save. ## Table 3-4: Dragon Instincts Dragon Type Category Breath Weapon Black Chromatic Line of acid Blue Chromatic Line of electricity Green Chromatic Cone of poison Red Chromatic Cone of fire White Chromatic Cone of cold Brass Metallic Line of fire Bronze Metallic Line of electricity Copper Metallic Line of acid Gold Metallic Cone of fire Silver Metallic Cone of cold ","feat":["Dragon's Rage Breath"],"skill_mod":{},"summary":"You exhale powerful draconic energy.","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","Class","Mechanics","School","Class-Specific"],"level":6,"prerequisite":"dragon instinct","source_category":["Rulebooks"],"requirement":"You haven’t used this ability since you last Raged.","resistance":{},"url":"/Feats.aspx?ID=148","name":"Dragon's Rage Breath","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-148"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Barbarian","Polymorph","Primal","Rage","Transmutation"],"id":"feat-149","text":" Giant's Stature Single Action Source Core Rulebook pg. 91 Prerequisites giant instinct Requirements You are Medium or smaller. --- You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you. Giant's Stature leads to... Titan's Stature","feat":["Giant's Stature"],"skill_mod":{},"summary":"You grow to incredible size.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Tradition","Class-Specific","School"],"level":6,"prerequisite":"giant instinct","source_category":["Rulebooks"],"requirement":"You are Medium or smaller.","resistance":{},"url":"/Feats.aspx?ID=149","name":"Giant's Stature","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-149"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Barbarian","Divine","Necromancy","Rage"],"id":"feat-150","text":" Spirits' Interference Single Action Source Core Rulebook pg. 91 Prerequisites spirit instinct --- You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.","feat":["Spirits' Interference"],"skill_mod":{},"summary":"You call forth protective spirits to ward off ranged attacks.","primary_source":"Core Rulebook","trait_group":["Class","Tradition","School","Class-Specific"],"level":6,"prerequisite":"spirit instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=150","name":"Spirits' Interference","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-150"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Barbarian","Concentrate","Polymorph","Primal","Rage","Transmutation"],"id":"feat-151","text":" Animal Rage Single Action Source Core Rulebook pg. 91 Prerequisites animal instinct --- You transform into your animal. You gain the effects of the 3rd-level animal form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue’s reach increases to 15 feet. Dismissing the transformation gains the rage trait.","feat":["Animal Rage"],"skill_mod":{},"summary":"You transform into your animal.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Tradition","Class-Specific","School"],"level":8,"prerequisite":"animal instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=151","name":"Animal Rage","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-151"},{"skill_mod":{},"summary":"You bully foes across the battlefield.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=152","weakness":{},"skill":["Athletics","Athletics"],"name":"Furious Bully","trait":["Barbarian"],"id":"feat-152","text":" Furious Bully Source Core Rulebook pg. 91 Prerequisites Master in Athletics --- You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions.","category":"feat","pfs":"Standard","feat":["Furious Bully"],"rarity":"common","slug":"feat-152"},{"skill_mod":{},"summary":"You pause to recover your raging vigor.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=153","weakness":{},"name":"Renewed Vigor","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-153","text":" Renewed Vigor Single Action Source Core Rulebook pg. 91 --- You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Renewed Vigor"],"rarity":"common","slug":"feat-153"},{"skill_mod":{},"summary":"You stoke an ally’s fury.","primary_source":"Core Rulebook","trait_group":["Sense","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You haven’t used this ability since you last Raged.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=154","weakness":{},"name":"Share Rage","trait":["Auditory","Barbarian","Rage","Visual"],"actions_number":2,"id":"feat-154","text":" Share Rage Single Action Source Core Rulebook pg. 91 Requirements You haven’t used this ability since you last Raged. --- You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions. Share Rage leads to... Contagious Rage","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Share Rage"],"rarity":"common","slug":"feat-154"},{"skill_mod":{},"summary":"You swing at a foe while mid-leap.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=155","weakness":{},"name":"Sudden Leap","trait":["Barbarian","Fighter"],"actions_number":4,"id":"feat-155","text":" Sudden Leap Two Actions Source Core Rulebook pg. 149 --- You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed. Special If you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use Felling Strike instead of a normal Strike.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Sudden Leap"],"rarity":"common","slug":"feat-155"},{"skill_mod":{},"summary":"You thrash the grabbed foe around.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You have a foe grabbed.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=156","weakness":{},"name":"Thrash","trait":["Barbarian","Rage"],"actions_number":2,"id":"feat-156","text":" Thrash Single Action Source Core Rulebook pg. 91 Requirements You have a foe grabbed. --- You thrash the grabbed foe around. It takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your Rage damage. The foe must attempt a basic Fortitude save against your class DC. Thrash leads to... Collateral Thrash","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Thrash"],"rarity":"common","slug":"feat-156"},{"skill_mod":{},"summary":"You open yourself to attacks so you can respond in turn.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=157","weakness":{},"name":"Come and Get Me","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-157","text":" Come and Get Me Single Action Source Core Rulebook pg. 91 --- You open yourself to attacks so you can respond in turn. Until your rage ends, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage. Come and Get Me leads to... Vengeful Strike","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Come and Get Me"],"rarity":"common","slug":"feat-157"},{"skill_mod":{},"summary":"You rush forward.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=158","weakness":{},"name":"Furious Sprint","trait":["Barbarian","Rage"],"actions_number":4,"id":"feat-158","text":" Furious Sprint Two Actions Source Core Rulebook pg. 91 --- You rush forward. Stride up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to Stride up to eight times your Speed in a straight line instead.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Furious Sprint"],"rarity":"common","slug":"feat-158"},{"skill_mod":{},"summary":"Your fury carries your weapon through multiple foes.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Cleave","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=159","weakness":{},"name":"Great Cleave","trait":["Barbarian","Rage"],"id":"feat-159","text":" Great Cleave Source Core Rulebook pg. 91 Prerequisites Cleave --- Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.","category":"feat","pfs":"Standard","feat":["Great Cleave"],"rarity":"common","slug":"feat-159"},{"skill_mod":{},"summary":"The weight of your swing drives your enemy back.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=160","weakness":{},"name":"Knockback","trait":["Barbarian","Rage"],"actions_number":2,"id":"feat-160","text":" Knockback Single Action Source Core Rulebook pg. 91 Requirements Your last action was a successful Strike. --- The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful Shove. You can follow the foe as normal for a successful Shove. Knockback leads to... Awesome Blow","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Knockback"],"rarity":"common","slug":"feat-160"},{"skill_mod":{},"summary":"You unleash a terrifying howl.","primary_source":"Core Rulebook","trait_group":["Sense","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Intimidating Glare","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=161","weakness":{},"name":"Terrifying Howl","trait":["Auditory","Barbarian","Rage"],"actions_number":2,"id":"feat-161","text":" Terrifying Howl Single Action Source Core Rulebook pg. 91 Prerequisites Intimidating Glare --- You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each enemy within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Terrifying Howl"],"rarity":"common","slug":"feat-161"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Barbarian","Morph","Primal","Rage","Transmutation"],"id":"feat-162","text":" Dragon's Rage Wings Single Action Source Core Rulebook pg. 92 Prerequisites dragon instinct --- You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up. Dragon's Rage Wings leads to... Dragon Transformation","feat":["Dragon's Rage Wings"],"skill_mod":{},"summary":"You sprout dragon wings from your back.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Tradition","Class-Specific","School"],"level":12,"prerequisite":"dragon instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=162","name":"Dragon's Rage Wings","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-162"},{"skill_mod":{},"summary":"You grab your foe while it’s distracted by your attack.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=163","weakness":{},"name":"Furious Grab","trait":["Barbarian","Rage"],"actions_number":2,"id":"feat-163","text":" Furious Grab Single Action Source Core Rulebook pg. 92 Requirements Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon. --- You grab your foe while it’s distracted by your attack. The foe you hit becomes grabbed, as if you had succeeded at an Athletics check to Grapple the foe.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Furious Grab"],"rarity":"common","slug":"feat-163"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Flourish","Open","Rage"],"id":"feat-164","text":" Predator's Pounce Single Action Source Core Rulebook pg. 92 Prerequisites animal instinct Requirements You are unarmored or wearing light armor. --- You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.","feat":["Predator's Pounce"],"skill_mod":{},"summary":"You close the distance to your prey in a blur.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"level":12,"prerequisite":"animal instinct","source_category":["Rulebooks"],"requirement":"You are unarmored or wearing light armor.","resistance":{},"url":"/Feats.aspx?ID=164","name":"Predator's Pounce","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-164"},{"skill_mod":{},"summary":"You call forth an ephemeral apparition.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"spirit instinct","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=165","weakness":{},"name":"Spirit's Wrath","trait":["Attack","Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-165","text":" Spirit's Wrath Single Action Source Core Rulebook pg. 92 Prerequisites spirit instinct --- You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don’t apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp’s damage apply. If your wisp’s Strike is a critical hit, the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Spirit's Wrath"],"rarity":"common","slug":"feat-165"},{"skill_mod":{},"summary":"You grow to even greater size.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","School"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"giant instinct; Giant's Stature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=166","weakness":{},"school":"transmutation","name":"Titan's Stature","trait":["Barbarian","Polymorph","Transmutation"],"id":"feat-166","text":" Titan's Stature Source Core Rulebook pg. 92 Prerequisites giant instinct; Giant's Stature --- You grow to even greater size. When using Giant’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the clumsy 1 condition as long as you are Huge.","category":"feat","pfs":"Standard","feat":["Titan's Stature"],"rarity":"common","slug":"feat-166"},{"skill_mod":{},"summary":"Your attacks are so powerful, they can flatten your opponents.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Knockback","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=167","weakness":{},"name":"Awesome Blow","trait":["Barbarian","Concentrate","Rage"],"id":"feat-167","text":" Awesome Blow Source Core Rulebook pg. 93 Prerequisites Knockback --- Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC. Critical Success You gain the critical success effect of a Shove, then the critical success effect of a Trip against the target. Success You gain the success effect of a Shove, then the success effect of a Trip against the target. Failure You gain the normal effect of Knockback.","category":"feat","pfs":"Standard","feat":["Awesome Blow"],"rarity":"common","slug":"feat-167"},{"skill_mod":{},"summary":"You extend your body and prepare to attack foes outside your normal reach.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"giant instinct","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=168","weakness":{},"name":"Giant's Lunge","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-168","text":" Giant's Lunge Single Action Source Core Rulebook pg. 93 Prerequisites giant instinct --- You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain reach 10. This doesn’t increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant’s Stature.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Giant's Lunge"],"rarity":"common","slug":"feat-168"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Rage"],"id":"feat-169","text":" Vengeful Strike Reaction Source Core Rulebook pg. 93 Prerequisites Come and Get Me Trigger A creature within your reach succeeds or critically succeeds at an attack against you. Requirements You’re under the effect of Come and Get Me. --- When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.","feat":["Vengeful Strike"],"skill_mod":{},"summary":"When struck by an enemy, you respond in turn.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"level":14,"prerequisite":"Come and Get Me","source_category":["Rulebooks"],"requirement":"You’re under the effect of Come and Get Me.","trigger":"A creature within your reach succeeds or critically succeeds at an attack against you.","resistance":{},"url":"/Feats.aspx?ID=169","name":"Vengeful Strike","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-169"},{"skill_mod":{},"summary":"You attack all nearby adversaries.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=170","weakness":{},"archetype":["Wylderheart"],"name":"Whirlwind Strike","trait":["Barbarian","Fighter","Flourish","Open"],"actions_number":6,"id":"feat-170","text":" Whirlwind Strike Three Actions Source Core Rulebook pg. 93 Archetype Wylderheart (Level 16) --- You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Whirlwind Strike"],"rarity":"common","slug":"feat-170"},{"skill_mod":{},"summary":"When you Thrash a grabbed foe, you smack that foe into another nearby.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Thrash","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=171","weakness":{},"name":"Collateral Thrash","trait":["Barbarian","Rage"],"id":"feat-171","text":" Collateral Thrash Source Core Rulebook pg. 93 Prerequisites Thrash --- When you Thrash a grabbed foe, you smack that foe into another nearby. Another foe adjacent to the grabbed foe also takes your Thrash damage, with a basic Reflex save against your class DC. Collateral Thrash leads to... Whirlwind Toss","category":"feat","pfs":"Standard","feat":["Collateral Thrash"],"rarity":"common","slug":"feat-171"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Barbarian","Concentrate","Polymorph","Primal","Rage","Transmutation"],"id":"feat-172","text":" Dragon Transformation Single Action Source Core Rulebook pg. 93 Prerequisites dragon instinct; Dragon's Rage Wings --- You transform into a ferocious Large dragon, gaining the effects of 6th-level dragon form except that you use your own AC and attack modifier, you apply your extra damage from Rage, and the Breath Weapon uses your class DC. The action to Dismiss the transformation gains the rage trait. At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, and you gain a +14 status bonus to your breath weapon damage.","feat":["Dragon Transformation"],"skill_mod":{},"summary":"You transform into a ferocious large dragon.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Tradition","Class-Specific","School"],"level":16,"prerequisite":"dragon instinct; Dragon's Rage Wings","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=172","name":"Dragon Transformation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-172"},{"remaster_name":["Desperate Wrath"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Rage"],"id":"feat-173","text":" Reckless Abandon Free Action Source Core Rulebook pg. 93 Trigger Your turn begins, and you are at half or fewer Hit Points. --- Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first.","feat":["Reckless Abandon"],"skill_mod":{},"summary":"Your blood boils when you take a beating, and you throw caution to the wind to finish the fight.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"level":16,"source_category":["Rulebooks"],"trigger":"Your turn begins, and you are at half or fewer Hit Points.","resistance":{},"url":"/Feats.aspx?ID=173","name":"Reckless Abandon","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-173"},{"skill_mod":{},"summary":"Your critical hits are particularly devastating.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=174","weakness":{},"name":"Brutal Critical","trait":["Barbarian"],"id":"feat-174","text":" Brutal Critical Source Core Rulebook pg. 93 --- Your critical hits are particularly devastating. On a critical hit with a melee Strike, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice.","category":"feat","pfs":"Standard","feat":["Brutal Critical"],"rarity":"common","slug":"feat-174"},{"skill_mod":{},"summary":"You burn out all of your rage to ensure that your attack lands and your mind remains free.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You fail or critically fail an attack roll or Will save.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=175","weakness":{},"name":"Perfect Clarity","trait":["Barbarian","Concentrate","Fortune","Rage"],"actions_number":1,"id":"feat-175","text":" Perfect Clarity Reaction Source Core Rulebook pg. 93 Trigger You fail or critically fail an attack roll or Will save. --- You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You then immediately stop raging.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Perfect Clarity"],"rarity":"common","slug":"feat-175"},{"skill_mod":{},"summary":"You make a vicious attack that maims your enemy.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=176","weakness":{},"name":"Vicious Evisceration","trait":["Barbarian","Rage"],"actions_number":4,"id":"feat-176","text":" Vicious Evisceration Two Actions Source Core Rulebook pg. 93 --- You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Vicious Evisceration"],"rarity":"common","slug":"feat-176"},{"skill_mod":{},"summary":"You can drive your allies into a frenzy, granting them incredible benefits.","primary_source":"Core Rulebook","trait_group":["Sense","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Share Rage","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=177","weakness":{},"name":"Contagious Rage","trait":["Auditory","Barbarian","Rage","Visual"],"id":"feat-177","text":" Contagious Rage Source Core Rulebook pg. 93 Prerequisites Share Rage --- You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on Share Rage, using it multiple times in a Rage. Allies affected by Share Rage who accept your anathema for the duration of the Rage gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization.","category":"feat","pfs":"Standard","feat":["Contagious Rage"],"rarity":"common","slug":"feat-177"},{"skill_mod":{},"summary":"You stomp the ground with such force that it creates a minor earthquake.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=178","frequency":"once per 10 minutes","weakness":{},"name":"Quaking Stomp","trait":["Barbarian","Manipulate","Rage"],"actions_number":2,"id":"feat-178","text":" Quaking Stomp Single Action Source Core Rulebook pg. 93 Frequency once per 10 minutes --- You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Quaking Stomp"],"rarity":"common","slug":"feat-178"},{"skill_mod":{},"summary":"Your studies make you informed on every subject.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"enigma muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=179","weakness":{},"name":"Bardic Lore","trait":["Bard"],"id":"feat-179","text":" Bardic Lore Source Core Rulebook pg. 99 Prerequisites enigma muse --- Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.","category":"feat","pfs":"Standard","feat":["Bardic Lore"],"rarity":"common","slug":"feat-179"},{"skill_mod":{},"summary":"By adding a flourish, you make your compositions last longer.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=180","weakness":{},"name":"Lingering Composition","trait":["Bard"],"id":"feat-180","text":" Lingering Composition Source Core Rulebook pg. 99 Prerequisites maestro muse --- By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Lingering Composition"],"rarity":"common","slug":"feat-180"},{"skill_mod":{},"summary":"You can extend your spells’ range.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=181","weakness":{},"name":"Reach Spell","trait":["Bard","Cleric","Concentrate","Druid","Metamagic","Oracle","Sorcerer","Witch","Wizard","Spellshape"],"actions_number":2,"id":"feat-181","text":" Reach Spell Single Action Source Advanced Player's Guide pg. 79, Core Rulebook pg. 122 --- You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Reach Spell"],"rarity":"common","slug":"feat-181"},{"skill_mod":{},"summary":"You can rely on the grandeur of your performances rather than ordinary social skills.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=182","weakness":{},"name":"Versatile Performance","trait":["Bard"],"id":"feat-182","text":" Versatile Performance Source Core Rulebook pg. 100 Prerequisites polymath muse --- You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.","category":"feat","pfs":"Standard","feat":["Versatile Performance"],"rarity":"common","slug":"feat-182"},{"skill_mod":{},"summary":"Study broadens your range of simple spells.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archive","Core Rulebook","Advanced Player's Guide","Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=183","weakness":{},"name":"Cantrip Expansion","trait":["Bard","Cleric","Magus","Oracle","Psychic","Sorcerer","Witch","Wizard"],"id":"feat-183","text":" Cantrip Expansion Source Dark Archive pg. 24, Core Rulebook pg. 100, Advanced Player's Guide pg. 101, Secrets of Magic pg. 42 --- A greater understanding of your magic broadens your range of simple spells. Prepared Caster (Cleric, Wizard, etc.) : You can prepare two additional cantrips each day. Spontaneous Caster (Bard, Sorcerer, etc.) : Add two additional cantrips from your spell list to your repertoire.","category":"feat","pfs":"Standard","feat":["Cantrip Expansion"],"rarity":"common","slug":"feat-183"},{"skill_mod":{},"summary":"You keep a book of occult spells, similar to a wizard’s spellbook.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=184","weakness":{},"name":"Esoteric Polymath","trait":["Bard"],"id":"feat-184","text":" Esoteric Polymath Source Core Rulebook pg. 100 Prerequisites polymath muse --- You keep a book of occult spells, similar to a wizard's spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells and add them to your spellbook by paying the appropriate cost, similar to a wizard. During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn't in your repertoire, treat it as though it were until your next daily preparations. Esoteric Polymath leads to... Eclectic Polymath, Impossible Polymath","category":"feat","pfs":"Standard","feat":["Esoteric Polymath"],"rarity":"common","slug":"feat-184"},{"remaster_name":["Uplifting Overture"],"skill_mod":{},"summary":"You learn to aid your allies’ skills with your performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=185","weakness":{},"name":"Inspire Competence","trait":["Bard"],"id":"feat-185","text":" Inspire Competence Source Core Rulebook pg. 100 Prerequisites maestro muse --- You learn the inspire competence composition cantrip, which aids your allies’ skills.","category":"feat","pfs":"Standard","feat":["Inspire Competence"],"rarity":"common","slug":"feat-185"},{"skill_mod":{},"summary":"You magically unlock memories, making them easier to recall.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"enigma muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=186","weakness":{},"archetype":["Loremaster"],"name":"Loremaster's Etude","trait":["Bard","Fortune"],"id":"feat-186","text":" Loremaster's Etude Source Core Rulebook pg. 100 Archetype Loremaster (Level 4) Prerequisites enigma muse --- You magically unlock memories, making them easier to recall. You learn the loremaster’s etude composition spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Loremaster's Etude"],"rarity":"common","slug":"feat-186"},{"skill_mod":{},"summary":"Your muse doesn’t fall into a single label.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=187","weakness":{},"name":"Multifarious Muse","trait":["Bard"],"id":"feat-187","text":" Multifarious Muse Source Core Rulebook pg. 100 --- Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose. Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own.","category":"feat","pfs":"Standard","feat":["Multifarious Muse"],"rarity":"common","slug":"feat-187"},{"remaster_name":["Rallying Anthem"],"skill_mod":{},"summary":"You learn to protect yourself and your allies with your performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=188","weakness":{},"name":"Inspire Defense","trait":["Bard"],"id":"feat-188","text":" Inspire Defense Source Core Rulebook pg. 100 Prerequisites maestro muse --- You learn the inspire defense composition cantrip, which protects you and allies. Inspire Defense leads to... Defensive Coordination","category":"feat","pfs":"Standard","feat":["Inspire Defense"],"rarity":"common","slug":"feat-188"},{"skill_mod":{},"summary":"You subtly weave your spellcasting into your performance.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=189","weakness":{},"name":"Melodious Spell","trait":["Bard","Concentrate","Manipulate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-189","text":" Melodious Spell Single Action Source Core Rulebook pg. 101 --- You subtly weave your spellcasting into your performance. If the next action you take is to Cast a Spell, attempt a Performance check against all observers’ Perception DCs. If your Performance check is successful against an observer’s Perception DC, that observer doesn’t notice that you are Casting a Spell, even though normally spells have sensory manifestations that would make spellcasting obvious to those around you, and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance. This hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Melodious Spell"],"rarity":"common","slug":"feat-189"},{"skill_mod":{},"summary":"You learn to speed up yourself and your allies with your performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=190","weakness":{},"name":"Triple Time","trait":["Bard"],"id":"feat-190","text":" Triple Time Source Core Rulebook pg. 101 --- You learn the triple time composition cantrip, which speeds up you and your allies for a round.","category":"feat","pfs":"Standard","feat":["Triple Time"],"rarity":"common","slug":"feat-190"},{"skill_mod":{},"summary":"You’re always tweaking your available repertoire.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=191","weakness":{},"name":"Versatile Signature","trait":["Bard"],"id":"feat-191","text":" Versatile Signature Source Core Rulebook pg. 101 Prerequisites polymath muse --- While most bards are known for certain signature performances and spells, you’re always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that level from your repertoire.","category":"feat","pfs":"Standard","feat":["Versatile Signature"],"rarity":"common","slug":"feat-191"},{"skill_mod":{},"summary":"You learn to frighten your enemies with your performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=192","weakness":{},"name":"Dirge of Doom","trait":["Bard"],"id":"feat-192","text":" Dirge of Doom Source Core Rulebook pg. 101 --- You learn the dirge of doom composition cantrip, which frightens your enemies.","category":"feat","pfs":"Standard","feat":["Dirge of Doom"],"rarity":"common","slug":"feat-192"},{"skill_mod":{},"summary":"You can perform multiple compositions simultaneously.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=193","weakness":{},"name":"Harmonize","trait":["Bard","Concentrate","Manipulate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-193","text":" Harmonize Single Action Source Core Rulebook pg. 101 Prerequisites maestro muse --- You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect. Harmonize leads to... Symphony of the Muse","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Harmonize"],"rarity":"common","slug":"feat-193"},{"skill_mod":{},"summary":"You don’t lose spells easily.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Dark Archive","Core Rulebook","Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=194","weakness":{},"archetype":["Hellknight"],"name":"Steady Spellcasting","trait":["Bard","Cleric","Druid","Oracle","Psychic","Sorcerer","Witch","Wizard"],"id":"feat-194","text":" Steady Spellcasting Source Dark Archive pg. 26, Core Rulebook pg. 211, Advanced Player's Guide pg. 80 Archetype Hellknight (Level 8) --- Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted. Steady Spellcasting leads to... Ward Casting","category":"feat","pfs":"Standard","feat":["Steady Spellcasting"],"rarity":"common","slug":"feat-194"},{"skill_mod":{},"summary":"Your broad experiences translate to a range of skills.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"polymath muse; Master in Occultism","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=195","weakness":{},"skill":["Occultism","Occultism"],"name":"Eclectic Skill","trait":["Bard"],"id":"feat-195","text":" Eclectic Skill Source Core Rulebook pg. 101 Prerequisites polymath muse; Master in Occultism --- Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained.","category":"feat","pfs":"Standard","feat":["Eclectic Skill"],"rarity":"common","slug":"feat-195"},{"remaster_name":["Fortissimo Composition"],"skill_mod":{},"summary":"Your performances inspire even greater deeds in your allies.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=196","weakness":{},"name":"Inspire Heroics","trait":["Bard"],"id":"feat-196","text":" Inspire Heroics Source Core Rulebook pg. 102 Prerequisites maestro muse --- Your performances inspire even greater deeds in your allies. You learn the inspire heroics metamagic focus spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Inspire Heroics"],"rarity":"common","slug":"feat-196"},{"skill_mod":{},"summary":"Your knowledge of the world expands beyond what you have read.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"[Bard] enigma muse","source_category":["Rulebooks"],"source":["Dark Archive","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=197","weakness":{},"archetype":["Oatia Skysage"],"name":"Know-It-All","trait":["Bard","Thaumaturge"],"id":"feat-197","text":" Know-It-All Source Dark Archive pg. 45, Core Rulebook pg. 102 Archetypes Oatia Skysage (Level 10), Oatia Skysage (Level 10) Prerequisites [Bard] enigma muse --- When you succeed at a Knowledge check, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM’s discretion you might gain even more additional information or context than normal.","category":"feat","pfs":"Standard","feat":["Know-It-All"],"rarity":"common","slug":"feat-197"},{"skill_mod":{},"summary":"You erect an imaginary barrier others believe to be real.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=198","weakness":{},"name":"House of Imaginary Walls","trait":["Bard"],"id":"feat-198","text":" House of Imaginary Walls Source Core Rulebook pg. 102 --- You erect an imaginary barrier others believe to be real. You learn the house of imaginary walls composition cantrip.","category":"feat","pfs":"Standard","feat":["House of Imaginary Walls"],"rarity":"common","slug":"feat-198"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Bard","Concentrate","Metamagic","Oracle","Sorcerer","Witch","Wizard","Spellshape"],"id":"feat-199","text":" Quickened Casting Free Action Source Advanced Player's Guide pg. 80, Core Rulebook pg. 102 Archetype Time Mage (Level 12) Frequency once per day --- If your next action is to cast a cantrip or a spell that is at least 2 levels lower than the highest level spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action). Special This can only be used on a cantrip or spell from the class matching the one you gained this feat from.","feat":["Quickened Casting"],"skill_mod":{},"summary":"You are able to quickly cast a spell.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=199","archetype":["Time Mage"],"name":"Quickened Casting","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-199"},{"skill_mod":{},"summary":"You can translate the emotion and power of a composition to other mediums.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=200","weakness":{},"name":"Unusual Composition","trait":["Bard","Concentrate","Manipulate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-200","text":" Unusual Composition Single Action Source Core Rulebook pg. 102 Prerequisites polymath muse --- You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell, you can use a different kind of performance than usual for the composition to change any of its somatic components to verbal components or vice versa. As usual for composition spells, this changes whether the composition is auditory or visual.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Unusual Composition"],"rarity":"common","slug":"feat-200"},{"skill_mod":{},"summary":"Your flexible mind can quickly shift spells.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Esoteric Polymath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=201","weakness":{},"name":"Eclectic Polymath","trait":["Bard"],"id":"feat-201","text":" Eclectic Polymath Source Core Rulebook pg. 102 Prerequisites Esoteric Polymath --- Your flexible mind can quickly shift spells. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same level in your repertoire.","category":"feat","pfs":"Standard","feat":["Eclectic Polymath"],"rarity":"common","slug":"feat-201"},{"skill_mod":{},"summary":"Your connection to your muse has granted you unusual focus.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=202","weakness":{},"name":"Inspirational Focus","trait":["Bard"],"id":"feat-202","text":" Inspirational Focus Source Core Rulebook pg. 103 --- Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Inspirational Focus"],"rarity":"common","slug":"feat-202"},{"skill_mod":{},"summary":"You can quicken your allies with a fast-paced performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=203","weakness":{},"name":"Allegro","trait":["Bard"],"id":"feat-203","text":" Allegro Source Core Rulebook pg. 103 --- You can quicken your allies with a fast-paced performance. You learn the allegro composition cantrip.","category":"feat","pfs":"Standard","feat":["Allegro"],"rarity":"common","slug":"feat-203"},{"skill_mod":{},"summary":"You soothe your allies’ wounds with the power of your performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=204","weakness":{},"name":"Soothing Ballad","trait":["Bard"],"id":"feat-204","text":" Soothing Ballad Source Core Rulebook pg. 103 --- You soothe your allies’ wounds with the power of your performance. You learn the soothing ballad composition spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Soothing Ballad"],"rarity":"common","slug":"feat-204"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Bard"],"id":"feat-205","text":" True Hypercognition Single Action Source Core Rulebook pg. 103 Archetype Loremaster (Level 16) Prerequisites enigma muse --- Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions.","feat":["True Hypercognition"],"skill_mod":{},"summary":"Your mind works at an incredible pace.","primary_source":"Core Rulebook","trait_group":["Class"],"level":14,"prerequisite":"enigma muse","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=205","archetype":["Loremaster"],"name":"True Hypercognition","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-205"},{"skill_mod":{},"summary":"You can maintain a spell with hardly a thought.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Secrets of Magic","Core Rulebook","Advanced Player's Guide"],"trigger":"Your turn begins.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=206","weakness":{},"name":"Effortless Concentration","trait":["Bard","Druid","Sorcerer","Summoner","Witch","Wizard"],"actions_number":0,"id":"feat-206","text":" Effortless Concentration Free Action Source Secrets of Magic pg. 72, Core Rulebook pg. 103, Advanced Player's Guide pg. 105 Trigger Your turn begins. --- You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Effortless Concentration"],"rarity":"common","slug":"feat-206"},{"skill_mod":{},"summary":"Your continued study of occult magic has increased your magical capacity.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"enigma muse; Legendary in Occultism","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=207","weakness":{},"skill":["Occultism","Occultism"],"name":"Studious Capacity","trait":["Bard"],"id":"feat-207","text":" Studious Capacity Source Core Rulebook pg. 103 Prerequisites enigma muse; Legendary in Occultism --- Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you’ve run out of spell slots of the appropriate spell level, but you can’t use this ability to cast a spell of your highest spell level.","category":"feat","pfs":"Standard","feat":["Studious Capacity"],"rarity":"common","slug":"feat-207"},{"skill_mod":{},"summary":"Your repertoire is vast, containing far more spells than usual.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"enigma muse; Legendary in Occultism","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=208","weakness":{},"skill":["Occultism","Occultism"],"name":"Deep Lore","trait":["Bard"],"id":"feat-208","text":" Deep Lore Source Core Rulebook pg. 103 Prerequisites enigma muse; Legendary in Occultism --- Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each level you can cast.","category":"feat","pfs":"Standard","feat":["Deep Lore"],"rarity":"common","slug":"feat-208"},{"skill_mod":{},"summary":"The world is a stage upon which you are always playing.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=209","weakness":{},"name":"Eternal Composition","trait":["Bard"],"id":"feat-209","text":" Eternal Composition Source Core Rulebook pg. 103 Prerequisites maestro muse --- The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.","category":"feat","pfs":"Standard","feat":["Eternal Composition"],"rarity":"common","slug":"feat-209"},{"skill_mod":{},"summary":"Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Trained in Arcana, Trained in Nature, or Trained in Religion; Esoteric Polymath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=210","weakness":{},"skill":["Arcana","Nature","Religion","Arcana","Nature","Religion"],"name":"Impossible Polymath","trait":["Bard"],"id":"feat-210","text":" Impossible Polymath Source Core Rulebook pg. 103 Prerequisites Trained in Arcana, Trained in Nature, or Trained in Religion; Esoteric Polymath --- Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand. As long as you’re trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you’re trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book. Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can’t retain any spells from another tradition when you prepare again, even if you have Eclectic Polymath.","category":"feat","pfs":"Standard","feat":["Impossible Polymath"],"rarity":"common","slug":"feat-210"},{"skill_mod":{},"summary":"Your songs overwhelm the target with unbearable emotion.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=211","weakness":{},"name":"Fatal Aria","trait":["Bard"],"id":"feat-211","text":" Fatal Aria Source Core Rulebook pg. 103 --- Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the fatal aria composition spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Fatal Aria"],"rarity":"common","slug":"feat-211"},{"skill_mod":{},"summary":"You develop another incredible creation.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"magnum opus","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=212","weakness":{},"name":"Perfect Encore","trait":["Bard"],"id":"feat-212","text":" Perfect Encore Source Core Rulebook pg. 103 Prerequisites magnum opus --- You develop another incredible creation. You gain an additional 10th-level spell slot.","category":"feat","pfs":"Standard","feat":["Perfect Encore"],"rarity":"common","slug":"feat-212"},{"skill_mod":{},"summary":"You are able to weave countless performances together into a solo symphony.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Harmonize","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=213","weakness":{},"name":"Symphony of the Muse","trait":["Bard"],"id":"feat-213","text":" Symphony of the Muse Source Core Rulebook pg. 103 Prerequisites Harmonize --- You are able to weave countless performances together into a solo symphony. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects continue for their remaining duration.","category":"feat","pfs":"Standard","feat":["Symphony of the Muse"],"rarity":"common","slug":"feat-213"},{"skill_mod":{},"summary":"You embody an aspect of your deity.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=214","weakness":{},"name":"Deity's Domain","trait":["Champion"],"id":"feat-214","text":" Deity's Domain Source Core Rulebook pg. 109 --- You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell. Deity's Domain leads to... Advanced Deity's Domain","category":"feat","pfs":"Standard","feat":["Deity's Domain"],"rarity":"common","slug":"feat-214"},{"remaster_name":["Nimble Reprisal"],"skill_mod":{},"summary":"You can use Retributive Strike with a ranged weapon.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"paladin cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=215","weakness":{},"name":"Ranged Reprisal","trait":["Champion"],"id":"feat-215","text":" Ranged Reprisal Source Core Rulebook pg. 109 Prerequisites paladin cause --- You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.","category":"feat","pfs":"Standard","feat":["Ranged Reprisal"],"rarity":"common","slug":"feat-215"},{"skill_mod":{},"summary":"With a burst of divine liberation, your spur your ally’s movement.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"liberator cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=216","weakness":{},"name":"Unimpeded Step","trait":["Champion"],"id":"feat-216","text":" Unimpeded Step Source Core Rulebook pg. 109 Prerequisites liberator cause --- With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground.","category":"feat","pfs":"Standard","feat":["Unimpeded Step"],"rarity":"common","slug":"feat-216"},{"skill_mod":{},"summary":"Guilt clouds the minds of those who ignore your Glimpse of Redemption.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"redeemer cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=217","weakness":{},"name":"Weight of Guilt","trait":["Champion"],"id":"feat-217","text":" Weight of Guilt Source Core Rulebook pg. 110 Prerequisites redeemer cause --- Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration.","category":"feat","pfs":"Standard","feat":["Weight of Guilt"],"rarity":"common","slug":"feat-217"},{"skill_mod":{},"summary":"You call upon your deity’s grace.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You attempt a save against a spell, before you roll.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=218","weakness":{},"name":"Divine Grace","trait":["Champion"],"actions_number":1,"id":"feat-218","text":" Divine Grace Reaction Source Core Rulebook pg. 110 Trigger You attempt a save against a spell, before you roll. --- You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Divine Grace"],"rarity":"common","slug":"feat-218"},{"remaster_name":["Oath of The Slayer"],"skill_mod":{},"summary":"You’ve sworn to slay evil dragons.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=219","weakness":{},"name":"Dragonslayer Oath","trait":["Champion","Oath"],"id":"feat-219","text":" Dragonslayer Oath Source Core Rulebook pg. 110 Prerequisites tenets of good --- You've sworn to slay wicked and nefarious dragons. You gain following edict: “You must slay dragons whose actions are in direct opposition to your deity's edicts when you encounter them as long as you have a reasonable chance of success.” Your Retributive Strike gains a +4 circumstance bonus to damage against a dragon, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption's resistance against damage from a dragon is 7 + your level. If you use Liberating Step triggered by a dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don't consider dragons whose actions are in direct opposition to your deity's edicts to be legitimate authorities, even in nations they rule. Dragonslayer Oath leads to... Wyrmbane Aura","category":"feat","pfs":"Standard","feat":["Dragonslayer Oath"],"rarity":"common","slug":"feat-219"},{"remaster_name":["Oath of The Slayer"],"skill_mod":{},"summary":"You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=220","weakness":{},"name":"Fiendsbane Oath","trait":["Champion","Oath"],"id":"feat-220","text":" Fiendsbane Oath Source Core Rulebook pg. 110 Prerequisites tenets of good --- You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. You gain the following edict: “You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a fiend that isn't unholy, you don’t have to banish or kill it.” Your Retributive Strike gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from a fiend is 7 + your level. If you use Liberating Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider fiends to be legitimate authorities, even in nations ruled by fiends. Fiendsbane Oath leads to... Anchoring Aura, Banishing Blow","category":"feat","pfs":"Standard","feat":["Fiendsbane Oath"],"rarity":"common","slug":"feat-220"},{"remaster_name":["Oath of The Slayer"],"skill_mod":{},"summary":"You’ve sworn an oath to put the undead to rest.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=221","weakness":{},"name":"Shining Oath","trait":["Champion","Oath"],"id":"feat-221","text":" Shining Oath Source Core Rulebook pg. 110 Prerequisites tenets of good --- You’ve sworn an oath to put the undead to rest. You gain the following edict: “You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find an undead that isn't unholy, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace.” Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider undead to be legitimate authorities, even in nations ruled by undead. Shining Oath leads to... Aura of Life","category":"feat","pfs":"Standard","feat":["Shining Oath"],"rarity":"common","slug":"feat-221"},{"remaster_name":["Oath of The Avenger"],"skill_mod":{},"summary":"You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"paladin cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=222","weakness":{},"name":"Vengeful Oath","trait":["Champion","Oath"],"id":"feat-222","text":" Vengeful Oath Source Core Rulebook pg. 111 Prerequisites paladin cause --- You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. You gain the following edict: “You must hunt down and exterminate creatures that have committed heinous atrocities.” You can use lay on hands to damage a creature you witness harming an innocent or a ally as if it were undead; in this case, lay on hands deals spirit damage instead of vitality damage and gains the holy trait. This doesn’t prevent you from healing such a creature with lay on hands; you choose whether to heal or harm. Vengeful Oath leads to... Aura of Vengeance","category":"feat","pfs":"Standard","feat":["Vengeful Oath"],"rarity":"common","slug":"feat-222"},{"skill_mod":{},"summary":"You stand strong in the face of danger and inspire your allies to do the same.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=223","weakness":{},"name":"Aura of Courage","trait":["Champion"],"id":"feat-223","text":" Aura of Courage Source Core Rulebook pg. 111 Prerequisites tenets of good --- You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.","category":"feat","pfs":"Standard","feat":["Aura of Courage"],"rarity":"common","slug":"feat-223"},{"skill_mod":{},"summary":"Your faith makes you resistant to disease.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=224","weakness":{},"name":"Divine Health","trait":["Champion"],"id":"feat-224","text":" Divine Health Source Core Rulebook pg. 111 Prerequisites tenets of good --- Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Divine Health"],"rarity":"common","slug":"feat-224"},{"skill_mod":{},"summary":"Your touch relieves fear and restores movement.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=225","weakness":{},"archetype":["Blessed One"],"name":"Mercy","trait":["Champion","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-225","text":" Mercy Single Action Source Core Rulebook pg. 111 Archetypes Blessed One (Level 6), Blessed One (Level 6) --- Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands , you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands . Mercy leads to... Affliction Mercy, Blessed Spell, Elucidating Mercy, Greater Mercy, Invigorating Mercy, Ultimate Mercy","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Mercy"],"rarity":"common","slug":"feat-225"},{"skill_mod":{},"summary":"You excoriate a foe for its wrath against goodly creatures.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"devotion spells; tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=227","weakness":{},"name":"Litany Against Wrath","trait":["Champion"],"id":"feat-227","text":" Litany Against Wrath Source Core Rulebook pg. 112 Prerequisites devotion spells; tenets of good --- You excoriate a foe for its wrath against goodly creatures. You can cast the litany against wrath devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Litany Against Wrath"],"rarity":"common","slug":"feat-227"},{"skill_mod":{},"summary":"You and your mount have grown closer, and your loyalty to each other is unbreakable.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"divine ally (steed)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=228","weakness":{},"name":"Loyal Warhorse","trait":["Champion"],"id":"feat-228","text":" Loyal Warhorse Source Core Rulebook pg. 112 Prerequisites divine ally (steed) --- You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the divine ally class feature is now a mature animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so. Loyal Warhorse leads to... Imposing Destrier","category":"feat","pfs":"Standard","feat":["Loyal Warhorse"],"rarity":"common","slug":"feat-228"},{"skill_mod":{},"summary":"You use your shield to protect your allies as well as yourself.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"[Champion] divine ally (shield); [Champion] tenets of good; [Fighter] Shield Block","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=229","weakness":{},"archetype":["Knight Vigilant","Bastion","Ulfen Guard","Golden Legionnaire"],"name":"Shield Warden","trait":["Champion","Fighter"],"id":"feat-229","text":" Shield Warden Source Core Rulebook pg. 112 Archetypes Bastion (Level 8), Knight Vigilant (Level 8), Bastion (Level 8), Ulfen Guard (Level 8), Golden Legionnaire (Level 8) Prerequisites [Champion] divine ally (shield); [Champion] tenets of good; [Fighter] Shield Block --- You use your shield to protect your allies. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. Shield Warden leads to... Shield of Grace, Shield of Reckoning","category":"feat","pfs":"Standard","feat":["Shield Warden"],"rarity":"common","slug":"feat-229"},{"remaster_name":["Smite"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion"],"id":"feat-230","text":" Smite Evil Single Action Source Core Rulebook pg. 112 Prerequisites divine ally (blade); tenets of good --- Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 spirit damage if the target is unholy, increasing to 6 if you have master proficiency with this weapon. If the foe attacks one of your allies, the duration extends to the end of that foe’s next turn. If the foe continues to attack your allies each turn, the duration continues to extend.","feat":["Smite Evil"],"skill_mod":{},"summary":"Your blade ally becomes an even more powerful tool against evildoers.","primary_source":"Core Rulebook","trait_group":["Class"],"level":6,"prerequisite":"divine ally (blade); tenets of good","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=230","name":"Smite Evil","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-230"},{"skill_mod":{},"summary":"Through your conviction, you have glimpsed the deeper secrets of your deity’s domain.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Deity's Domain","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=231","weakness":{},"name":"Advanced Deity's Domain","trait":["Champion"],"id":"feat-231","text":" Advanced Deity's Domain Source Core Rulebook pg. 112 Prerequisites Deity's Domain --- Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an advanced domain spell from the domain you chose with Deity’s Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Advanced Deity's Domain"],"rarity":"common","slug":"feat-231"},{"skill_mod":{},"summary":"Your faith enhances your ability to remove conditions.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mercy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=232","weakness":{},"archetype":["Blessed One"],"name":"Greater Mercy","trait":["Champion"],"id":"feat-232","text":" Greater Mercy Source Core Rulebook pg. 112 Archetypes Blessed One (Level 10), Blessed One (Level 10) Prerequisites Mercy --- Your faith enhances your ability to remove conditions. When you use Mercy, you can instead attempt to counteract the blinded, deafened, sickened, or slowed conditions.","category":"feat","pfs":"Standard","feat":["Greater Mercy"],"rarity":"common","slug":"feat-232"},{"skill_mod":{},"summary":"Your devotion to your mount manifests as a surge of positive energy.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"divine ally (steed); devotion spell (_lay on hands_)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=233","weakness":{},"name":"Heal Mount","trait":["Champion"],"id":"feat-233","text":" Heal Mount Source Core Rulebook pg. 113 Prerequisites divine ally (steed); devotion spell ( lay on hands ) --- Your devotion to your mount manifests as a surge of positive energy. When you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for each heightened level.","category":"feat","pfs":"Standard","feat":["Heal Mount"],"rarity":"common","slug":"feat-233"},{"remaster_name":["Second Blessing"],"skill_mod":{},"summary":"Your inner grace attracts the attention of a second protective spirit.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"divine ally","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=235","weakness":{},"name":"Second Ally","trait":["Champion"],"id":"feat-235","text":" Second Ally Source Core Rulebook pg. 113 Prerequisites divine ally --- Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits.","category":"feat","pfs":"Standard","feat":["Second Ally"],"rarity":"common","slug":"feat-235"},{"remaster_name":["Sense Unholiness"],"skill_mod":{},"summary":"You sense evil as a queasy or foreboding feeling.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=236","weakness":{},"archetype":["Exorcist"],"name":"Sense Evil","trait":["Champion"],"id":"feat-236","text":" Sense Evil Source Core Rulebook pg. 113 Archetype Exorcist (Level 14) Prerequisites tenets of good --- You sense evil as a queasy or foreboding feeling. You detect unholy creatures as a vague sense, similar to humans’ sense of smell. An unholy creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its unholiness from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day.","category":"feat","pfs":"Standard","feat":["Sense Evil"],"rarity":"common","slug":"feat-236"},{"skill_mod":{},"summary":"Your devotion is strong enough to increase your focus to incredible heights.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"devotion spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=237","weakness":{},"name":"Devoted Focus","trait":["Champion"],"id":"feat-237","text":" Devoted Focus Source Core Rulebook pg. 113 Prerequisites devotion spells --- Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Devoted Focus"],"rarity":"common","slug":"feat-237"},{"skill_mod":{},"summary":"Under your care, your mount has realized its innate potential.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"divine ally (steed); Loyal Warhorse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=238","weakness":{},"name":"Imposing Destrier","trait":["Champion"],"id":"feat-238","text":" Imposing Destrier Source Core Rulebook pg. 113 Prerequisites divine ally (steed); Loyal Warhorse --- Under your care, your mount has realized its innate potential. The mount you gained through the divine ally class feature is now a nimble or savage animal companion. During an encounter, even if you don't use the Command an Animal action, your mount can still use 1 action on your turn to Stride or Strike. Imposing Destrier leads to... Auspicious Mount","category":"feat","pfs":"Standard","feat":["Imposing Destrier"],"rarity":"common","slug":"feat-238"},{"skill_mod":{},"summary":"You rail against the sin of sloth, turning a foe’s laziness against it.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"devotion spells; tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=239","weakness":{},"name":"Litany Against Sloth","trait":["Champion"],"id":"feat-239","text":" Litany Against Sloth Source Core Rulebook pg. 113 Prerequisites devotion spells; tenets of good --- You rail against the sin of sloth, turning a foe’s laziness against it. You can cast the litany against sloth devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Litany Against Sloth"],"rarity":"common","slug":"feat-239"},{"remaster_name":["Radiant Armament"],"skill_mod":{},"summary":"Your divine ally radiates power, enhancing your chosen weapon.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"divine ally (blade)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=240","weakness":{},"name":"Radiant Blade Spirit","trait":["Champion"],"id":"feat-240","text":" Radiant Blade Spirit Source Core Rulebook pg. 113 Prerequisites divine ally (blade) --- Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming , holy if you are holy, and unholy if you are unholy.","category":"feat","pfs":"Standard","feat":["Radiant Blade Spirit"],"rarity":"common","slug":"feat-240"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Flourish"],"id":"feat-241","text":" Shield of Reckoning Reaction Source Core Rulebook pg. 113 Prerequisites champion's reaction; Shield Warden Trigger A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction. --- When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the foe that attacked your ally.","feat":["Shield of Reckoning"],"skill_mod":{},"summary":"When you shield your ally against an attack, you call upon your power to protect your ally further.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"champion's reaction; Shield Warden","source_category":["Rulebooks"],"trigger":"A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.","resistance":{},"url":"/Feats.aspx?ID=241","name":"Shield of Reckoning","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-241"},{"skill_mod":{},"summary":"The divine grace that flows through you grants reprieve from an affliction.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Mercy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=242","weakness":{},"archetype":["Blessed One"],"name":"Affliction Mercy","trait":["Champion"],"id":"feat-242","text":" Affliction Mercy Source Core Rulebook pg. 113 Archetypes Blessed One (Level 14), Blessed One (Level 14) Prerequisites Mercy --- The divine grace that flows through you grants reprieve from an affliction. When you use Mercy, you can instead attempt to counteract a curse, disease, or poison.","category":"feat","pfs":"Standard","feat":["Affliction Mercy"],"rarity":"common","slug":"feat-242"},{"skill_mod":{},"summary":"You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=243","weakness":{},"name":"Aura of Faith","trait":["Champion"],"id":"feat-243","text":" Aura of Faith Source Core Rulebook pg. 113 Prerequisites tenets of good --- You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal and extra 1 spirit damage against unholy creatures. Also, each willing ally within 15 feet gains this benefit on their first Strike that hits an unholy creature each round.","category":"feat","pfs":"Standard","feat":["Aura of Faith"],"rarity":"common","slug":"feat-243"},{"skill_mod":{},"summary":"You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=244","weakness":{},"name":"Blade of Justice","trait":["Champion"],"actions_number":4,"id":"feat-244","text":" Blade of Justice Two Actions Source Core Rulebook pg. 113 Prerequisites tenets of good --- You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is unholy. Whether or not the target is unholy, you can convert all the physical damage from the attack into spirit damage, and if you are a paladin, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite).","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Blade of Justice"],"rarity":"common","slug":"feat-244"},{"skill_mod":{},"summary":"You can suffer so that others might live.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=245","weakness":{},"name":"Champion's Sacrifice","trait":["Champion"],"id":"feat-245","text":" Champion's Sacrifice Source Core Rulebook pg. 114 Prerequisites tenets of good --- You can suffer so that others might live. You can cast the champion’s sacrifice devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Champion's Sacrifice"],"rarity":"common","slug":"feat-245"},{"skill_mod":{},"summary":"You use your shield to harry your enemies, preventing them from stepping away from or around you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"requirement":"You are wielding a shield.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=246","weakness":{},"name":"Divine Wall","trait":["Champion"],"id":"feat-246","text":" Divine Wall Source Core Rulebook pg. 114 Requirements You are wielding a shield. --- You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.","category":"feat","pfs":"Standard","feat":["Divine Wall"],"rarity":"common","slug":"feat-246"},{"skill_mod":{},"summary":"When you cast doubt upon your foes, the effect lasts longer than usual.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"redeemer cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=247","weakness":{},"name":"Lasting Doubt","trait":["Champion"],"id":"feat-247","text":" Lasting Doubt Source Core Rulebook pg. 114 Prerequisites redeemer cause --- When you cast doubt upon your foes, the effect lasts longer than usual. After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first.","category":"feat","pfs":"Standard","feat":["Lasting Doubt"],"rarity":"common","slug":"feat-247"},{"skill_mod":{},"summary":"Your allies can move farther when you release them from harm.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"liberator cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=248","weakness":{},"name":"Liberating Stride","trait":["Champion"],"id":"feat-248","text":" Liberating Stride Source Core Rulebook pg. 114 Prerequisites liberator cause --- Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit.","category":"feat","pfs":"Standard","feat":["Liberating Stride"],"rarity":"common","slug":"feat-248"},{"remaster_name":["Aura of Righteousness"],"skill_mod":{},"summary":"Your aura hampers fiends’ teleportation.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Fiendsbane Oath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=249","weakness":{},"name":"Anchoring Aura","trait":["Champion"],"id":"feat-249","text":" Anchoring Aura Source Core Rulebook pg. 114 Prerequisites Fiendsbane Oath --- Your aura hampers fiends’ teleportation. Your aura attempts to counteract teleportation spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells.","category":"feat","pfs":"Standard","feat":["Anchoring Aura"],"rarity":"common","slug":"feat-249"},{"skill_mod":{},"summary":"Your aura protects against necromantic effects.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Shining Oath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=250","weakness":{},"name":"Aura of Life","trait":["Champion"],"id":"feat-250","text":" Aura of Life Source Core Rulebook pg. 114 Prerequisites Shining Oath --- Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against necromancy effects.","category":"feat","pfs":"Standard","feat":["Aura of Life"],"rarity":"common","slug":"feat-250"},{"skill_mod":{},"summary":"Your righteous aura dampens evil’s might.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=251","weakness":{},"name":"Aura of Righteousness","trait":["Champion"],"id":"feat-251","text":" Aura of Righteousness Source Core Rulebook pg. 114 Prerequisites tenets of good --- Your righteous aura dampens evil’s might. You and all allies within 15 feet gain resistance 5 to unholy.","category":"feat","pfs":"Standard","feat":["Aura of Righteousness"],"rarity":"common","slug":"feat-251"},{"skill_mod":{},"summary":"When you call upon others to take retribution, you also guide their aim.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"exalt; Vengeful Oath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=252","weakness":{},"name":"Aura of Vengeance","trait":["Champion"],"id":"feat-252","text":" Aura of Vengeance Source Core Rulebook pg. 114 Prerequisites exalt; Vengeful Oath --- When you call upon others to take retribution, you also guide their aim. When you use Retributive Strike, your allies who make Strikes take only a –2 penalty, instead of a –5 penalty.","category":"feat","pfs":"Standard","feat":["Aura of Vengeance"],"rarity":"common","slug":"feat-252"},{"skill_mod":{},"summary":"You can use your champion's reaction more.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=253","weakness":{},"name":"Divine Reflexes","trait":["Champion"],"id":"feat-253","text":" Divine Reflexes Source Core Rulebook pg. 115 --- At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction.","category":"feat","pfs":"Standard","feat":["Divine Reflexes"],"rarity":"common","slug":"feat-253"},{"skill_mod":{},"summary":"You call upon righteousness to expose an evil foe’s weakness.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=254","weakness":{},"name":"Litany of Righteousness","trait":["Champion"],"id":"feat-254","text":" Litany of Righteousness Source Core Rulebook pg. 115 Prerequisites tenets of good --- You call upon righteousness to expose an evil foe’s weakness. You can cast the litany of righteousness devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Litany of Righteousness"],"rarity":"common","slug":"feat-254"},{"skill_mod":{},"summary":"Your aura protects against destructive energies and dragons’ breath.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Dragonslayer Oath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=255","weakness":{},"name":"Wyrmbane Aura","trait":["Champion"],"id":"feat-255","text":" Wyrmbane Aura Source Core Rulebook pg. 115 Prerequisites Dragonslayer Oath --- Your aura protects against destructive energies and dragons’ breath. You and all allies within 15 feet gain resistance equal to your Charisma modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon’s breath, increase the resistance to half your level.","category":"feat","pfs":"Standard","feat":["Wyrmbane Aura"],"rarity":"common","slug":"feat-255"},{"skill_mod":{},"summary":"Guided by your ongoing care, your steed has developed incredible intelligence and skill.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"divine ally (steed); Imposing Destrier","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=256","weakness":{},"name":"Auspicious Mount","trait":["Champion"],"id":"feat-256","text":" Auspicious Mount Source Core Rulebook pg. 115 Prerequisites divine ally (steed); Imposing Destrier --- Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the divine ally class feature is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization. Auspice mounts gain the following benefits: Your companion is marked by your deity's religious symbol as a sacred creature of your deity. Its proficiency rank in Religion increases to expert, it can speak the language associated with your deity's servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1.","category":"feat","pfs":"Standard","feat":["Auspicious Mount"],"rarity":"common","slug":"feat-256"},{"skill_mod":{},"summary":"Divine energy fills your weapon.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"divine ally (blade); tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=257","weakness":{},"name":"Instrument of Zeal","trait":["Champion"],"id":"feat-257","text":"